☿ MAGNUM OPUS ☉

A Game of Alchemical Warfare, Contested Treasures, and Secret Ambition
"To make gold, you must first unmake yourself."
— attributed to Zosimos of Panopolis

I. The Great Work

Four alchemists. Three contested treasures. One victor.

In Magnum Opus, you are not a warrior — you are a legendary alchemist, a master of the hermetic arts who commands from the safety of your laboratory. You send your creations, your bound spirits, and your human agents to fight over Materia — the raw treasures and resources that fuel the Great Work.

But alchemy is not merely about power. Each alchemist pursues a secret Opus — a personal win condition hidden from rivals. The first to complete their Opus wins instantly. Fail to complete it, and victory goes to the alchemist who has accumulated the most Opus Points through claimed Materia and completed Objectives.

Every game begins with a draft. Every card in your deck was chosen by you, one pick at a time, while your rivals chose from the same pool. The draft is where the game is won or lost — and where the mind games begin.

THE GAME AT A GLANCE
Players: 4 Duration: 60–90 minutes (draft + game) Components: Cube (~265 draftable cards), Materia deck (13), Opus deck (~30), Objective deck (12), 16 Alchemist cards, Damage counters / tokens Victory: Opus fulfillment (instant win) OR most Opus Points after 8 rounds

II. The Laboratory & The Battlefield

The game takes place across two zones: the private Laboratory where your Alchemist works, and the shared Battlefield where your creatures contest Materia.

Your Laboratory Contains:

The Battlefield Contains:


III. Card Types

The Alchemist (Your Commander)

Your Alchemist is a legendary figure from the hermetic tradition. They sit in your laboratory for the entire game, never entering combat. Instead, they provide:

Your Alchemist begins at Nigredo (Stage 1) and can advance through Albedo, Citrinitas, and Rubedo by paying an escalating cost of attached Reagent sacrifices and resources.

Reagents (Your Economy AND Your Power)

Reagents are the most important card type in the game. Every Reagent you draft can be played in one of two modes:

Mode A: Resource

Place in laboratory. Tap each Upkeep to produce its element. No special effect.

Cannot be sacrificed for Stage advancement. Immediate, safe, permanent economy.

Mode B: Attachment

Attach to Alchemist (uses a Reagent slot). Enters EXHAUSTED — produces nothing and grants no effect this turn.

From next Upkeep onward: produces its element AND grants its bonus effect.

Can be sacrificed for Stage advancement.

You may play only one Reagent per turn (in either mode). This is your "land drop" — the single most important decision each round.

The core tension: To advance stages, you must sacrifice attached Reagents — the very cards doing double duty (production + bonus effect). Every advancement tears apart your engine. Aggressive decks that stay at Nigredo can run everything in resource mode and never feel this pain.

Principles

Major strategic paradigms that attach to your Alchemist and fundamentally alter how you play. Examples: "Solve et Coagula" lets you reclaim a Reagent from discard whenever you sacrifice one. "As Above, So Below" mirrors effects between you and opponents.

Principles occupy Principle slots on your Alchemist.

Praxis

One-shot alchemical processes played during the Laboratory phase. Pay their cost, resolve the effect, discard. Praxis are your sorceries — proactive spells for setup, card draw, resource generation, and creature preparation. Some Praxis cards have bonus effects that trigger when played on the same turn you advance a Stage.

Creatures

Three types, three identities, three lifecycles:

Type
After Claiming
After Death
Homunculus
Returns to lab
Returns to lab EXHAUSTED — must pay ✦ to reactivate
Agent
Returns to lab
GONE — discard pile
Minion
GONE — discard pile (regardless of survival)
GONE — discard pile

Homunculi — Your alchemical creations. The most powerful creatures, carrying elemental tags (☉ Sulphur ☿ Mercury or 🜔 Salt) that interact with the elemental combat system. They scale with your Alchemist's Stage. When they die, they return to your lab exhausted. Damage persists between rounds.

