Quacks of Quedlinburg
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Details
Sourced from: https://jmo.name/games
Player Aid Author: Jarrod Moore
Description
Pull ingredients from your stock to make your pot bubble, but hopefully not explode!
Expansions in Use
- The Alchemists
- The Herb Witches
- Shuffle fortune teller deck
- Put flame marker on 1 space on round track
- Lay orange and black books out:
- Black book is double sided, place on side matching player count
- Lay out other coloured books:
- Choose which set to play with
- You can mix and match books of different sets together:
- Sets have been designed to play well when used with each other
- Lay out green, red and blue books you have selected for this game
- Lay out a randomly selected locoweed book for use in this game
- Keep purple and yellow books aside for later
- Randomly select 3 patient tiles:
- You can use included patient chips to help this selection process
- Randomly select a witch of each colour:
- Bronze
- Silver
- Gold
Each player receives:
- 1 player board
- 1 essence board
- 1 overflow bowl
- 1 bag
- 3 witch pennies:
- Bronze
- Silver
- Gold
Place one of each of following chips in your bag:
- 4 white (1) chips
- 2 white (2) chips
- 1 white (3) chip
- 1 orange (1) chip
- 1 green (1) chip
Place following on your player board:
- 1 droplet marker on 0 space of cauldron
- 1 rat tail marker in small bowl
- 1 essence marker on 0 space
- 1 flask on flask space
Place following on game board:
- 1 seal on one of seal spaces
- 1 score marker on 0 space
Players will play through following phases:
- Fortune Teller phase
- Rats Phase
- Preparation Phase
- Essence Phase
- Evaluation Phase
Evaluation Phase consists of a number of sub-phases:
- Bonus Die Phase
- Chip Actions Phase
- Rubies Phase
- Scoring Phase
- Victory Point Phase
- Buying Phase
- End of Round Phase
Players can spend one of the 3 pennies to activate the corresponding witch in the relevant phase as written on the tile
- Reveal top card of Fortune Teller deck
- Purple background => effect happens immediately
- Blue background => effect lasts whole turn or comes into effect at some point later in round
- You can't take a yellow or purple chip if that book hasn't been unlocked yet
Place your rat tail marker on your cauldron:
- One space in front of droplet per rat tail printed between your scoring marker and leading scoring marker
Note:
- This phase is also sometimes referred to as Potions Phase
- All players carry out this phase at same time
In this phase, players draw chips randomly from their bags and place them according to chip rules:
- You must never look into your bag when drawing chips
- If sum of white chip values is ever higher than 7, your pot explodes:
- You must stop drawing chips from your bag
- You still place chip that caused explosion into your cauldron
- If last chip you drew was white:
- You may flip over your flask to put it back into your bag
- You have to refill your flask in End of Round Phase before you can use it again
- You cannot use your flask if white chip you pulled caused your pot to explode
In 9th and final round of game, players will draw out chips one by one simultaeously:
- If you wish to pass, reach into your bag but pull your hand out without holding a chip
- Just as in other rounds, round ends when everyone has passed or exploded their pots
Chip colours:
- No special actions:
- White
- Orange
- No special actions, but give bonuses during evaluation phase:
- Green
- Purple
- Black
- Give special actions:
- Blue
- Red
- Locoweed
- Yellow
This phase ends when every player has either chosen to stop drawing chips from their bag, or have exploded their pots
Note: All players carry out this phase at same time
- Place your essence marker on 0 space
- Score your preparation round:
- For every different coloured ingredient (except white), move your essence marker one space forward on essence track
- If sum of white chips in your cauldron equals 7, move it one more space forward
- For each player to your left or right whose pot has exploded, move your essence marker one space forward:
- 2P: This means you can only move a maximum of one space forward from this
- Follow glass tube that goes from space your essence marker is on to find your reward
- You can elect to choose bonus of a lower essence space if you wish
Bonus Die Phase
All players who have landed on highest scoring space in their cauldrons who did not explode may roll bonus die and take its reward immediately
Chip Actions Phase
Beginning with start player and proceeding clockwise, each player checks to see if they have any green, black or purple chips in their pots and then carry out any actions or receive any benefits they are entitled to as a result
Rubies Phase
All players whose last placed chip was placed on a space with a ruby printed on it receive a ruby
Scoring Phase
Note: If your pot exploded, you have to choose which part of this phase to take part in. That is, if your pot exploded this round, you cannot both take victory points and buy chips - you can only do one of these this round
Scoring phase comprises of two parts
Victory Point Phase
Players who take part in this phase score number of victory points written on space on which last chip in cauldron was placed
Buying Phase
Beginning with start player, and going clockwise: Players can now buy up to two chips from supply with following conditions: * Your budget is number of points printed on space your last chip was placed on in your cauldron this round * You cannot buy two chips of same colour * Any points not spent this round are lost * Once a certain chip runs out, you cannot buy any more of it
End of Round Phase
At end of round:
- Players can carry out following actions as many times as they can afford:
- You can spend 2 rubies to refill your flask (if it has been spent)
- You can spend 2 rubies to move your droplet marker one space forward in your cauldron
- round marker is then moved to next round space
- When round marker is moved to:
- 2nd space:
- Put out purple book set aside earlier
- From this point on, purple chips can be purchased in buying phase
- Put out purple book set aside earlier
- 3rd space:
- Put out yellow book set aside earlier
- From this point on, yellow chips can be purchased in buying phase
- Put out yellow book set aside earlier
- 6th space:
- All players must add 1 white (1) chip to their bag
- 2nd space:
- When round marker is moved to:
In 9th round:
- You can decide to do these actions as many times as you like:
- Spend 5 points you earned this round for 1 victory point
- Spend 2 rubies for 1 victory point
game ends at end of 9th round
Winner is player whose scoring marker is on highest numbered space
Tiebreakers are:
- Player who scored highest score in final round wins
Otherwise, victory is shared
Thumbnail courtesy of BoardGameGeek and the respective publisher.