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Quacks of Quedlinburg

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Setup

1
Place the large game board in the center of the table

Place them with the 0 side face-up on the seal spaces
This is the plain wooden piece in the player's color
This is where you start the point tally

Set aside the white chips
Sort all other colored chips by number
1 chips
2 chips
4 chips

The black and orange books are used in every game
They are always in play from the beginning
For 2 players: 2 cauldrons on the bookmark
The orange pumpkin book with a bookmark at the top

The books have small bookmarks at the bottom
The number of bookmarks indicates which set they belong to
Green spider book with 1 bookmark = Set 1
Red mushroom book with 1 bookmark = Set 1
Yellow root book with 1 bookmark
Blue raven's head book with 1 bookmark
Purple ghost book with 1 bookmark
Example: Yellow book from round 2

A cauldron board in their color - The side without reagent glasses at the top
Place it on space 0 in the center of your cauldron
Place it at the bottom right of your cauldron board

1x orange with a 1 on it
1x green with 1
1x white with 3
2x white with 2
4x white with 1

Choose a starting player
They take the fortune-teller deck and shuffle it

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Goal

Your piece moves around the game board accordingly
Whoever is furthest ahead at the end wins

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Gameplay

1
You play 9 rounds. Each round has 4 phases:

The starting player reads the top card and places it next to the score track.
Purple card: executed immediately
Blue card: applies for the entire round

Count the rat tails on the score track between the leading player's piece and your piece.
Players can throw rats into the cauldron and catch up more easily

All players do this simultaneously
The number on the chip indicates how many spaces it lands from the last chip in the cauldron
After each draw and placement, you can decide whether to draw another chip
If you are furthest ahead, you may roll the bonus die
Then you must stop
The last drawn white chip is still placed in the cauldron
You may not roll the die, even if you are furthest ahead
You may only either buy or move your piece forward

When all players have stopped drawing chips, the round is scored
Roll bonus die
Chip actions
Collect rubies
Victory points
Buy chips
Trade rubies
Only if the cauldron has not exploded
Warning! Some spaces have the same values
The space furthest ahead counts
If 2 players are tied, both may roll the die
Only when the corresponding book is in play
The yellow book, for example, only comes into play in round 2
Victory points are always the brown numbers on the light brown post-its
for 2 rubies:
move their droplet forward
or refill the flask

When the yellow flame is on the 9th space of the round tracker
Then you draw each chip simultaneously
When a player stops, only the other players continue to draw chips
You don't need ingredients anymore
2 rubies for 1 victory point

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Scoring

1
Whoever is furthest ahead with their piece now wins!

2
In case of a tie, the player who filled their cauldron the most in the last round wins

3
If still tied, you can jointly declare yourselves the best quacksalvers

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Infos

Round 2: The yellow ingredient book is placed.
Round 3: The purple ingredient book is placed.
Round 6: Each player adds an additional white 1 chip to their bag.
Round 9: All players must draw their chips synchronously.

With a full flask, you can risk more and score more points
Combine ingredients cleverly to get many points
Watch the other players and react accordingly.