Artwork from Alchemical Ends
The Dead Wizard's Tower

Alchemical Ends

The master is dead at his workbench and the tower has sealed itself. His notes are all here, in the wrong order, in his own private shorthand.

  • 2–6 playersCrew
  • 60 minTypical
  • IntermediateDifficulty
£18.99 one-time
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Buy once and play it as often as you like, with as many crews as you can gather.

The story

The apprentice before you did not make it out either. What is left is a workshop mid-experiment: half-labelled jars, a ward that will not lift, and a notebook whose author assumed nobody else would ever need to read it. Mix what he never dared, in the order he never wrote down, and unmake the thing keeping the door shut.

How it works

This one rewards reading carefully and arguing openly. The notebook is the key to nearly everything, and it will contradict itself until you work out which page came first. Split up: one of you on the notes, one on the shelves, one on the ward itself.

What you need

A browser, and preferably a screen bigger than a phone — there is a lot of small handwriting to read. A way to talk to each other, and the patience to be wrong twice before you are right.

Ready when you are.

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