Agents — Human disciples, mercenaries, scholars, spies. Mid-range stats and cost. Their unique strength is interaction — espionage, sabotage, infiltration, political mechanics. If they survive a round, they return to your lab. If they die, they're gone permanently. Damage persists between rounds.

Agents are organized into four subtypes:

Minions — Bound spirits, familiars, elemental wisps. Cheap, disposable, one-shot utility. They go to the discard pile at the end of every round regardless of whether they survived. Their value comes from entry triggers, death triggers, and cheap board presence. No elemental tag.

"A Homunculus is a child you raise. An Agent is a servant you hire. A Minion is a candle you light — useful, brief, and gone."

Apparatus

Persistent support cards that sit in your laboratory. Furnaces, lenses, vessels, stills. They provide ongoing effects: resource generation, creature buffs, healing, information. They are never deployed to the battlefield.

Arcana

Instant tricks and disruption. Two sub-types:

Materia (Not Drafted)

The contested prizes at the center of the game. Drawn from a separate Materia deck and placed in the central zone. Four types:

TypeBehaviorExample
Resource ⛏Claimed → moves to your zone, generates income each roundSulphur Well: +1 ☉ per Upkeep
Treasure 🏺Claimed → take reward, immediately replacedAbandoned Athanor: draw 3, gain ✦✦
Volatile ⚠Powerful reward but dangerousVolatile Quicksilver: +☿☿ but punishes loss
Relic 💎Claimed → moves to your zone, ongoing special abilityEmerald Fragment

Opus (Secret Win Condition)

Dealt before the draft. Your Opus defines a unique condition — if you fulfill it, you may reveal and win immediately. If your declaration fails (the condition is disrupted before the round ends), the Opus becomes public knowledge.

The Opus deck contains 30 unique cards spanning six strategic archetypes:

Difficulty varies intentionally — The Harvest Moon (1 Materia + dual-mode Reagents) is achievable by almost any deck, while The Hermit's Victory (Citrinitas with zero creature losses) demands extreme discipline.

Objectives (Public Goals)

Two Objective cards are revealed before the draft. Any player can race to complete them for bonus Opus Points (2–3 OP each). Objectives create shared incentives that warp the draft.

Objective Condition OP
The Crowned AdeptCitrinitas + 2 Principles attached2
Dominion of the FieldCreatures at all 3 locations simultaneously3
The Great PurificationSacrifice 3+ Reagents (cumulative)2
The Unbroken LineWin Contests at 3 different locations2
The Iron Library3+ Apparatus simultaneously2
The Trismegistus AccordAll 3 element Homunculi on battlefield2
The DevouringDestroy 5+ enemy creatures (cumulative)2
The Silent Accumulation5+ Reagent resources simultaneously2
Army of the Opus5+ creatures deployed simultaneously2
The Final StageReach Rubedo3
The CollectorClaim 3 Materia of different types2
The Hermit's TriumphWin a Contest alone (1v2+)2

IV. Game Setup

Step 1: Choose Alchemists

Each player receives a base Alchemist card from the roster of 16.

TODO: Method to be finalized. Options: random deal, player choice in random order, or a separate Alchemist draft.

Step 2: Deal Opus Cards

Shuffle the Opus deck. Deal one Opus card face-down to each player. Look at your Opus — this is your secret win condition for the entire game. Do not reveal it.

Step 3: Reveal Objectives

Shuffle the Objective deck. Reveal 2 Objectives face-up in the public zone. All players can see these and may work toward completing them.

Step 4: The Draft

DRAFT STRUCTURE
Round 1: Pass LEFT Round 2: Pass RIGHT Round 3: Pass LEFT 1. Divide the cube into packs of ~15 cards per player. 2. Each player opens a pack, picks one card, passes the rest. 3. Repeat until all packs are empty. 4. Three rounds total, alternating pass direction. 5. Each player ends with ~45 drafted cards. 6. Build a deck of 25–30 cards from your pool.

Draft Tip: Your first few picks should answer two questions: What does my Opus need? and What does my Alchemist do well? Mid-pack, start reading signals — what's being passed to you tells you what your neighbors aren't drafting.

