You are an adept of the mysterious art of alchemy, seeking a way to become the successor of the greatest alchemist ever living — Hermes Trismegistus. In order to do so you will be transmuting mere metals into pure gold, performing experiments, and inventing artifacts to finally achieve everlasting greatness.
Trismegistus: The Ultimate Formula is played over three rounds during which you will draft exactly three dice. By expertly utilizing the potency of your drafted die, you will be able to transmute precious materials, collect alchemical essences, purchase and activate artifacts, and perform experiments that will progress you along four mastery tracks. You will also build a secret hand of publication cards which — together with the value of your experiments, the completed formulas of your Philosopher's Stone, and your collected gold — will determine your final score in victory points and, perhaps, make you the greatest alchemist, someone able to rival Hermes Trismegistus himself!
The game features custom dice, the sides of which represent alchemical materials. At the beginning of each round, the dice are rolled and grouped by their respective types. On your turn, you must either draft a new die or utilize the untapped potency of a previously drafted die. Based on the material associated with your chosen die, you will be able to collect certain essences in addition to the material to which the die is keyed. Additionally, the color of the die will determine which types of transmutations you can perform, refining raw materials and increasing your mastery of the elements.
Acquire precious artifacts in order to maximize the effects of your transmutations. Conduct experiments. Increase your knowledge and expertise and discover the ultimate formula!
The game includes a solo mode by Dávid Turczi and Nick Shaw.
—description from the publisher
- Mystical
Mechanics (from transcript analysis)
- Roll and Write — A roll and write version of the game is being added.
Video topics + discussion points
Quotes (from this video)
- Gordon Dice is bringing a new version of Tris Majestice to crowdfunding.
- They're also adding a roll and write version.
- Ooh, we have mystical objects.
- These are going to help us with the rolling right version of the game.
References (from this video)
- Visual upgrade in the second edition.
- Familiar gameplay for those who played the original.
- Artifacts provide interesting bonuses and trigger actions.
- Books in the library make future experiments easier.
- Aqua regia provides flexibility in action selection.
- Can be overwhelming with many options.
- The game requires careful planning and resource management.
- Alchemy
Mechanics (from transcript analysis)
- action selection — Players choose actions based on available dice and spent potency.
- card drafting — Players can draft experiment cards from a central offer.
- dice drafting — Players draft dice showing alchemical symbols which determine available actions and resources.
- Resource conversion — The core mechanic involves transmuting one type of metal into another.
- set collection — Players collect sets of metals, essences, and experiment cards to complete objectives.
- Track advancement — Players advance on mastery tracks for the four elements to unlock bonuses and scoring opportunities.
- worker placement — Players use dice to activate actions on their player board and the central board.
Video topics + discussion points
Quotes (from this video)
- The thing is it's nice cuz it rolls right off the tongue.
- It does. That's the best part about it.
- You fool.
- So much of it is just based around like just getting as much potency as you possibly can.
- We're out here flying by the seat of our pantaloons.
- Man, I just feel like you did so much this first round. I just didn't do anything and so trying to think I think I'll just do this get one more mercury and I think that's going to be it. I just don't think I don't think there's anything else I can do that's useful.
- Ooh, hold on. Calculating.
- Man, not having this extra potency is starting to hurt.
- Mercury's in high demand, man.
- Wowzers.
- It's going to work out perfectly.
- Man, you came roaring back.
References (from this video)
- Quality of life improvements make it a better version of the original.
- Smoother gameplay experience due to modernization.
- Improved board design for better information flow and clarity.
- Consolidated information on player and main boards.
- Streamlined gameplay by removing the 'follow' action.
- New variable player powers add flavor and strategic direction.
- Higher quality production with nice aesthetic touches like built-in score dials.
- Removal of 'fat' from the game, reducing complexity and game time.
- Alchemy, turning lead into gold, chasing the philosopher's stone
Mechanics (from transcript analysis)
- action selection — Players use dice potency to take specific actions, such as completing experiments, acquiring artifacts, transmuting elements, or obtaining essences. The game involves a main action and potential free actions.
- dice drafting — Players draft dice from different areas, with the number of dice in an area determining the 'potency' of the die drafted. The color and symbol of the die are also important.
