
Cozy fantasy engine-builder by Grayden Baker (Warped Reality Games / Lucky Duck Games). 1-4 alchemists run shops, foraging ingredients, studying recipes, and brewing potions to fulfill visiting customers' orders across six rounds. Most Prestige wins.
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Turn timer
Keep turns moving with a per-player clock for Potions of Azerland.
Six rounds of simultaneous action priority selection, foraging, studying, brewing, and fulfilling visitor orders. Most Prestige wins; ties broken by cauldrons.
Potions of Azerland is a cozy, simultaneous-action engine builder for 1-4 players where you run a fantasy alchemy shop. Forage ingredients, study recipes, and brew potions to fulfill orders for visiting customers across six rounds. The player with the most Prestige (victory points) at game end wins.
Each player takes a player board, three personal potion recipes, starting resources (varies by player count), and a set of priority tokens (1-5 plus a gold reverse).
Seed the market and visitor row.
Set out round-bonus tiles for rounds 2-6.
Clear/refill markets, advance visitor row, reset once-per-round abilities, reveal that round's bonus.
Players secretly slot priority tokens (1-5) into the five action slots on their board, OR take a gold token instead of one priority.
Simultaneously, players may consume a brewed potion to trigger its ability (effects scale with study/expertise level).
Resolve five actions in fixed order. For each action, all players reveal their priority token; lower numbers resolve first and gain stronger rewards.
The five actions:
Forage: Roll dice and gain matching ingredient tokens (mushrooms, flowers, tree sap).
Study: Advance one of three potion-knowledge tracks; higher tracks unlock intermediate/expert potion effects.
Market: Spend gold to acquire market cards (ingredients, study, apprentices).
Brew: Spend ingredients per the recipe to brew a potion.
Fulfill: Spend brewed potions to claim visitor cards from the row.
Apprentices boost output of forage/study/brew actions.
After six rounds, proceed to final scoring.
Points come from:
Visitor cards claimed (1-3 potions each, with instant, ongoing, and end-game effects)
Round bonus tiles
End-game visitor scoring conditions
1 Prestige per 2 leftover gold or 2 apprentices
2 Prestige per leftover potion
Highest total wins; ties broken by cauldron tokens.
Final Prestige = visitor scoring + bonuses + leftover resources.
Prestige is recorded as the single authoritative outcome. It is a non-additive total — visitor-card scoring, conditional end-game visitor multipliers, round-bonus tiles, and leftover-resource conversions overlap and depend on each player's build, so they are not broken into recordable component metrics. cauldrons is a diagnostic tiebreaker count only and does not sum into Prestige.