6 In all but the last round:
8 If everyone is waiting for someone else to decide whether to draw, the
9 person with the emptiest pot chooses (and if necessary draws) first.
10 Ties are broken by the Fortune Teller card turn order.
12 [Rationale: the official rule suffers from a perverse incentive.
13 This rule approximates natural player behaviour, formalising the edge
20 When a chip (typically green, but also eg some blacks) talks about "the
21 last or second-last chip in your pot", apply the rule for each of the
22 last *three* chips, not just the last *two*.
24 [Rationale: Greens seem not to come up. In my experience, even with
25 this change they are still quite weak.]
31 We have overflow tracks, not overflow bowls. They are simply an
32 extension of the pot's track. The space "34 14" on the overflow track
33 follows the space "33 14 ruby" in the main pot. Disregard (cover up)
34 the "35 15" on the provided board.
37 ### Buying three chips (etc.)
39 In the "money" phase (snd any othrr time you are invited to buy
40 chips), you may buy *one* additional chip, but to do so you must pay 5
41 *extra* money (in addition to the price of the additional chip).
43 (You may combine this with the "Sale" Fortune Teller card to get the
44 another of cheapest chip, for a total of 4 chips.)
47 Alchemists ("diseases")
48 -----------------------
50 Players do not choose their own disease. Instead, choose one disease
51 randomly, for all the players.
55 In the final round, when drawing is supposed to be secret and
58 Each player with Nervousness chips puts some rubies in their bag.
59 When drawing a chip, they may (by feel) choose to draw a ruby instead.
60 When the ruby is revealed, it means they are placing one of their
63 A player who drew a ruby selects *which* of their Nervousness chips
64 they are playing before anyone makes other decisions about how to play
65 their chips. If more than one player has more than one Nervousness
66 chip to choose from, the applicable players each choose a Nervousness
73 If you have *any* black in the last three, you get rubies for *all*
76 [Rationale: this adds an element of diminishing returns for the player
77 *buying* the black, which was otherwise missing. The official rules
84 You are not eligible for the ruby if you got the droplet.
86 [Rationale: these are somewhat be overpowered, especially if you have
87 many. We want to debuff them.]
89 No ruby awarded if more than one person got the droplet.
91 [Rationale: As above, but also this is a usual 1st/2nd prize rule.]
94 Locoweed book VI "last coloured chip"
95 -------------------------------------
97 This chip costs 9, not 10.
99 [Rationale: This chip is hardly ever a good buy at 10.]
102 Fortune teller "Neighbour in Need"
103 ----------------------------------
105 We do not play with this card. Draw another one instead.
107 (We think it means that you get to choose between (a) the player on
108 your left may remove a garlic and (b) they may take a chip of their
119 Any bonus chips you gain after the start of a round are put aside and
120 go into your bag in the next round. This is equivalent to the
121 official wording but more generalisable. In particular, it applies to
122 the bronze witch "exchange your ... chips". (Chips from Witch's Hump
123 go into your bag, as per the official rules.)
125 You may always use a chip's special power as if it were a chip of a
126 lower value of the same colour. (That is, for a 4-chip you can choose
127 to use the corresponding 2- or 1-chip power; for a 2-chip, the 1-chip
130 But you may not forgo a chip's special power unless it says so (eg, by
133 For the avoidance of doubt: when you return a chip to your bag, any
134 special effects that have already occurred does not need to be undone.
135 But any ongoing or end-of-round effects (or side-effects) no longer
136 happen because the returned chip is no longer in your pot: henceforth
137 it is henceforth as if that chip was never placed.
143 ### Silver "Receive the full bonus if exploded"
145 Using this witch does not deprive anyone else of the die roll.
148 Alchemists ("diseases")
149 -----------------------
151 Your essence can never be more than 10. Even in the final round,
152 when the essence value translates directly into VPs.
156 When upgrading chips, the new ones go into your pot, in the same
157 space as the old chips.
159 When upgrading a 1-chip to a 4-chip, you may upgrade a 2-chip instead.
164 (Clarifications of interactions with other rules are here, rather than
165 filed under the other rule or game feature.)
169 *Every* die roll is to be rolled twice, not just the one for winning
174 This applies only to the normal "money" phase, not any other rules
175 which might involve buying chips.
180 If you are unlucky enough to draw withink the first 5 chips, a garlic
181 that would make you explocde, you may put everything back in your bag
182 and restart immediately -- before the explosion happens. (Assuming
183 you haven't restarted already, obviously.)
185 Other side effects that occurred in your first 5 chips are not undone.
187 *Nervousness* (alchemsists): if you choose to start again, you put all
188 your Nervousness chips back into your bag, and choose a fresh set for
194 | Books of Pumpkins, etc. Extensions to Quacks of Quedlinburg.
195 | This file: Copyright 2020-2021 Ian Jackson.
196 | `SPDX-License-Identifier: GPL-3.0-or-later OR CC-BY-SA-4.0`.