- Resource management — Players collect and transmute various elements and essences required for experiments and other actions. Different types of essences (e.g., salt, mercury) are used for progression on tracks.
- set collection — Players complete experiment cards by fulfilling requirements, which can lead to scoring points and unlocking bonuses. The new edition uses a publication board for scoring elements.
- Track advancement — Essences are used to advance on various tracks, which can score points, trigger bonuses, or provide one-time benefits.
- Variable player powers — New for this edition, players draft double-sided powers at the start of the game, which provide unique abilities and add flavor and guidance to gameplay.
- Worker placement (implied) — While not explicitly stated as worker placement, the drafting of dice from specific areas and the potency associated with those areas share similarities.
Video topics + discussion points
Quotes (from this video)
- they have instituted a lot of what I would call 2025 quality of life improvements to make it a better version of that game.
- it's not a like a lighter game by any this is a heavy game still. There's a lot going on.
- I can't imagine anyone playing this game and not thinking it's a better version of the original.
- This consolidates all the information related to one aspect in one area.
- It all the ready kind of like helps the flow in people's minds of what you're doing because you can look at each of these sections.
- This game is about finding the most actions you can do in one action.
- It streamlines the game in a positive way.
- They just basically approached the game and went, 'Okay, here's an area we can adjust. Here's an area.' You could take 20 minutes off the game time by taking out the follow actions.
- Variable player powers. You're going to get to draft these at the start of the game.
- this is just a higher quality product in general.
- Having this like built into the playerboard is really cool.
References (from this video)
- Jaw-droppingly beautiful presentation, a huge improvement visually.
- Usability improvements, such as player boards going left-to-right.
- Streamlined gameplay that speeds up the game.
- Every die draft provides a free medal, increasing income.
- The battery mechanic offers significant strategic options.
- The game flows better and is more exciting for players who found the original too slow.
- Fewer obscure rules, making it easier to learn and teach.
- The modular objective system offers a push-your-luck element.
- Artifacts are more flexible and likely to be used.
- The changes generally increase player control and speed.
- The new edition is a better overall experience than the original.
- The 'reaction system' (piggybacking off other players' turns) is gone, removing a key source of player interaction.
- Silver no longer has a special property, making it feel less significant.
- Wild dice (that can represent any metal) no longer have a downside of not providing a free metal, making them overly powerful.
- The removal of silver's special property is the only change that slows the game down, as it previously helped complete higher-level experiments faster.
- Alchemy
- 19th century
- Original Tris Magistas
Mechanics (from transcript analysis)
- Action Point Allowance System — Dice potency is spent to perform actions, allowing for multiple actions within a turn.
- dice drafting — Players draft dice that have color, symbol, and potency. Drafting a die also provides a free medal.
- engine building — Players improve their capabilities by increasing mastery levels, acquiring artifacts, and completing experiments, leading to more powerful turns.
- hand management — Players manage experiments and artifacts in hand, deciding which ones to pursue and when to complete them.
- Modular board — The game features modular elements, such as the placement of experiments on the player board, affecting rewards.
- Press Your Luck — The objective system has a push-your-luck element, with players deciding how to weight their objectives for scoring.
- Resource management — Players manage various metals (lead, tin, iron, copper, mercury, silver, gold) and essences (salt, ether, sulfur) to perform actions.
- set collection — Collecting specific artifacts (e.g., yellow ones) or completing sets of experiments can score points.
- Variable player powers — Each player chooses a unique special power at the start of the game, influencing their strategy.
- worker placement — Artifacts and experiments are placed into specific slots on the player board, influencing activation and scoring.
Video topics + discussion points
Quotes (from this video)
- This game is just drop dead gorgeous now, a huge improvement over the original's stark utilitarian presentation.
- Smart move turning things around so player boards go from left to right instead of right to left, improving usability.
- The reaction system has been replaced by a bunch of little things... It's not you being subject to the whims of what your opponent chooses and deciding when to use them.
- My wife felt that the original Tris Majestice was too slow. She really enjoys it now.
