Jabir's Transmutations



Introduction

In the hot desert of Persia, in the year 721 of the common era, a child was born who was to be the greatest alchemist and polymath of his time: Abu Mūsā Jābir ibn Hayyān, known only as Jabir. Inspired by his father’s background as a pharmacist, the young Jabir studied alchemy with unparalleled enthusiasm, learning more than anyone before and publishing many, many works of alchemical knowledge. Though many people believed alchemy to be some kind of magic, or a blindly futile search to make gold, alchemists like Jabir were guided by a working theory. Most of Jabir’s works survived and became staples of the next generation of alchemists. It is now the year 950 of the common era, and you and your colleagues have discovered what you believe to be a document written by the famous Jabir himself! It is indeed a lucky find, given that you have dedicated many years to perfecting the formula to transmute base resources into gold. In order to verify Jabir’s work, you must test the transmutations detailed in the document. If you can make enough gold, then your discovery is authentic. Compete against your colleagues for the glory of discovering an authentic work of Jabir!

Materials

● Gameboard
● 28 blue, green, and red tokens
● 16 gold tokens
● 9 silver tokens
● 1 six-sided die
● 80 Resource cards (purple and tan):

26 Fire
14 Water
20 Cinnabar
10 Lead
10 Yellow Salt

● 7 Event cards (gray):

3 Eureka: Player chooses an elixir and all players obtain that.
1 Explosion: Choose one resource, everybody loses half that resource (if odd, lose the larger portion)
1 Disaster: Choose either fire or water, and everybody loses all those cards
1 Sultan’s Favor: Get two of any primary resource
1 Steal: Replace one of an opponent's resource tokens (not an elixir) with your own.


Set up

Separate out the Gold (yellow) and Silver (grey) tokens and set them aside. After each player chooses a color (red, blue, or green), stack the corresponding tokens in front of each player. Separate the Resource cards from Event cards, then shuffle the Resource deck and the Event deck. Place one of each player’s tokens on the spots marked Cinnabar, Lead, and Yellow Salt (each player begins with one of each of these three resources).

Set both decks face down next to the board. The second-oldest player is the starting player for the first round. Play proceeds clockwise.

Gameplay Overview

The gameboard is marked with a spot for each resource. A colored token placed on certain spot represents a unit of that resource for the player of that color. The primary resources are Cinnabar, Lead, and Yellow Salt. When either Fire or Water is applied, these resources can be transmuted to create other resources using the formulas marked on the board (see Transmutations). Creating these secondary resources will generate points, and the goal of the game is to be the first player to reach 17 points (see End of the game).

Rounds

Rounds consist of three phases: Event Phase, Drafting Phase, and Playing Phase.

1. Event Phase: The starting player reveals the top event card on the Event deck and completes the event card action. If no event cards remain in the Event deck, the discarded Event cards from previous rounds are reshuffled to recreate the deck. After drawing the card, the starting player takes the following action depending on which card is drawn:

Eureka: choose one of the four Elixirs (Hotness, Coldness, Wetness, or Dryness) and place one of your tokens on the corresponding spot on the board. Note that this is the only way to create the Elixir of Coldness and the Elixir of Dryness.

Explosion: Choose one resource that is not Gold or Silver. All three players remove half of their tokens on that resource. If odd, the larger portion is lost (e.g. a player with 3 tokens loses 2 and keeps 1).

Disaster: Choose either Fire or Water. All three players discard all cards of this type that they have saved from the previous round.

Sultan’s Favor: Choose a primary resource (Cinnabar, Lead, or Yellow Salt) and place two of your tokens on that resource.

Steal: Choose one of your opponent's tokens of any resource that is not Gold, Silver, or one of the four Elixirs, and replace that token with one of your own tokens.


2. Drafting Phase: The starting player deals 6 resource cards from the Resource deck to each player. If there are not enough cards, shuffle the discard pile to replenish the Resource deck. The players simultaneously choose one resource card from among the 6 cards dealt to them and place their chosen card face down in front of them. The players then pass the remaining cards to the player to their left. Again, the players simultaneously choose a card (among the remaining 5 possible cards), place it face down in front of them, and pass the remaining cards to the player on their left. This passing and choosing process continues until all cards have been chosen and each player has 6 cards face down in front of them.

Note: These cards should remain separate from the 0 to 3 water or fire cards the players have saved from the previous round, which remain face up throughout the drafting phase

3. Playing Phase: All three players reveal their 6 cards by placing them face up in front of them. Each player takes their turn, beginning with the first player and proceeding in clockwise order. On your turn, complete the following actions in order:

1. Play all of your primary resources. For each Cinnabar, Yellow Salt, and Lead card you drafted, place one token on the corresponding spot on the board and place the corresponding cards in the discard pile. If you don’t have any more tokens, you instead simply discard the primary resource card.

2. Combine the Fire and Water cards you drafted with any Fire or Water cards you have saved from the previous round.

3. Perform any transmutations you are able to perform, if you wish. See Transmutations for full detail. This involves discarding one or more resource cards and a Fire or Water card to create one or more new resources, according to the formulas on the board.

4. You may keep no more than three Fire and Water cards (three total, not three of each) for the next round. If you have more than three Fire and Water cards after performing all desirable transmutations, you must choose some of them to discard until you have at most three. Place any cards you keep face up in front of you.

Note: Beginners should take their Playing Phase turns one at a time, as described, but once players have the hang of the gameplay, they can take their turns simultaneously.

