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 (and any other 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.
53 If your essence value is more than 10, you get the bonus for 10,
54 *plus* the bonus for the remainder (max.10). (Notate this by placing
55 two counters on the essence track). With **Vampirism**, add the
56 buying power together and buy one chip. With essences that are used
57 up during play by reducing your essence, you may make up a reduction
58 by adding two reductions of your two essence tokens.
62 In the last round, perform the essence bonus, instead of getting VPs
67 In the final round, when drawing is supposed to be secret and
70 Each player with Nervousness chips puts some rubies in their bag.
71 When drawing a chip, they may (by feel) choose to draw a ruby instead.
72 When the ruby is revealed, it means they are placing one of their
75 A player who drew a ruby selects *which* of their Nervousness chips
76 they are playing before anyone makes other decisions about how to play
77 their chips. If more than one player has more than one Nervousness
78 chip to choose from, the applicable players each choose a Nervousness
85 If you have *any* black in the last three, you get rubies for *all*
88 [Rationale: this adds an element of diminishing returns for the player
89 *buying* the black, which was otherwise missing. The official rules
96 You are not eligible for the ruby if you got the droplet.
98 [Rationale: these are somewhat be overpowered, especially if you have
99 many. We want to debuff them.]
101 No ruby awarded if more than one person got the droplet.
103 [Rationale: As above, but also this is a usual 1st/2nd prize rule.]
106 Locoweed book VI "last coloured chip"
107 -------------------------------------
109 This chip costs 9, not 10.
111 [Rationale: This chip is hardly ever a good buy at 10.]
114 Fortune teller "Neighbour in Need"
115 ----------------------------------
117 We do not play with this card. Draw another one instead.
119 (We think it means that you get to choose between (a) the player on
120 your left may remove a garlic and (b) they may take a chip of their
123 Fortune teller Visit from a Witch
124 ---------------------------------
126 We play with this card even if we are not playing with the Herb
137 Any bonus chips you gain after the start of a round are put aside and
138 go into your bag in the next round. This is equivalent to the
139 official wording but more generalisable. In particular, it applies to
140 the bronze witch "exchange your ... chips". (Chips from Witch's Hump
141 go into your bag, as per the official rules.)
143 You may always use a chip's special power as if it were a chip of a
144 lower value of the same colour. (That is, for a 4-chip you can choose
145 to use the corresponding 2- or 1-chip power; for a 2-chip, the 1-chip
148 But you may not forgo a chip's special power unless it says so (eg, by
151 A locoweed is not a "1-chip".
153 By no means may you acquire a purple or yellow before they are
154 available (from the start of rounds 2 and 3).
156 For the avoidance of doubt: when you return a chip to your bag, any
157 special effects that have already occurred does not need to be undone.
158 But any ongoing or end-of-round effects (or side-effects) no longer
159 happen because the returned chip is no longer in your pot: henceforth
160 it is henceforth as if that chip was never placed.
162 (As a general principle, rules interactions do not involve any hidden
163 state that doesn't exist for the rules taken separately.)
168 ### Yellow III (increased garlic threshold)
170 If you remove a yellow from your pot (due to some rule or other), and
171 this reduces your garlic threshold below your current amount of
172 garlic, your pot *does* explode.
177 ### Silver "Receive the full bonus if exploded"
179 Using this witch does not deprive anyone else of the die roll.
182 Alchemists ("diseases")
183 -----------------------
187 When upgrading chips, the new ones go into your pot, in the same
188 space as the old chips.
190 When upgrading a 1-chip to a 4-chip, you may upgrade a 2-chip instead.
195 (Clarifications of interactions with other rules are here, rather than
196 filed under the other rule or game feature.)
198 ### Good neighbourhood
200 You may do this as many times as you like.
204 *Every* die roll is to be rolled twice, not just the one for winning
209 Doubles all rats, no matter where they come from, not just VP track
214 This applies only to the normal "money" phase, not any other rules
215 which might involve buying chips.
219 If you are unlucky enough to draw withink the first 5 chips, a garlic
220 that would make you explode, you may put everything back in your bag
221 and restart immediately -- before the explosion happens. (Assuming
222 you haven't restarted already, obviously.)
224 Other side effects that occurred in your first 5 chips are not undone.
226 **Nervousness** (alchemists): if you choose to start again, you put all
227 your Nervousness chips back into your bag, and choose a fresh set for
232 Applies to this round only (despite the wording which suggests
237 | Books of Pumpkins, etc. Extensions to Quacks of Quedlinburg.
238 | This file: Copyright 2020-2021 Ian Jackson.
239 | `SPDX-License-Identifier: GPL-3.0-or-later OR CC-BY-SA-4.0`.