References (from this video)
- Unique mechanics
- Competitive interactions (not overly harsh)
- Could be overwhelming at first
- alchemy and the pursuit of the philosopher's stone
- an alchemy-themed setting with alchemists and the philosopher's stone
Mechanics (from transcript analysis)
- Action points — Action points are spent to perform actions on the board and on your player board.
- drafting — Draft dice from a common pool; the number of action points available depends on how many dice of the same type are drafted, and the dice symbols/colors drive other actions.
- end-of-round/game progression — Three rounds determine the end of the game, with the round ending after all players collect three dice per round.
- following actions — Follow actions allow you to perform actions by following other players, starting with a pool called Parral to do most actions.
- philosopher's stone bonus — Completing a requirement on an experiment card can immediately grant the philosopher's stone bonus and points.
- set collection — Collect materials and essence to complete experiments and gain points.
- transmitting/upgrading materials — Transmit materials up value tracks one step at a time to reach higher values.
Video topics + discussion points
Quotes (from this video)
- philosopher's stone immediately take the bonus
- the uniqueness in mechanics make this game is worth playing again and again
- drafting action points allowance order fulfillment and set collection
- there are a lot of going on and various things you can do it could be a little overwhelming at first but once you down a few rounds you'll become easier
- follow action you start with to allocated Parral which you can use to do most actions by following other players
- the gameplays wonderful players with mechanics such as - drafting action points allowance order fulfillment and set collection
- the game is off heavy complexity
References (from this video)
- Deep, crunchy engine-building with meaningful choices
- Excellent replayability due to multiple strategic paths
- Tight balance and rewarding payoff when your plan lines up
- Strong components, clean UI, and thematic fit
- Some perceived complexity; many players find it heavy but manageable with time
- Minor aesthetic/slot color mismatch between components and cards
- alchemy, potion crafting, formula discovery
- alchemical laboratories and workshops; mythic alchemy setting
- engine-building through potion synthesis and philosopher's stone progression
Mechanics (from transcript analysis)
- dice drafting — players draft dice from a shared pool with color, symbol, and number to perform actions.
- engine building — unlock blocks on the philosopher's stone and activate abilities that chain to other actions.
- Positive player interaction — flip reaction tokens to piggyback on other players' actions.
- reaction tokens / player interaction — flip reaction tokens to piggyback on other players' actions.
- Resource management — ingredients are manipulated, transformed, and upgraded via transmutation and essences.
- resource management and transmutation — ingredients are manipulated, transformed, and upgraded via transmutation and essences.
- set collection / endgame scoring via artifacts and publications — collect artifacts and publications that contribute endgame points based on symbols.
- Track advancement — advance on four tracks representing elements by transmuting and trading essences to unlock benefits.
- track mastery across four elemental tracks — advance on four tracks representing elements by transmuting and trading essences to unlock benefits.
Video topics + discussion points
Quotes (from this video)
- nine out of ten — this gets a phenomenal rating for me which is about a nine out of ten
- I could see this maybe slot into my top ten games of all time
- it's a masterpiece
- it's absolutely crunchy crunchy game
- this game is brain burning but in the most satisfying way
References (from this video)
- A deep, brain-burning euro with lots of interaction and chain reactions
- Very cohesive design; multiple routes to victory
- Rich theme integration with complex yet elegant mechanics
- Regarded as very heavy and possibly intimidating for new players
- A longer playtime that requires commitment
- dice-crafting with mystic elements
- Alchemy and potion brewing in a mythic laboratory
Mechanics (from transcript analysis)
- dice drafting — Draft dice with magical values to drive actions and potions.
- resource/potion crafting — Use dice values and colors to craft potions with varying effects.
- upgrades and dice pool management — Pay gold to upgrade dice and unlock new abilities.
Video topics + discussion points
Quotes (from this video)
- I thought 2019 was a really strong year for board gaming.
- it's just a nice, pleasant game there and I really hope this one gets some wind behind it sails because it's a really nice game.
- an absolute masterpiece in my opinion.
- Trismegistus the ultimate formula definitely my top game of 2019.
- this is undoubtedly the best deduction game out there.
- Museum is as you can see it has to be wonderful to look at artwork by vintage rate, who is undoubtedly probably the best artist in the business.