There are universes and worlds that we cannot see but can feel; there are creatures and beings that we sense but with whom we never communicate; there are faeries and magick and wonder and awe; darkness and light and truth and legend; there are forces at work as limitless as our imaginations and our fears; so I ask you: Who dares brave the truth of these worlds? Who dares enter the Celestial Sphere and claim its throne?
Welcome to Alchemental: Rise of the Celestial Sphere, a fantasy card game that defies tradition and sets you on an adventure against one or many. (We love playing with four people)!
What makes Alchemental different than all the other fantasy card games available?
I asked myself this critical question and after a year of extensive research my rendition of a fantasy card game was born. I call it SACG- Stand Alone Card Game- meaning you will not be chasing down rare cards.
Alchemental: Rise of the Celestial Sphere comes with everything you need to play immediately. It offers an immersive experience with its rich lore and mythology, with over 500 lush artworks unique to its story, you will find yourself awakened in a reimagining of the familiar.
Expansions and more cards will be available in the future, (some are add-ons to this campaign) but you won't have to buy those if you don't want to; though I hope you will :)
Similar to tcg, ccg, deck builder, and other variations of card games? Yes, of course we are, but I've also conjoined other secret elixirs making Alchemental a truly unique gaming experience.
When the truth of the philosopher's stone is learned, it is every realm for itself, and now, with the rise of the Celestial Sphere, it is up to each player to defeat epic typhonn, create alchemental shards, and forge the legendary stone first. Use magick to vanquish even the toughest foes, enchant your typhonn to mine alchemics faster, and negotiate alliances with other realms to ensure victory in war. Along your quest you may even voyage to other realms to mine elementals, charm their typhonn and recruit them to your cause--the possibilities are as endless as your imagination!
**There are compendium novels in the works as we speak, Stay Tuned!
Alchemental: Rise of the Celestial Sphere is an epic fantasy card game set in the Celestial Sphere universe. It is rich with collectibility elements, character and plot driven battles and lore, and lush with unique mythology and magick.
The Objective~ Collect Alchemics. Create Shards. Forge the Philosopher's Stone. Whoever forges the stone first, wins.
It is optimal for 2-4 players, but you can play with as many people as you desire. Dust off that long table, it is time to answer the call! Gameplay is 45-90 minutes. (Disclaimer-the two paintings featured below are my reproductions of Caravaggio).
Alchemental: Rise of the Celestial Sphere has six different typhon (main) decks; three belong to the light, three belong to the dark and one healer deck per each. (There is a designated healer deck unique to the Light deck and one unique to the Dark deck).
Your main deck consists of two colored typhonn, your healers, and your Elementals. Each color relies on its own Elemental to cast magick and launch physical attacks; they are color coded with synchronized symbols. Some more powerful attacks rely on two or more Elementals. You earn Alchemics when you defeat your opponent(s)' typhonn; some of your own typhonn may reward you with card pulls and Alchemic drops too!
You may use more than two colors when building your deck; it is up to you. There is a complete deck building tutorial within the instruction manual.
There is one Alchemic deck and one Scroll Card deck that stand alone during game play.
You use Alchemics to create Shards of the Philosopher's Stone; when you have all eight you may cast Celestial Lightning, forge the Stone, and WIN!
We would never know light without the darkness
The Light Deck includes Blue, Yellow, and Green colored cards. You may prefer the Light deck for its counter-strikes and cunning tactics, its powerful healing and loyalty, and its plethora of imperious races. Its magick is rooted in ancient ways, mainly focused on boosting energy and health, but it also conjures devastating spells. Like anything in existence, it has its disadvantages, but they are not easy to see.
The Light decks are designed to work together, but we encourage you to explore your options! You may find that the combination of light and dark best serves your purpose.
All decks included in the Core Sets have been designed to be interchangeable and compatible, making for a truly epic adventure!
"You must understand, there exists no evil in these worlds, only humans being human, only gods being gods, only life doing what life knows to do..."
The Dark deck includes Black, Red, and Brown colored cards. You may prefer the Dark deck for its preemptive strikes and its powerful armor and offensive tactics. Its magick is self-serving, indeed, aimed at strengthening arms and armor while raising health and damage points, but, you may find a way to wield treacherous spells of Poison and Rest.
