How to Play

Quacks

2-4 players 45-45 min 7.8 Board Game Geek Rating

Players are quack doctors brewing secret potions by drawing ingredient chips from personal bags and placing them in pots based on their values. Higher-value chips increase potion worth, but too many cherry bomb chips cause explosive failure. Each round, successful brewers earn both victory points and coins for new ingredients, while failed alchemists choose only one reward. Most points after nine rounds wins.

Published 2018

Quacks

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Prepare the scoring track
Place the flame marker on Turn 1, set all seals to 0-side up, and place all player score tokens on space 0
2
Place common supplies
Put the bonus die and a supply of rubies near the board
3
Select ingredient books
Choose a complete set (books with matching bookmark numbers) or create a custom set using one of each color
4
Configure the black book
Set it to match the current player count
5
Set aside restricted books
Yellow and Purple books are not available at game start
6
Create ingredient supply
Place all colored ingredient chips in a central supply and set aside one White-1 chip per player for Round 6
7
Distribute pot boards
Each player receives one pot board with their droplet placed on space 0
8
Give players starting items
Each player places their rat stone on the bowl, flask on the plate, and ruby on the bag spaces of their pot board
9
Fill player bags
Each player puts these tokens in their bag: 4×White-1, 2×White-2, 1×White-3, 1×Green-1, 1×Orange-1
10
Determine first player
The last player to cook something takes the Fortune Teller deck
11
Use alternate board side
Each player uses the Test Tube side of their player board and places a droplet on the first tube
12
Add Pumpkin-6 chips
Include a supply of Pumpkin-6 chips that can be purchased normally
13
Select witches
Draw one random witch of each type and place them by the scoring track
14
Distribute witch pennies
Each player takes three witch pennies, one of each color
15
Choose extra ingredient sets
Use Sets 5 and 6 as complete sets or mix them in; these include Locoweed
16
Add Locoweed book
Choose a random Alchemists Locoweed book to add to your set
17
Expand Fortune Teller deck
Add the Alchemists Fortune Teller cards to the deck
18
Display patients
Draw and place 3 random Patient Charts
19
Give players alchemist components
Each player receives an Alchemist's Flask above their pot, an Essence Marker on space 0, and 4 Essence Cards in their color
20
Select a patient
Each player chooses which patient to treat by placing the matching Essence Card on their flask board and returning unused cards to the box

On Your Turn

What you can do during your turn.

1
Reveal fortune card
Draw and place a Fortune Teller card atop the previous round's card
2
Position rat stones
Starting Round 2, each player counts rats between themselves and the lead player on the score track, then places their rat stone that many spaces ahead of their droplet
3
Round 2 addition
Place the Yellow book; Yellow tiles become available to buy
4
Round 3 addition
Place the Purple book; Purple tiles become available to buy
5
Round 6 addition
Each player adds a White-1 chip to their bag
6
Round 9 special rule
Players draw and reveal chips simultaneously; to stop, reach into the bag but take nothing
7
Draw chips simultaneously
All players play at the same time (take turns if learning)
8
Draw a chip
Pull one chip from your bag without looking inside
9
Place the chip
Move forward from the last object (droplet, rat stone, or chip) a number of spaces equal to the chip's value
10
Handle maximum space
If you reach or pass space 33, place the chip on space 33
11
Check for explosion
After placing a white chip, if your total white chip value is 8 or more, you explode and must stop drawing immediately
12
Use flask option
If you drew a white chip and didn't explode, you may flip a full flask to return that white chip to your bag
13
Apply immediate effects
Blue, Red, and Yellow chips trigger their effects immediately upon placement
14
Note delayed effects
Black and Purple chips activate during the Evaluation Phase
15
Decide to continue or stop
Either draw again or place your bag on the table to stop
16
Handle overflow
When reaching space 33, place that chip there; all additional chips go into the overflow bowl
17
Disable next-chip powers
Chips on space 33 that affect the next chip do not activate
18
Overflow chips don't activate
Chips in the overflow bowl have no powers and don't count for Evaluation Phase abilities
19
White chips still count
White chips in the overflow bowl can still cause explosion
20
Score overflow
During Evaluation, earn points equal to the sum of overflow chip values divided by 2, rounded down
21
Roll bonus die
The non-exploded player who went farthest in their pot rolls the bonus die; tied players all roll
22
Resolve chip abilities
In turn order, carry out Black chip actions, then Green, then Purple
23
Determine scoring bubble
Your scoring bubble is the visible bubble after the space where your last chip sits
24
Collect ruby
Take a ruby if your scoring bubble shows a ruby symbol
25
Exploded player restriction
Players who exploded must choose either buying OR earning VP, not both
26
Buy chips
In turn order, purchase 1-2 chips of different colors; the scoring bubble shows your spending limit; unspent value is lost
27
Earn victory points
Gain VP equal to the value on your scoring bubble's sign
28
Space 33 bonus
Players on space 33 receive 35 to spend and 15 VP
29
Spend rubies for advancement
Pay 2 rubies per space to move your droplet forward
30
Refill flask
Pay 2 rubies to flip your flask tile back to full
31
Return chips to bag
Put all chips from your pot and newly purchased chips into your bag
32
Reset rat stone
Return your rat stone to its bowl
33
Pass Fortune Teller deck
Give the deck clockwise; that player becomes first player
34
Advance the round
Move the flame to the next space and begin the new round
35
Reset essence marker
Place your Essence Token on space 0 of your flask
36
Count colors
Move the token forward one space per different color in your pot (white chips don't count)
37
Bonus for exact seven
If your white chips total exactly 7, advance one additional space
38
Neighbor explosion bonus
If the player to your left or right exploded, advance one space; if both exploded, advance two spaces
39
Claim essence reward
If the tube from your token's space leads to a glass, receive that bonus (you may choose a lower bonus)
40
Use special abilities
Some Essences grant abilities that trigger later, usable regardless of whether you earned a glass bonus
41
Activate witch power
Discard a witch penny of the matching color to use that witch's ability
42
One-time use
Each player may use each witch only once per game
43
Alternative droplet movement
When allowed to move your pot droplet forward, you may instead advance your test tube droplet and receive the pictured bonus (1 Ruby, 1-4VP, or a chip)

Winning

How to claim victory.

1
Play nine rounds
The game consists of 9 complete rounds
2
Final round scoring
At the end of Round 9, each player earns 1 VP for each pair of rubies plus their scoring bubble value divided by 5, rounded down
3
Alchemists final round
Instead of normal essence bonuses, earn 1 VP per space advanced on the essence track
4
Unused witch pennies
Each witch penny not used during the game is worth 2 VP
5
Determine the winner
The player with the highest score wins
6
Tiebreaker
If tied, the player who went farthest in their pot during the final round wins

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FULL rules

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