6 In all but the last round:
8 If everyone is waiting for someone else to decide whether to draw (or
9 place a deferred chip), the person with the emptiest pot chooses (and
10 if necessary draws) first. Ties are broken by the Fortune Teller card
13 [Rationale: the official rule suffers from a perverse incentive.
14 This rule approximates natural player behaviour, formalising the edge
21 When a chip (typically green, but also eg some blacks) talks about "the
22 last or second-last chip in your pot", apply the rule for each of the
23 last *three* chips, not just the last *two*.
25 [Rationale: Greens seem not to come up. In my experience, even with
26 this change they are still quite weak.]
32 We have overflow tracks, not overflow bowls. They are simply an
33 extension of the pot's track. The space "34 14" on the overflow track
34 follows the space "33 14 ruby" in the main pot. Disregard (cover up)
35 the "35 15" on the provided board.
38 ### Buying three chips (etc.)
40 In the "money" phase (and any other time you are invited to buy
41 chips), you may buy *one* additional chip, but to do so you must pay 5
42 *extra* money (in addition to the price of the additional chip).
44 (You may combine this with the "Sale" Fortune Teller card to get the
45 another of cheapest chip, for a total of 4 chips.)
48 Alchemists ("diseases")
49 -----------------------
51 Players do not choose their own disease. Instead, choose one disease
52 randomly, for all the players.
54 If your essence value is more than 10, you get the bonus for 10,
55 *plus* the bonus for the remainder (max.10). (Notate this by placing
56 two counters on the essence track). With **Vampirism**, add the
57 buying power together and buy one chip. With essences that are used
58 up during play by reducing your essence, you may make up a reduction
59 by adding two reductions of your two essence tokens.
63 In the last round, perform the essence bonus, instead of getting VPs
68 In the final round, when drawing is supposed to be secret and
71 Each player with Nervousness chips puts some large draughts stones in
72 their bag. When drawing a chip, they may (by feel) choose to draw a
73 draughts stone instead. When the stone is revealed, it means they are
74 placing one of their Nervousness chips.
76 A player who drew a stone selects *which* of their Nervousness chips
77 they are playing before anyone makes other decisions about how to play
78 their chips. If more than one player has more than one Nervousness
79 chip to choose from, the applicable players each choose a Nervousness
80 chip in fortune teller card turn order.
86 If you have *any* black in the last three, you get rubies for *all*
89 [Rationale: this adds an element of diminishing returns for the player
90 *buying* the black, which was otherwise missing. The official rules
97 You are not eligible for the ruby if you got the droplet.
99 [Rationale: these are somewhat be overpowered, especially if you have
100 many. We want to debuff them.]
102 No ruby awarded if more than one person got the droplet.
104 [Rationale: As above, but also this is a usual 1st/2nd prize rule.]
107 Locoweed book VI "last coloured chip"
108 -------------------------------------
110 This chip costs 9, not 10.
112 [Rationale: This chip is hardly ever a good buy at 10.]
115 Fortune teller "Neighbour in Need"
116 ----------------------------------
118 We do not play with this card. Draw another one instead.
120 (We think it means that you get to choose between (a) the player on
121 your left may remove a garlic and (b) they may take a chip of their
124 Fortune teller Visit from a Witch
125 ---------------------------------
127 We play with this card even if we are not playing with the Herb
138 Any bonus chips you gain after the start of a round are put aside and
139 go into your bag in the next round. This is equivalent to the
140 official wording but more generalisable. In particular, it applies to
141 the bronze witch "exchange your ... chips". (Chips from Witch's Hump
142 go into your bag, as per the official rules.)
144 You may always use a chip's special power as if it were a chip of a
145 lower value of the same colour. (That is, for a 4-chip you can choose
146 to use the corresponding 2- or 1-chip power; for a 2-chip, the 1-chip
149 But you may not forgo a chip's special power unless it says so (eg, by
152 A locoweed is not a "1-chip". But it has a "value" (the number of
153 spaces to move), unless otherwise specified.
155 By no means may you acquire a purple or yellow before they are
156 available (from the start of rounds 2 and 3).
158 For the avoidance of doubt: when you return a chip to your bag, any
159 special effects that have already occurred does not need to be undone.
160 But any ongoing or end-of-round effects (or side-effects) no longer
161 happen because the returned chip is no longer in your pot: henceforth
162 it is henceforth as if that chip was never placed.
164 (As a general principle, rules interactions do not involve any hidden
165 state that doesn't exist for the rules taken separately.)
170 ### Yellow III (increased garlic threshold)
172 If you remove a yellow from your pot (due to some rule or other), and
173 this reduces your garlic threshold below your current amount of
174 garlic, your pot *does* explode.
179 ### Silver "Receive the full bonus if exploded"
181 Using this witch does not deprive anyone else of the die roll.
184 Alchemists ("diseases")
185 -----------------------
189 When upgrading chips, the new ones go into your pot, in the same
190 space as the old chips.
192 When upgrading a 1-chip to a 4-chip, you may upgrade a 2-chip instead.
196 Draw all the Ear Worm chips at once; you may choose the placement
201 With Book V Yellow, the chip for the yellow must come from your bag,
202 not from Nervousness chips.
206 You may take the bonus for to a lower-valued chip, instead.
208 Giant pumpkin (on a ruby space) counts as 4-chip or locoweed.
213 (Clarifications of interactions with other rules are here, rather than
214 filed under the other rule or game feature.)
216 Any VPs you gain as a result of a fortune teller card don't affect the
217 number of rat tails you get this turn; likewise, if your droplet
218 moves, move your rat stone too.
220 ### From Good to Better
222 With Ear Worm, do Ear Worm first.
224 ### Good neighbourhood
226 You may do this as many times as you like.
230 Locoweed count for 1 each.
234 *Every* die roll is to be rolled twice, not just the one for winning
237 ### Pumpkin Patch Party
239 With Alchemists' Carrot Nose, Carrot Nose happens first.
243 Doubles all rats, no matter where they come from, not just VP track
248 This applies only to the normal "money" phase, not any other rules
249 which might involve buying chips.
251 If buying two chips of the same value, you can choose which to receive
256 If you are unlucky enough to draw withink the first 5 chips, a garlic
257 that would make you explode, you may put everything back in your bag
258 and restart immediately -- before the explosion happens. (Assuming
259 you haven't restarted already, obviously.)
261 Other side effects that occurred in your first 5 chips are not undone.
263 **Nervousness** (alchemists): if you choose to start again, you put all
264 your Nervousness chips back into your bag, and choose a fresh set for
269 Applies to this round only (despite the wording which suggests
272 ### Strong Ingredient
274 With Book II Red: draw 5 for Strong Ingredient before placing any
275 reds. Then place Strong Ingredient chips, and any reds you wish to
280 With Book II red, place any reds into your pot first, before resolving
285 | Books of Pumpkins, etc. Extensions to Quacks of Quedlinburg.
286 | This file: Copyright 2020-2021 Ian Jackson.
287 | `SPDX-License-Identifier: GPL-3.0-or-later OR CC-BY-SA-4.0`.