In Trismegistus: Roll & Write, you take on the role of an ambitious alchemist, trying to master the art of transmutation. The goal is simple enough on paper: manipulate the four classical elements and create the philosopher’s stone. In practice, you only have ten turns over five rounds, so efficiency is everything. You’ll need to collect resources, build a solid engine, and squeeze out points wherever you can.
This roll-and-write version of Trismegistus: The Ultimate Formula keeps the spirit of the original but strips things down to a tighter, more puzzle-like experience.
👥 1-4 players, ages 14+
⌛ Playing time: 30 minutes
📝 Designer: Daniele Tascini
🏢 Publisher: Board&Dice (preview copy provided)
Check out the Gamefound campaign by clicking here



Gameplay Overview
Each turn begins by drafting a die from one of three potency tracks. The dice come in different colours, each linked to an element and a deck of cards. Once you take a die, you reduce its potency by moving it down the track. What you do next is up to you. You can collect metals, perform a transmutation, advance on an elemental mastery track, and use the card that matches the die’s colour.
Transmuting metals lets you convert one into the next tier, as long as you have more of the source metal and haven’t already used that colour’s path. You don’t lose the metal. You just mark the new one and cross out the path. Each transmutation also lets you advance on the related element track, which unlocks bonuses and scoring opportunities.
The card linked to your die can be used in two ways. You can perform an experiment if you have the right metals and the required mastery level for the chosen element, which is equal to the round number. Experiments give you points, let you mark a knowledge circle, and allow you to place a shape on your philosopher’s stone grid, a personal puzzle where placement really matters. Shapes can’t be rotated, and at least one square must touch the right element zone. You can also enhance a shape with gold, which can be worth the extra effort.
If you don’t meet the requirements or just prefer another approach, you can activate the card’s artifact effect instead. Artifacts offer various benefits, some of which require you to exhaust metals. Silver is special. Once per turn, you can spend one to repeat an artifact’s effect. There’s also aqua regia, a wild reagent that lets you treat your die as a different colour for one turn. It’s a small tool with big potential.
Throughout the game, you can unlock single-use bonuses that reduce metal costs or lower the mastery level needed for an experiment. These are especially helpful in the later rounds when things get tight.
After five rounds, players score points from completed experiments, used artifacts, bonuses from their metal and aqua regia tracks, and their philosopher’s stone grid. Knowledge circles and elemental progress add another layer of scoring, and the player with the highest total becomes the master alchemist.


Game Info
Trismegistus: Roll & Write is published by Board&Dice, a publisher well known for their line of strategic euro-style games. The design comes from Daniele Tascini, who you might recognise from Tzolk’in, Teotihuacan, and of course the original Trismegistus: The Ultimate Formula. This version keeps the alchemical theme but translates it into a more compact and accessible format.
It’s made for one to four players, takes about 30 to 45 minutes to play, and is aimed at players aged 14 and up. The game will be part of the Trismegistus: New Special Edition campaign launching on Gamefound on 22 May.
Components & Artwork
We played a prototype copy, so a few things may still change. Still, it already shows a lot of care in how it’s put together. The dry-erase sheets are nicely illustrated but don’t get in the way. Each section has a clear layout and a visual style that helps rather than distracts, which is exactly what you want when you’re trying to juggle metals, tracks, and experiments. The metal tubes are aligned vertically, the philosopher’s stone grid is split into colour-coded sections, and the mastery tracks are easy to follow.
The icons are clear and consistent, and once you’ve seen them once or twice, you won’t need to double-check the rulebook. The custom dice are legible, with unique alchemical symbols that tie in with the rest of the game’s design. The card art adds flavour without overdoing it, with bubbling flasks and strange contraptions that feel right at home in an alchemist’s lab. Everything feels practical and well considered. It’s not overly fancy, but it’s solid and has a distinct identity.
Rulebook & Accessibility
The prototype rulebook we used was already in good shape. It follows a logical order, from setup to core mechanics, and most concepts are explained in a straightforward way. It includes small diagrams for reference and an appendix that lists all artifact effects, which is useful during play. It doesn’t hold your hand, but it doesn’t overwhelm you either. For a game with several moving parts, it finds a good balance between depth and clarity.


Gameplay & Strategy
Mechanically, this sits somewhere in the medium-weight category. It’s not as light as most roll and writes, but it’s also far from a full evening euro. You’ll need to plan, optimise, and think ahead, especially if you want to chain your actions efficiently. Early turns often feel like setup, but once the game opens up, you’ll be combining effects and unlocking bonuses in clever ways. There’s a definite learning curve, but after one game the structure becomes familiar and the rhythm clicks.
Each die shows a metal and a colour, and you choose which part to use depending on your needs. Sometimes it’s about gaining resources. Sometimes you’re aiming to activate a certain card or push a track. The tension comes from the shared pool and the potency system. Dice lose strength as they’re used, so waiting too long can cost you the action you had in mind. That subtle pressure creates a nice bit of player interaction, without any direct conflict.
The same goes for the cards. You can see what’s coming, and once someone grabs one, it flips or cycles, changing the available options. If you’re eyeing a particular combo or reward, you may need to act sooner than you planned. It adds a bit of push-your-luck timing, where clever sequencing pays off.
Player Count & Interaction
We found the game worked best with two or three players. There’s enough competition over dice and cards to keep things engaging, without dragging down the pace. The solo mode is also a good option if you like beating your own score or just enjoy the puzzle. It doesn’t change much about the mechanics, so it still feels like the full experience.

Final Thoughts
Let’s be clear: this is not a light filler. Trismegistus: Roll & Write is on the thoughtful side of the genre. It expects you to engage with the systems, to make a plan, and to adjust when that plan inevitably changes. But if that sounds appealing, this one has plenty to offer. It’s surprisingly rich for its playtime, and after a few turns, it really comes to life. You’ll start to see the combos, the synergies, the moment where you realise that grabbing one specific die now will unlock a small chain of bonuses next turn.
Compared to the original Trismegistus, this version is much easier to get to the table. There’s less setup, fewer rules, but still a solid bit of crunch. You still get that rewarding feeling when things fall into place, just without the hour-long teach. It plays tight, flows smoothly, and respects your time.
It’s not going to click with everyone. If you prefer your roll and writes light, fast, and breezy, this might come off as a bit dense. But if you enjoy games like Hadrian’s Wall or Three Sisters and want something with a euro-style puzzle that fits into a shorter session, then this is definitely one to watch.
It’s a clever little system with satisfying decisions, good pacing, and a fun alchemical theme. And honestly, any game where you can turn lead into gold by drawing funky shapes on a magical grid deserves at least a raised eyebrow and a closer look.
📝 We received a prototype copy of the game from Board&Dice.