Step 5: Game Start

  1. Place your Alchemist in your laboratory zone (Stage: Nigredo).
  2. Determine first player randomly. Turn order proceeds clockwise.
  3. Draw an opening hand of 5 cards.
  4. Shuffle the Materia deck. Reveal the first 3 Materia into the central zone.

V. The Round

Each round follows seven phases. After all seven, the first-player marker rotates clockwise.

ROUND STRUCTURE
① UPKEEP ─────── Untap, collect resources, draw 1 ② LABORATORY ─── Play Reagent, Praxis, Apparatus, advance Stage ③ DEPLOYMENT ─── Send creatures to Materia locations ④ CONTEST ────── Simultaneous combat at contested locations ⑤ CLAIM ──────── Winners claim Materia, score OP ⑥ ROTATION ───── Replace stale/claimed Materia, refill to 3 ⑦ END ─────────── Creatures return, discard to hand limit (7)

Phase ①: Upkeep

All players simultaneously:

Phase ②: Laboratory

Starting with the first player and proceeding clockwise, players take turns performing laboratory actions. On your turn you may perform any or all of the following:

Laboratory phase continues until all players pass consecutively.

Example: It's Round 3. You have ☉ and ☿ from your two Reagent resources, plus ☉ from your attached Philosophic Sulphur (which also grants +1/+0 to your ☉ Homunculi), plus ☉ from a claimed Sulphur Well. You play a Salt Reagent as your third resource. Then you pay ☉☿ to attach Solve et Coagula. Then you play Panacea (Ritual Arcana, 🜔🜔), fully healing your wounded Golem of Prague. You pass.

Phase ③: Deployment

Starting with the first player, players take turns deploying creatures to Materia locations. On your deployment turn, you may:

After each player's deployment, other players may respond with Instant Arcana before the next deployment turn.

Deployment continues until all players pass consecutively.

Phase ④: Contest

Resolve combat simultaneously at all contested Materia locations.

Step 1: Declare damage

Each player at a contested location distributes their creatures' total Power as damage across enemy creatures at that location.

Step 2: Apply elemental bonuses

☉ Sulphur
beats ☿ · weak to 🜔

☿ Mercury
beats 🜔 · weak to ☉

🜔 Salt
beats ☉ · weak to ☿

+1 bonus damage in the winning direction

Step 3: Resolve damage

All damage applied simultaneously. Creatures whose accumulated damage meets or exceeds their Toughness are destroyed.

Step 4: Arcana window

Before damage resolves, players may play Instant Arcana as combat tricks.

Step 5: Death triggers

Destroyed creatures resolve their death effects.

Phase ⑤: Claim

At each location, check:

After claiming, if any player's secret Opus condition is now fulfilled, they may reveal their Opus and declare instant victory.

Phase ⑥: Materia Rotation

Phase ⑦: End


VI. Resources & Economy

The Reagent Dual-Mode System

Your economy runs entirely on Reagents. There is no base income — if you play no Reagents as resources, you have zero income.

A) Resource Mode

Immediate income. Permanent. Safe.

Cannot be sacrificed for advancement.

Best for: aggro decks staying at Nigredo/Albedo

B) Attachment Mode

Enters exhausted (no income this turn).

From next round: income + bonus effect.

CAN be sacrificed for Stage advancement.

Best for: stage-climbing decks heading to Citrinitas/Rubedo

One Reagent per turn. Whether you play it as a resource or as an attachment, you may play only one Reagent per turn. This paces the game and makes every Reagent placement a meaningful commitment.

Resource Materia supplements your economy. Claiming Resource Materia (Sulphur Well, Mercury Spring, Salt Flats) gives you additional income each Upkeep — effectively a free Reagent without spending a card or a slot.

Typical Economic Curve

RoundReagent ResourcesLikely Plays
11Cheap Minion or Agent
22Mid-range creature or Apparatus
33Multiple deploys, or Albedo advancement
43–4Big Homunculi, Principles
5+3–5 + MateriaFull power. Citrinitas if committed.
7+VariesRubedo push (expensive, all-in)

VII. The Transmutation Track

Your Alchemist progresses through four classical stages. Each step demands more than the last.