The Dark deck is designed to work together, but we encourage you to explore your options! You may find that the combination of dark and light best serves your cause.
All decks included in the Core Sets have been designed to be interchangeable and compatible, making for a truly epic adventure!
There are hundreds of known species, with thousands waiting to be discovered. Many typhonn linger in the Vael~the mists between the world of men and the world of magick~join me on an epic adventure as you explore the Celestial Sphere and delight in the wonders awaiting you!
There are four distinct types of cards in Alchemental: Rise of the Celestial Sphere. (Not including the Philosopher's Stone Card or the Celestial Lightning Card).
In each deck you find typhonn from the eight realms. Each realm has a distinct culture, set of beliefs, history, legends, unique abilities, and truths.
The Rangers of Lapisazuria have perfected Pendragon bows and smelt arrows.
The peaceful Linearians seek to avoid conflict, but be not fooled, they are ancient beings born with Alchemental gifts; their magick should be respected, but also feared.
Tartarae seeks that which they've never known-the breath of life- and will sacrifice anything, and anyone, to get it.
The scribes of Cethaeron seek knowledge above all things while the merry folk of Geolin only want to dine on plumchock wine.
And then there are the Mercurians, who hail from Mercuria and seek the spectacle of the fight. They love to show off their strength with no regard for logic or rationale.
Dol and Ameth touch the East of East and West of West and bring with them antiquated healing arts. But as their mantra tells: and eye for an eye, and sometimes you may know not on which side of their loyalty you fall.
Some realms are allies, some are fierce foes, but when no one's future is safe, friends become enemies, enemies become friends, and at the end of it all it is every man for himself; for there can be only one Keeper of the Celestial Throne.
Separate your decks, shuffle them, and stage your play area.
Each player draws eight cards from their main deck and eight Alchemic cards. Each player then rolls their die; whoever rolls the lesser number goes first.
Use elementals with typhonn to defeat your enemies.
Collect Alchemics and forge shards. Earn shard tokens and gold to purchase arms and armor upgrades, cards, and even deck shuffles.
Whoever creates eight shards and forges the philosopher's stone first, wins.
For more on game play and video tutorials, see Game Play Tutorials
"I'm not a gamer, but my husband is so I agreed to play at a demo. It had me from the first eight cards! It was easy to learn and play, but there was a really deep story that came along with it. The art is beautiful, and it was really fun to play! More fun than a lot of games I have played. I beat my husband too which was awesome! I would recommend this game to anyone, gamer or not, it is worth it!" Rebecca Smith, Northern California.
Who am I and why did I create a Fantasy Game?
Some of you may know me as an Author, an Art Historian, a Painter, a Professor, indeed, I am all of these things. But... I am also a fantasy lover, a dreamer, a believer in dragons and faeries and fantastical things!
My love of all things fantasy reaches as far back as I can remember; before I could read, I was lost to worlds I drew; fantastical worlds full of rich characters and lush terrain; always on an epic adventure, always finding trouble and triumph. As a teenager and young adult, I was told 'girls don't create games, they don't create comics, and they certainly don't ever create fantasy worlds and characters.' Oh! But we do! We do! And, it was when I was at a friend's house two years ago, teaching his kids how to play a tcg, that I remembered my childhood dream of creating--writing, drawing, designing--a fantasy card game.
But, I wanted mine to be different, to stand out amidst the vastness of the fantasy card game seas, and so my rendition of a card game was born. I call it SACG- Stand Alone Card Game- meaning you will not be chasing down rare cards or feeling frustration over randomized booster packs (buying ten of them only to realize you did not get that one card you wanted so bad...)
So, I started thinking; how can I develop something unique, but still encapsulate all the factors that make fantasy card games so enjoyable, and lovable? What dis I love about these games? More importantly, what did I dislike? I found my answers after a year of research and I created a game I always wanted to play- a game rich with lore and depth, battle driven plots and game play, diverse characters and emotions, unique magick with a dash of science; and of course, fantastical races of beings and vibrant artworks. Maps and monsters and... Murwood root...?
Fast forward two years and here I am, a girl from New York who landed in California, with the first in what I hope is a long tradition of fantasy card games and novels to come, and now it is the time to reach out to all my fellow fantasy lovers, my fellow gamers, my fellow comic convention goers, my fellow cosplayers, my fellow dreamers, my fellow believers--the list is endless--and ask for your support for a project that is nearer and dearer to my heart than anything I have ever created.
