### Buying three chips (etc.)
-In the "money" phase (snd any othrr time you are invited to buy
+In the "money" phase (and any other time you are invited to buy
chips), you may buy *one* additional chip, but to do so you must pay 5
*extra* money (in addition to the price of the additional chip).
Players do not choose their own disease. Instead, choose one disease
randomly, for all the players.
+If your essence value is more than 10, you get the bonus for 10,
+*plus* the bonus for the remainder (max.10). (Notate this by placing
+two counters on the essence track). With **Vampirism**, add the
+buying power together and buy one chip. With essences that are used
+up during play by reducing your essence, you may make up a reduction
+by adding two reductions of your two essence tokens.
+
+### Ear Worm
+
+In the last round, perform the essence bonus, instead of getting VPs
+for your essence.
+
### Nervousness
In the final round, when drawing is supposed to be secret and
But you may not forgo a chip's special power unless it says so (eg, by
saying "may").
+A locoweed is not a "1-chip".
+
+By no means may you acquire a purple or yellow before they are
+available (from the start of rounds 2 and 3).
+
For the avoidance of doubt: when you return a chip to your bag, any
special effects that have already occurred does not need to be undone.
But any ongoing or end-of-round effects (or side-effects) no longer
(As a general principle, rules interactions do not involve any hidden
state that doesn't exist for the rules taken separately.)
+Books
+-----
+
+### Yellow III (increased garlic threshold)
+
+If you remove a yellow from your pot (due to some rule or other), and
+this reduces your garlic threshold below your current amount of
+garlic, your pot *does* explode.
Witches
-------
Alchemists ("diseases")
-----------------------
-Your essence can never be more than 10. Even in the final round,
-when the essence value translates directly into VPs.
-
### Chicken eyes
When upgrading chips, the new ones go into your pot, in the same
(Clarifications of interactions with other rules are here, rather than
filed under the other rule or game feature.)
+### Good neighbourhood
+
+You may do this as many times as you like.
+
### Pot is Full
*Every* die roll is to be rolled twice, not just the one for winning
the round.
+### Rat Infestation
+
+Doubles all rats, no matter where they come from, not just VP track
+rats.
+
### Sale
This applies only to the normal "money" phase, not any other rules
which might involve buying chips.
-
### Second Chance
If you are unlucky enough to draw withink the first 5 chips, a garlic
-that would make you explocde, you may put everything back in your bag
+that would make you explode, you may put everything back in your bag
and restart immediately -- before the explosion happens. (Assuming
you haven't restarted already, obviously.)
Other side effects that occurred in your first 5 chips are not undone.
-*Nervousness* (alchemsists): if you choose to start again, you put all
+**Nervousness** (alchemists): if you choose to start again, you put all
your Nervousness chips back into your bag, and choose a fresh set for
the restart.
+### Small Donation
+
+Applies to this round only (despite the wording which suggests
+otherwise).
* * *