NIGREDO
Black
Starting stage
ALBEDO
White
1 Attached + ✦
CITRINITAS
Yellow
1 Attached + ✦✦
RUBEDO
Red
2 Attached + ✦✦✦
AdvancementReagent CostResource CostTotal Feel
Nigredo → Albedo1 Attached✦Affordable
Albedo → Citrinitas1 Attached✦✦Costly
Citrinitas → Rubedo2 Attached✦✦✦Grueling
TOTAL to Rubedo4 Attached6✦
Only ATTACHED Reagents can be sacrificed. Resource-mode Reagents cannot. Attachments enter exhausted the turn they are played, so plan at least one turn ahead.

How to Advance

During the Laboratory phase, you may advance one Stage by paying the escalating cost. Only attached Reagents can be sacrificed — resource-mode Reagents cannot. This means you must plan ahead: attach Reagents at least one turn before you intend to advance.

Example: It's Round 5. You're at Albedo and want to reach Citrinitas. Last round you attached Philosophic Mercury (it entered exhausted). This round it's active — producing ☿ and granting +1/+1 to your Mercury Homunculi. You sacrifice it (losing both the production and the buff) and pay ✦✦. You also play Dissolution (Praxis, ☿) to draw 3 cards.

Why Advance?

Many cards have stage-gated effects that unlock at higher stages:

StageExample Effects
ALBEDOEmber Hatchling gets +1/+1. Basilisk Eye's debuff triggers. Echo Construct tokens become 2/2.
CITRINITASBasilisk Eye's debuff becomes permanent. Phosphor Angel becomes 5/3 Elusive. Wrath of Sulphur comes online.
RUBEDORed Lion Cub reaches 6/6. The Red Lion Opus can be fulfilled. Projection grants +2/+2 to everything.

Why NOT Advance?

To reach Rubedo you must sacrifice 4 attached Reagents — cards that were each producing an element AND granting a bonus effect. You've spent 6✦ on advancement instead of deploying creatures. Your engine is smaller, your tempo has been spent climbing instead of fighting.

A fast, aggressive deck that stays at Nigredo and runs all Reagents in resource mode is a powerful strategy. You keep all your Reagents generating immediate income. You never lose a turn to exhausted attachments. You never sacrifice anything.

Albedo is the sweet spot for most decks — cheap enough to reach (1 attached Reagent + ✦), unlocking a large number of stage-gated effects.

"The fool rushes to Rubedo and arrives naked. The wise alchemist knows that sometimes Nigredo is enough."

VIII. Victory

Three Paths to Win

Opus (Instant Win)

Fulfill your secret condition → reveal → win immediately.

Materia (Grind OP)

Claim Materia for 1–3 OP each. Highest OP after 8 rounds wins.

Objectives (Bonus OP)

Complete public Objectives for 2–3 OP each.

If no Opus is declared by the end of Round 8, the player with the most Opus Points wins. Tiebreaker: most creatures on the battlefield, then most attached Reagents.

Opus declarations are risky. If your condition is disrupted between your declaration and the end of the current phase, the declaration fails. The game continues, but your Opus is now public knowledge.

IX. The Alchemists

"Choose your master wisely. Their art will shape your war."

The Primordial — Semi-divine figures from before recorded history

Hermes Trismegistus — The Thrice-Great

Fusion of Hermes and Thoth, author of the Emerald Tablet. The origin of all alchemy. Playstyle: Correspondence and symmetry. Mirroring, copying, echoing effects.

Isis the Revealer — The First Alchemist

Received the secret of transmutation from an angel. Playstyle: Secrets and revelation. Unveiling hidden information, forcing Opus reveals.

Thoth-Aat — The Law-Writer

Ibis-headed keeper of divine formulas. Playstyle: Law-writing. Creates persistent rules affecting all players.

Ostanes the Mage — The Shadow Teacher

Legendary Persian magus who taught alchemy to Democritus. Playstyle: Transmission and teaching. Your creatures gain abilities from each other.

