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AlcheMice

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About this game

AlcheMice is a tactical roguelite deckbuilder where every card is a tarot card, and the movement cards carry you across the board like chess pieces.

Three days. One time loop. You keep your deck and whatever you put in the chest.

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Two kinds of cards, one hand

Action cards attack, defend, heal, and reshape the battlefield. Movement cards carry you across the grid exactly the way their chess piece moves: the queen, bishop, and rook cover four tiles, the king steps one, and the knight leaps clean over the traps in between and onto high ground, where your attack range grows by a tile.

Every turn you spend energy on both. Action cards are cheap, and a flask can drop a card's cost to nothing, so moving well and hitting hard in the same turn is exactly what you are aiming for. Where you stand matters as much as what you play.

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A deck that evolves

Earn new cards from every encounter and evolve them with alchemical artifacts. Tailor the deck to your playstyle and combine offensive, defensive, tactical and alchemical effects into unique synergies.

No two dungeons alike

Multi-level, grid-based dungeons hand-designed around the mystical landmarks of 15th-century Gran-Adah, where traps, loot, enemies and obstacles are generated fresh every run.

Terrain is not scenery: take cover, turn the layout against your enemies and destroy them in the most creative ways you can find. Rat guards and tetrapod armours stand against you by day; when night falls the dungeons shift and floating skulls and batpirs come out.

Smash vases, cut down the night-comers and clear a dungeon to earn rewards. Choose your loot: gold, new tarot cards or alchemical resources.

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Brew your deck

Buy ingredients across Gran-Adah, learn recipes as you progress, or discover them by experimenting. Grind, mix and cook until you have alchemical flasks.

Infuse them into your cards to change what those cards do for the rest of the run: fire, poison, acid, lightning, or mind control. Every infusion changes how a card works, and the risk it carries, and every infusion is lost when you die.

Three days, then it all resets

At dawn on the fourth day, the curse rewinds the loop. Your deck stays, and so does everything you stored in the chest; every other recipe, ingredient, and item is lost.

Mastery comes from reliving the same three days better than the last run.

The story

You are Tycoh, a young apprentice alchemist whose family has been devastated by a mysterious fever. You asked the witch Gusparda for help, signed a flawed contract, and picked a power-up and a handicap that trapped you in the loop. Buried in the Alhambra lies the notebook of the legendary alchemist Al-Jabeer, and with it the recipe for the Philosopher's Stone, the one thing that can cure your family and the city along with them.

Will you break the curse, or become part of it?

Game data provided by IGDB and Steam

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