No short cuts or magic dust here, just man and science against the will and mind of another in an Alchemistic Battle Royale.
Earth, Air, Water, Fire, and Plant. Each element is used in several ways, which is printed on the card. I added a fifth element of "Plant" in order to make the periodic elements more tangible as weapons in combination with the "Plant" element. Such as spears (wooden Stave), body armor (hemp combined with elements used for toughness) and other items requiring the plant element.
The age old Chinese game of Rock, paper, scissors has taken on a new meaning in "Alchemist Wars" - The Card Game. The Rock card - Used for pulverizing, compressing, and flattening elements for weapons, such as shields, powdered elements and various projectile weapons. The Paper Card - Used for adding subscripts to elements to complete weapon formulas when all of the subscript cards have been utilized. The Scissors Card - Used to diffuse or cut an enemies weapon by remove any element and it's subscript from the weapon's formula. The player must place the element, its subscript and the scissors card down to diffuse the weapon. The Flask Card - Used as a chemical weapon's delivery system in launching the weapons.
There are several sets of 18 periodic cards in the deck, each with its own deadly weapon formulas printed on them for attacks, incapacitation, explosions, fire, defense and evasion. Examples below.
The Weapons, Defenses and Counterattacks
This is a Diamond Tip Spear, the Carbon is pressurized into a diamond by the Rock implement card and is affixed onto the tip of the wooden stave derived from the Plant element. There are 6 other spear formulas in the deck.
This is an Iron Shield, fire is used to melt the iron and the Rock implement is used to flatten it. There are 7 other shield formulas in the deck
This is a Liquid Hydrogen grenade, a weapon that is used to incapacitate your opponent by freezing them. The Water element card transforms elements that have an effective liquid form into there liquid form. The Flask card is used to launch the weapon. There are 5 other incapacitating weapons in the deck.
This is a Magnesium grenade, the Rock card is used to pulverize the magnesium and the Flask card is used to launch the grenade. There are 7 other explosive formulas in the deck
This is a Aluminum Hygroelectricity rod, a form of electricity harnessing from the air that was promoted by Nikola Tesla and is currently being experimented with. As a Alchemist you have mastered this electricity harnessing and redirecting the current through a electro rod. The metal is melted by the Fire element and affixed to the tip of a wooden stave derived from the Plant element; the electric current is derived from the air with the Air element card. There are 6 other Electro rods in the deck.
There are Fire balls, body armor, a fire resistant cloak, and a levitation card to name a few extras in the deck.
Each player receives five element cards; four implement cards and five subscript number cards. Players pull seven periodic cards from the deck, five for their hand and two cards facedown as reserve cards. The first player may chose to launch a weapon against their opponent or discard cards and replace them with cards from the deck, and play goes to the next player, who can exchange their cards. Exchanging of cards can occur on each players turn until someone launches an attack. Players may only have five cards in their hand and two facedown reserve cards.
The Initial Attack, Defense and Counterattack
Each round begins with a card exchange or an attack. The initial attack must include periodic cards with supporting element and implement cards to form a weapon. All parts of the weapon are locked into place once it is launched and can not be reused in any subsequent defensive or offensive plays. The opponent may chose to counterattack, but he must first launch a defensive move using periodic cards with any supporting cards in his defense. After a successful defense using periodic cards with supporting cards against an offensive weapon, the player may launch a weapon of his own, however, he is not required to use a periodic card and may use any number of designated weapons both elements and implements, as well as, the periodic cards. (Each weapons components are listed on the cards and must include all parts to form the weapon. Some weapons are stand alone weapons and can be used as such.) Play for both players is in this fashion after the initial attack and defense are played with periodic cards. If an opponent is not able to defend against the initial attack he may yield without placing any cards on the table and must relinquish two cards to his opponent from his hand, this does not include the two reserve cards. The winner receives 10 points and the two cards. That ends the round and the players may draw and exchange cards from the deck to start the next set.
If a player does not yield but launches a counterattack after a successful defense, his opponent may respond to his counterattack and may use any number of designated defenses both elements and implements, as well as, the periodic cards, and then, launch his second attack. However, if an opponent can not defend against a counterattack he must yield and relinquish two cards from his hand. The winner receives 10 points and the two cards. If neither player yields and battles one another until all options are exhausted the player that is unable to launch a final defense or weapon loses. The winner receives 25 points for vanquishing his opponent and the loser keeps his remaining cards. That ends the round and the players may draw and exchange cards from the deck to start the next set. The first player to reach 200 wins.