The Ancient Practitioners — Mortals who shaped the art

Zosimos of Panopolis — The Visionary

Egyptian-Greek alchemist whose terrifying visions are the most vivid imagery in alchemical literature. Playstyle: Sacrifice and rebirth. Destroy your own creatures to bring them back transformed.

Cleopatra the Alchemist — The Ouroboros

Alexandrian philosopher credited with the iconic Ouroboros illustration. Playstyle: Cycles and loops. Effects that return to hand, Reagents that regenerate, infinite engines.

Maria the Jewess — The Inventor

Legendary Alexandrian alchemist who invented the bain-marie, the tribikos, and the kerotakis. Playstyle: Apparatus mastery. Your Apparatus cards cost less and have enhanced effects.

Paphnutia the Virgin — The Unknown

Egyptian alchemist running a rival school to Zosimos. Playstyle: Secrecy and counter-play. Disruption, redirection, stealing opponents' effects.

The Esoteric — Scholars who blurred science and sorcery

Paracelsus — The Destroyer

Swiss physician-alchemist who publicly burned Avicenna's books. Playstyle: Poison and entropy. Damage over time, weakening, blight effects.

John Dee — The Angel-Speaker

Elizabethan mathematician who attempted to communicate with angels. Playstyle: Angelic invocation. Powerful one-shot effects requiring buildup.

Giordano Bruno — The Infinite

Italian Dominican friar burned at the stake for proposing infinite worlds. Playstyle: Memory and recursion. Playing from the discard pile, effects that echo across turns.

Comte de Saint-Germain — The Immortal

European courtier who claimed to be centuries old. Playstyle: Immortality and persistence. Creatures extremely hard to kill.

The Eastern Mystics — Masters of the inner furnace

Wei Boyang — The Internalist

Chinese Taoist who wrote the earliest Chinese alchemical text. Playstyle: Internal transformation. Stage advancement bonuses, less reliance on creatures.

Ge Hong — The Balanced

Taoist scholar who believed in harmony between worldly and divine. Playstyle: Balance and equilibrium. Rewarded for symmetry.

Zhang Guo the Elder — The Trickster

One of the Eight Immortals of Taoism. Playstyle: Illusion and shapeshifting. Creatures that disguise themselves, flip face-down.

The Liminal — One who crossed the final line

Faust — The Bargainer

The scholar who sold his soul for knowledge and power. Playstyle: Faustian bargains. Extremely powerful effects with delayed costs.


X. Lasting Damage & Creature Care

Damage Persists

Unlike many card games, damage is not healed between rounds. A Homunculus that took 2 damage in Round 3 still carries that damage in Round 4. This makes every contest meaningful — even "winning" a fight can leave your army degraded.

Example: Golem of Prague (4/4) takes 2 damage in Contest. Survives! Returns to lab with 2 damage marked — effectively a 4/2 now. Do you redeploy the wounded Golem next round? Or keep it home and spend 🜔🜔 on Panacea to heal it first?

Healing

Damage can be healed through specific card effects — Panacea (Ritual Arcana), healing Apparatus, stage-gated effects, and certain Alchemist passives. Healing is a draftable resource. Build around key Homunculi? Draft ways to keep them alive.

Exhaustion (Homunculi Only)

When a Homunculus is destroyed in combat, it returns to your laboratory exhausted. An exhausted Homunculus cannot be deployed. To reactivate it, pay ✦ during a Laboratory phase.


XI. Creature Keywords

Ten keywords define the combat vocabulary of Magnum Opus.

