In the
board game Alchemists, players take on the role of potion makers and
academics. They compete against each other to discover the magical
properties of different potion ingredients, and race to publish their
findings. It's an interesting and flavorful setting, and it's supported
by an intriguing sales pitch of mechanics. It's a deduction game crossed
with a worker placement game! It has a clever smartphone app to
adjudicate the players' deduction process! But in my opinion, Alchemists
is a suspect brew of ingredients that don't really go together.
The
two core game styles that this game combines are too much at odds with
each other. A good worker placement game puts the players in a race they
cannot win. There are more things you want to do in a single round than
you actually can do. You have more plans for rounds to come than there
are actually rounds left in the game. You have to make tradeoffs, and
you have to weigh those tradeoffs against your best guesses about what
your opponents will do. On the other hand, a deduction game isn't about
managing the journey, it's about the destination. There's an answer out
there. Opponents have limited ways to thwart your investigation (if,
indeed, any at all). All the tools to find the solution are at your
disposal.
Alchemists
exposes all the friction between these two systems. It's a worker
placement game in which turn order matters. A lot. In fact, the
placement of your opponent's workers can cut off your attempts to "solve
the mystery" of the ingredients. In a pure worker placement game, that
might be a fun part of the challenge. In a game of deduction, I found it
frustrating.
The
game lasts just six rounds, which I also found annoying. Most deduction
games last until the mystery is solved. (Mystery Express is another
example of a limited-turns deduction game, and the fact that some games
end without anyone completely solving the murder is part of my reticence
about it.) Alchemists is deliberately engineered to always end
without any player complete solving the "mystery" of what the eight
ingredients all do. Again, in a worker placement game, not getting to do
all you want to is part of the fun. But to play a game of deduction
where the puzzle is deliberately unsolvable? Maddening.
If
six rounds played out as breezily as it sounds, I might still find it
in myself to enjoy Alchemists. But in its actual pace, it reminds me of a
quite different game: Dungeon Lords. You place workers just six times
in that game too... but the game still takes an hour-and-a-half (or even
two hours, with some players). Alchemists is the same; a round takes
around 15-20 minutes to play out. But where you can spend your down time
planning in a game like Dungeon Lords, in Alchemists, I just found
myself stewing in my own frustrated inability to fully investigate the
puzzle.
What
it really comes down to is this. Alchemists isn't actually a deduction
game -- at least, not to the degree that it could satisfy a lover of
such games like myself. It's really just a worker placement game, with
an unconventional "risk" to be mitigated. Judging from the rave reviews
on Board Game Geek, this is satisfying a lot of players. Me, I think
it's neither fish nor fowl, in a most unsatisfying way.
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