A Duel of Alchemists

Alembix

Solve et Coagula

Summon creatures drawn from the elements. Forge them into greater beings in your furnace. Knock your opponent out before they do the same to you.

Descend

The Work

Two alchemists. One table. The whole periodic table at your command.

Alembix is a head-to-head duelling card game built on the real chemistry of matter. Every creature is an element. Every fusion is a genuine reaction. Behind the painterly artwork sits a system that rewards both the curious newcomer and the deck-building tactician.

The Core Loop

Dissolve, combine, conquer

A match is a single clear rhythm. Learn it once and every card finds its place.

First · Summon

Call the elements

Play Element creatures from one of nine tribes. Each sits on the table, attacks, defends, and quietly feeds your pool of alchemical primes.

Then · Forge

Fuse in the Athanor

Consume creatures on the table to forge a Coagulum from your furnace. Iron meets fire and becomes rust. Bigger, stronger, and forever changed.

Finally · Strike

Clear the board

Attack to tap creatures and break your opponent's defences. Strip their side bare, then land one undefended blow. The duel is yours.

The Tria Prima

Your identity is on the board, not in your hand

You never draw a resource card for colour. Your creatures emit the three classical primes themselves, so you can never be stuck without the right element. If it is on the table, you have it.

Salt

Body · Structure

The principle of the body. Salt is defence: walls, endurance, and creatures that simply refuse to fall.

Sulphur

Soul · Fire

The principle of the soul. Sulphur is aggression: flame, force, and the attack power to burn a board down.

Mercury

Spirit · Change

The principle of the spirit. Mercury is speed and transformation: the swift, the slippery, and the ever-shifting.

The Nine Houses of Substance

Build around a tribe

Every Element creature belongs to one of nine tribes drawn from the families of the periodic table. Lean into one and the rewards follow.

Pneumata

Spirits of the Breath

Non-metals · Sulphur

Halita

Makers of Salt

Halogens · Sulphur

Salia

Children of the Ash

Alkali metals · Sulphur

Terrae

Earths of the Bone

Alkaline earths · Salt

Limina

Walkers of the Threshold

Metalloids · Salt

Plumbata

The Heavy Brethren

Post-transition metals · Salt

Metalla

Lords of the Forge

Transition metals · Mercury

Aetheria

The Hidden Airs

Noble gases · Mercury

Lampades

The Radiant Line

Rare earths & radiants · Mercury

The Athanor

Five fusions. Choose them in secret.

Before the match you load five Coagula into your furnace, hidden from your opponent until the moment you forge. Each slot fires once. Pick your line-up carefully, because the timing of a fusion can decide the duel.

Fusion is transformation, not destruction. A creature shielded from harm can still be fed to the fire, and what emerges is something far greater.

Easy to learn, deep to master

A curve everyone climbs together

Your energy is simply the round number, so you always know what you can afford and both players grow in step. No flooding, no screw, no dead hands.

Safety nets keep the game moving: a free cycle each turn, a flexible mulligan, and a draw you can always rely on. New players ignore the primes entirely and still play well. The depth is there the moment you want it.

9
Tribes
3
Classical Primes
26
Event Cards
5
Fusions per Match

Enter the Laboratory

The fire is lit. The vessels are ready.

Welcome to the work.