rules - Mage Company
1 blue hex
6 yellow hexes
5 white discs
4 black discs
54 cards
this rulebook
Ka 8 N &
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The board is comprised of blue and
yellow hexes with black and white
discs on them. All players use this
molecule to create new elements.
Ma, J
all wrong.
A team of scientists that don't have a
clue about chemistry, try to
transmute a molecule and create
| new elements... and they get it
In Wrong Chemistry, you can be a
scientist. You get to create new
elements, in the wrong way, and have
fun with altered names inspired by the
\ real Periodic Table of Elements.
To begin, set up the game board with the blue
hex in the center and a ring of yellow hexes
around it alternating black and white discs.
(See Image (1) on the last page).
Next sort out the "restartium" and
"extramovium" cards. Leave these cards, and
the extra 1 black and 2 white discs close to the
molecule for later use.
Finally, shuffle the remaining cards and deal
out 4 to each player.
To determine the starting player, each player
chooses a card from his/her hand and puts it
face down on the table. When all players have
chosen, reveal the chosen cards. The smallest
PTR (Periodic Table Reference) number
(upper right corner of the card) plays first.
Leave the chosen cards in a discard pile next
to the deck. Each player draws 1 card from the
deck, in order to have 4 cards in his/her hand.
You are now ready to play!
During his/her turn, each player has 4 energy or
action points or transfigurations or whatever you
might want to call them! In this rulebook they will be
referred to as energy. You can take any of the
following actions for one energy, and you may repeat
any of them (except (1):
(Check the images with the proper number).
(1) ONCE PER TURN: you may use the Restartium
to turn the molecule back to its original state (as 1n
the game's set up). After using Restartium, turn it
sideways in order to be known that it was used. At
the end of your turn, straighten the restartium card.
Each player during his/her turn may use it once.
(2) Take 1 white or black disc off the board.
(3) Put 1 white or black disc from outside the board
on any empty hex.
A hex cannot have more than one disc.
(4) Move a black or white disc from one hex to
another empty hex.
(5) Move one empty hex from one position of the
molecule to another. You may not move the blue hex.
It always stays in the center of the molecule (we dont
want to cause a nuclear explosion).
(6) Discard a card from your hand.
(See the last page for reference images for each of the
actions above).
Playing cards from your hand:
If you created a molecule that exactly
matches one of the cards in your hand, you
may put that card face up in front of you, in
your own personal (score) pile. You may play
as many cards as you can match with the
molecule during your turn. Keep all your
played cards in front of you in a pile. When
the game ends these cards will earn you
More Energy! The Extramovium:
The second special element that you sorted
out in the beginning, the Extramovium,
allows you to get 3 extra energy during your
turn, and it doesn't cost an energy to use.
It 1s repeatable, however, using it costs one
card from your personal (score) pile. So, to
activate Extramovium you must search your
personal (score) pile and remove one card of
your choice to the discard pile.
If you have no cards in your personal pile,
you cannot use the extramovium.
Restartium & Extramovium Note:
Keep in mind that, the Restartium &
Extramovium cards stay on the table during
the game. You do not pick up these cards to
use them. They simply stay on the table, close
to the molecule board, as reminders of the
most complex options that you can use during
your turn. Also, they may keep the molecular
structure of the cosmos in balance. But,
maybe 1'm wrong.
At the end of your turn, draw cards until you
have 4 cards in your hand. If you have 4 cards
in your hand, dont embarass yourself by
drawing. Trust me, if you draw zero cards, it
looks silly. Like dividing by zero...
When a player cannot draw up to 4 cards, the
game ends. Cards remaining in all player’s
hands are discarded.
Each player counts all cards’ ideas in his/her
personal (score) pile (number in a cards
lamp). Notice that some cards are worth 1, 2
and even 3 ideas. Also, for each run of
molecules with consecutive numbers from the
Periodic Table Reference, you get extra points
equal to the length of the run (1 extra point for
each number in the row).
EXAMPLE: Albert has gathered iron, kobold,
and nick-el. They have consecutive numbers
in the PTR (26, 27, 28) so they make a run of
3. Each card has 1 idea. So, Albert gains 3
points from the cards, plus an extra 3 points,
because of the run: a total of 6 points.
The player that understood the most jokes on
the cards will... just kidding.
The player with the most ideas, 1s the winner.
In case of a tie, the player among those tied
with the most points gained from consecutive
PTR numbers is the winner. If there is still a
tie, play another game to define the winner!
maybe 2 out of 3, or 3 out of 5, your call!
It doesn't have to be this game. Yes, you may
set it aside and play something else. I am not
expecting you to play WC all day long... but,
yet again...
Have fun!
...and, after that, have even more fun.
© 2016 Mage Company. All Rights Reserved.
For missing components, contact:
Additional info at:
Broken lamp= spinner=
must remove card For non-existent
from personal (fictitious)
pile to use extramoviu elements
with correct PTR number & symbol
non-lit lamp=
опсе рег гоипа № | al | “en
must spend | | | = molecule
one energy | e ща 7 $
in W.
in W.
©2016 MAGE Co. All Rights Reserved
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