What do I need KickStarter for?
Many are familiar with the high expense of quality printing, but let me break it down in the simplest sense. I receive huge discounts on printing costs if I order in bulk, but by bulk of course they mean hundreds, sometimes thousands of orders, at once. This is where you come in; with your pledges I will be able to order hundreds/thousands and keep the cost of this game reasonable, so that all may enjoy it.
My goal of $10,000 is to cover printing and domestic shipping, with roughly 30% going to taxes and fees. I am a one woman show here; I designed, drew, and wrote all of the content, so I don't have anyone to pay, which is nice, but I would like to be able to take about 5% and put it into further marketing and perhaps hire some different artists to contribute to the expansion decks.
If my goal is met, I will be able to keep the initial cost for the game down; making it affordable to everyone. My hope is that no matter your financial position, Alchemental will be obtainable for you, for what is the world without games and tales?
Why fund this project?
~ After two years of intense and steadfast development, I was blown away at how well received Alchemental: Rise of the Celestial Sphere was during beta play. It has been played and played, and played again, and is ready to go (additional decks and lore are in development now).
~ It is easy to play. Yes, it's true, I created an easy to play fantasy game but didn't skimp on the complexity and wonder.
~ The story never ends. There are compendium novels to this game; I have eight in all planned for the first series, with many more to come. Book one is complete and in the editing stage.
~ At the very least, know that you will be funding my dreams, which, although goes without saying; means more to me than words could ever explain.
In return for your pledge, you'll receive a high-quality, re-playable game that allows for unlimited fun.
Thank you in advance for all of your support and may you always follow your dreams.
Number eight is the key!
The number eight is recurring throughout Alchemental: Rise of the Celestial Sphere; as it symbolizes infinity, the Alpha and Omega, life and death and rebirth; divine proportion and both one God or the many gods; all which are the foundations of the Celestial Sphere and its lore.
Within the Celestial Sphere, eight represents the Eithe, or the first eight gods, whom created the universe and all life. Each of the Eithe has unique attributes suited for one of the eight realms and when they conjoin, they have attributes suited for the whole of the universe.
There are a few special people I would like to thank.
Jaxson Lewis, without you and your family, this dream never would have been realized.
Justin Balog, who selflessly sacrificed insurmountable hours of sleep helping me with the logistics and tech side of this project. Without you, I definitely never would have been able to complete this.
Michael Thompson, Ben Schwartz, and the crew at Empire's Comic's.
My beta players; this goes without saying, but thank you for all of your insights and playing so many times with me!
Terms and Conditions:
- Please note that all funds are in USD; All pledges are to be considered in USD. Exchange rates will be applied after the campaign ends.
- When you pledge to this Kickstarter, you acknowledge and accept the final appearance, materials, and content of the rewards (and the Kickstarter) are subject to change.
- You acknowledge and agree that our responsibility to ship your reward is as you entered when you pledged, wherein after shipping, the title and risk passes to you, up to and upon delivery. If receiving this item outside of the USA, you also acknowledge and agree you are responsible for import duties and any other duties that may be payable to authorities.
- You acknowledge and agree that International Shipping is NOT included in the pledges and is calculated AFTER the campaign ends. I could not include international rates in the pledge costs as they would have gone far too high and made the game inaccessible.
To view past games of Alchemental please visit my website: Alchemental.com
Questions about this project?
Risks and challenges
Risks and challenges
Though this is my first Kickstarter campaign, and I am ever so excited about that, risks and challenges may occur. I will be in constant communication with all of my backers in the event some challenges arise, but I am confident the risk is slim; Alchemental is ready to be shipped and the books are in production now.
I have beta played Alchemental for over a year and forged it into a deft, easy to learn/play, exciting game. The challenges of development are over.
My printer is in the USA and I trust them implicitly with the production of Alchemental. That they are close by, I am in contact with them often and am confident they can meet any printing challenge that may arise.
All that being said, one can never account for glitches and unexpected circumstances. Please know that you will be informed every step of the way, and if any challenge arises, we shall meet it head on and will remedy it before shipping and fulfillment.Learn about accountability on Kickstarter
- (30 days)