KeywordEffectAffinity
GUARDIANEnemies must assign damage to this creature before others at the same location.🜔
ELUSIVECan only be targeted if no non-Elusive friendlies are present at the same location.☿
DEADLYAny creature that takes damage from a Deadly creature is destroyed at end of Contest.☉
FORTIFIEDReduce all incoming damage by 1 (min 0).🜔
VEILEDDeployed face-down. Revealed at start of Contest phase.☿
VOLATILEOn death, deal Power damage to ALL other creatures at its location.☉
RECURSIVEReturns to hand instead of going to discard.☿
PURIFIEDIgnores all keywords on enemy creatures. Does not ignore Unaligned or Primal.Any
UNALIGNEDCannot deal or receive elemental bonus damage. Still counts as its element for synergy.🜔
PRIMALElemental bonus is +2 instead of +1, in both directions.☉

Notable Interactions


XII. Draft Strategy

Deck Composition

SUGGESTED DECK (25–30 CARDS)
8–10 Reagents (split between resource and attachment) 8–12 Creatures (Homunculi 4–6, Agents 2–4, Minions 2–4) 3–5 Arcana (removal, tricks, protection) 1–3 Principles (Alchemist upgrades) 0–2 Apparatus (if strategy calls for it) 0–2 Praxis (if investing in stages)

Three Archetypes

Aggro (The Flood): Cheap Minions and Agents, many Reagents as resources, claim early Materia through speed. Stay at Nigredo or reach Albedo cheaply. Win through OP accumulation.
Control (The Fortress): Expensive Homunculi, healing effects, defensive Agents. Advance to Citrinitas over many rounds, grind out value. Win through board dominance and Objectives.
Combo (The Puzzle): Draft toward your Opus condition. Specific Principles, Reagents, and creature combinations. May need Rubedo. Win through Opus declaration. Risky but dramatic.

XIII. Glossary

TermDefinition
AgentHuman creature type. Returns to lab if survives, discard if killed. No elemental tag.
AlchemistCommander card. Sits in laboratory, never enters combat. Provides passive aura and activated ability.
AttachPlace a Reagent or Principle onto your Alchemist, using a slot. Attached Reagents enter exhausted, then produce their element AND grant bonus effects.
ClaimTake control of a Materia after being the sole survivor at its location.
ContestCombat at a Materia location where multiple players have deployed creatures.
DeployPlace a creature from your laboratory onto a Materia location, paying its cost.
ElementSulphur (☉), Mercury (☿), or Salt (🜔). Only Homunculi have elemental tags.
ExhaustedState of a Homunculus that was destroyed, or a Reagent attached this turn. Cannot deploy/produce until reactivated.
Generic (✦)A resource cost payable by tapping any Reagent, regardless of element.
HomunculusCreated creature type. Powerful, elemental, returns exhausted on death. Damage persists.
LaboratoryYour personal zone containing Alchemist, attachments, resources, Apparatus, and resting creatures.
Lasting DamageDamage to Homunculi and Agents carries over between rounds unless healed.
MateriaContested cards in the central zone. Resource, Treasure, Volatile, or Relic types.
MinionSummoned creature type. Cheap, disposable. Discarded at end of every round.
ObjectivePublic goal card. First to fulfill it scores bonus OP.
OpusSecret win condition. Fulfill it to declare instant victory.
Opus Points (OP)Victory points from Materia and Objectives. Highest OP after 8 rounds wins if no Opus declared.
PraxisOne-shot spell played during Laboratory phase. Some have bonus effects when advancing a Stage the same turn.
Reagent (Resource)A Reagent placed as a resource generator. Taps each Upkeep for its element. Cannot be sacrificed for advancement.
Reagent (Attachment)A Reagent attached to Alchemist. Enters exhausted, then produces element + bonus effect. CAN be sacrificed.
StageAlchemist's position on the Transmutation Track. Nigredo → Albedo → Citrinitas → Rubedo.

XIV. Card Pool Status (v0.5)

Card Type         Count
─────────────────────────
Alchemists         9 / 16
Homunculi         73
Agents            31
Minions           27
Reagents          34
Principles        15
Praxis            14
Arcana            18
Apparatus         17
Materia           13
Opus              30
Objectives        12
─────────────────────────
TOTAL            ~293
Draftable (cube) ~229

Completed Since v0.4

Remaining Work


"The Magnum Opus is not the gold. It was never the gold.
It is the transformation of the alchemist."

— Ivo, lead designer