Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Visit the interior of the Earth. By rectification thou shalt find the hidden stone. Above the gold, lieth the red. Kether in Malkuth.
Storyteller cues
First nightShow the YOU ARE info token and a Minion token.
Jinxes
If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
An Alchemist-Marionette has no Marionette ability and the Marionette is in play.
An Alchemist-Mastermind has no Mastermind ability and the Mastermind is not-in-play.
If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.
An Alchemist-Spy has no Spy ability and a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.
The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. No Demon at the beginning of a game.
An Alchemist-Widow has no Widow ability and a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.
An Alchemist-Wraith has no Wraith ability and a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.
How to run it (Storyteller)
How to play
- Identify your Minion ability immediately: its strategic value varies enormously, so figure out on night one whether you have something passive (Mastermind), something powerful (Summoner), or something that gives you active leverage (Spy, Widow, Wraith).
- Spy/Widow/Wraith ability: your public guess after each execution is a precision weapon — only fire it when you have genuine reads, because a correct guess costs you a Minion and costs evil their kill flexibility that night, which is a strong tempo swing.
- Summoner ability: your survival is literally the win condition for good, so play conservatively, stay under the radar, and consider not revealing your role publicly until you have chosen your Demon — the moment you die, evil wins.
- Organ Grinder ability: be aware that if both you and the real Organ Grinder are sober, you both become drunk simultaneously, which can cascade into false information from your own ability — treat any reads you make as potentially compromised.
- The most common mistake is over-revealing: announcing your Minion ability early hands evil the exact information they need to prioritize your execution or to construct a convincing counter-claim, so share strategically and time your reveal to maximize its impact.
How to bluff as the Alchemist
- Claim a low-impact Minion ability like Mastermind to make your bluff boring and hard to disprove — there is no public action attached to it, so evil cannot be caught contradicting you.
- If you claim Spy or Widow ability, you must eventually fire a public guess after an execution or your silence becomes suspicious; coordinate with your team so your guess targets a player evil is willing to sacrifice, or a player who is already dead-weight to them.
- Avoid claiming Summoner unless you have a strong story, because a living Alchemist-Summoner draws enormous protective attention from good players and scrutiny if no Demon materializes at the expected time.
- The biggest tell on a fake Alchemist is inconsistency about which Minion ability they hold — evil players sometimes vague-post to keep options open, but real Alchemists know their ability precisely from night one, so commit to a specific ability immediately and never hedge.
- Use the bluff to sow doubt about which Minions are actually in play: claiming Alchemist-Spy, for example, implies a real Spy exists alongside you, which can discourage the town from trusting any suspicious info-character reads and protects your genuine Spy teammate.
Key interactions
If a real Spy is in play alongside you, your Alchemist-Spy ability has no effect — you have no Spy power — but you gain the post-execution public guess mechanic. A correct guess forces the Demon onto your Spy ally as a mandatory kill target that night, so use this only when you want to trade the Spy for tempo, or when the Spy has done their work and is expendable.
Same structure as the Spy interaction: the real Widow is in play and you hold no Widow ability, but a correct public guess after an execution forces the Demon to kill the Widow that night. This is powerful if the Widow has already poisoned a critical good player but dangerous if you guess wrong and burn credibility.
If a Wraith is in play you hold no Wraith ability but gain the same post-execution guess mechanic. Correctly identifying the Wraith publicly forces the Demon to kill them that night, which can be a significant tempo play if the Wraith has been generating false executions.
As the Alchemist-Summoner there is no Demon at game start and you must choose which type enters play — your death before that choice is an immediate evil win, making you the highest-value kill target in the game the moment your identity is known.
If both you and the real Organ Grinder are sober at the same time, you both become drunk simultaneously — your Organ Grinder ability misfires and any reads or abilities dependent on it are unreliable, so track the real Organ Grinder's status carefully before acting on information your ability generates.