The player to the left of the starting player becomes the new starting player for the next round.

Transmutations

The gameboard diagrams connections between different resources denoting each possible transmutation. Each appearance of a hexagonal with “FIRE” or “WATER” marks a distinct transmutation. The resources pointing into the hexagon (red arrows) are the reactants of the transmutation, and the resources pointing out of the hexagon (green arrows) are the products. A player can only perform a transmutation if he or she possesses all of the reactants, as well as a Fire or Water card needed to instigate the transmutation. To perform a transmutation, a player removes a token for each reactant, discards a Fire or Water card (whichever is required by the transmutation), and places a token for each product created. Some transmutations require two of the same reactant or create two of the same product; numbers on arrows denote how many reactants or products are involved.

There are two ways randomness can be incorporated into a transmutation. If one of the products is marked with instructions to roll a die, then that product is only received if the player rolls at least a 3 on the six-sided die. In this case, the reactants are discarded regardless of the roll. On the other hand, if one of the reactants is marked with instructions to roll a die, then the transmutation only occurs if the player rolls at least a 3 on the six-sided die. If the player rolls a one or a two, the player loses one token from the resource whose arrow was marked with the die-rolling instruction, but keeps all of the other reactants associated with the transmutation.

Note: there are 4 distinct transmutations which result in the creation of Gold. You only need to perform one of these transmutations to receive a Gold token.

All 12 possible transmutations on the board are listed here for reference.


● 2 Cinnabar + Fire ➝ 1 Quicksilver + [Dice Roll 3+ give additional 1 Sulfur]
● 2 Yellow Salt + Water ➝ 1 Sulfur + 1 Arsenic
● [Dice Roll 3+] 1 Lead + 1 Quicksilver + Fire ➝ 1 Tin, [Rolling a 1 or 2 results in loss of 1 Quicksilver]
● 2 Lead + 1 Arsenic + Fire➝ 1 Copper
● 2 Sulfur + Water ➝ 1 Distilled Sulfur
● 2 Quicksilver + Fire ➝ 1 Pure Quicksilver
● 1 Distilled Sulfur + Water ➝ 1 Elixir of Wetness + [Dice Roll 3+ give additional 1 Elixir of Hotness]
● 1 Tin + 1 Elixir of Coldness + Fire ➝ 1 Silver
● 1 Pure Quicksilver + 1 Distilled Sulfur + 1 Elixir of Wetness ➝ 1 Gold
● 1 Pure Quicksilver + 1 Elixir of Dryness + 1 Tin ➝1 Gold
● [Dice Roll 3+] 1 Tin + 1 Copper + Fire ➝ 1 Gold, [Rolling a 1 or 2 results in loss of 1 Tin]
● [Dice Roll 3+] 1 Arsenic + 1 Copper + 1 Elixir of Hotness ➝ 1 Gold, [Rolling a 1 or 2 results in loss of 1 Arsenic]


Example 1: The green and red players are able to perform the 2 Quicksilver ➝ 1 Pure Quicksilver transmutation (assuming they each possess a Fire card), but the blue player is not, because 2 Quicksilver are required. If either chooses to perform the transmutation, they remove two of their tokens from Quicksilver, discard a Fire card, and add one token to Pure Quicksilver. (Tokens can be stacked but are shown unstacked for purpose of clarity.)



Example 1


Example 2: (Top) All three players have the resources required to perform the 2 Cinnabar ➝ 1 Quicksilver + [Dice Roll 3+ give additional Sulfur] transmutation, assuming they possess a Fire card. If a player decides to perform this transmutation, he or she removes two of his or her tokens from Cinnabar, discards one Fire card, and places one token on the Quicksilver spot. Then, the player rolls the six-sided die. If at least a 3 is rolled, the player also places a token on the Sulfur spot. If not, nothing happens. (Bottom) After the Green player performs the transmutation and rolls at least a 3 with the six-sided die, he or she has gained 1 Quicksilver, 1 Sulfur, and lost 2 Cinnabar and one Fire card (Fire card not shown).


Example 2: Before Transmutation


Example 2: After Transmutation

Example 3: The blue player is able to perform the 1 Tin + 1 Copper ➝ 1 Gold Transmutation assuming he or she possesses a Fire card. If the blue player wishes to perform this transmutation, he or she first rolls the six-sided die. On a roll of 3 or more, he or she discards a Fire card, removes one token from Tin and one from Copper, and takes a Gold piece. On a roll of one or two, the blue player loses one of his or her Tin tokens. In this case, the blue player could immediately attempt the transmutation again since he or she would still have a Tin token and a Copper token remaining along with a Fire card.



Example 3

End of the Game

A player’s score can be calculated at any time by the looking at the resources they possess. They earn 5 points for any gold token, 3 points for any silver token, and 1 point for any token on one of the four Elixirs on the board. The game ends if a player has at least 17 points at the end of a round. If more than one player has more than 17 points when the game ends, the player with the most points wins. If they are tied, the tie is broken first by number of gold pieces, then by number of silver pieces, then by number of total pieces on the board. If all these quantities are tied, the game is officially a tie.

Seventeen was the “fundamental number of the world” for Jabir, and is therefore an appropriate number of points to fully authenticate his theory. According to Jabir, each number had a special meaning. Among other points of significance, seventeen was the sum of two important numbers (10, representing “completion,” and 7, representing “divinity”). Seventeen also is the 7th prime number (and therefore divine), and the greek alphabet has exactly 17 consonants.

Picture of the full gameboard: