Quacks & Co.: Quedlinburg Dash
Overview
A family-friendly bag-building racing game for 2-4 players, set in the world of The Quacks of Quedlinburg. Players draw food chips from bags to feed their animals and race toward the Quedlinburg marketplace. Drawing dream weed puts your animal to sleep, but collecting three dream weeds lets you buy better chips. The first animal to reach the marketplace wins the golden cauldron.
Components
| Component |
Quantity |
| Game board (double-sided: short path / long path) |
1 |
| Playing figurines (donkey, sheep, pig, cow) |
4 |
| Food chips |
162 |
| Dream weed chips |
18 |
| Animal cards |
4 |
| Four-leaf clovers |
26 |
| Golden cauldron |
1 |
| Rubies |
40 |
| Dice |
2 |
| Food bags |
4 |
| Action cards (double-sided: caterpillar/butterfly) |
6 |
| Info sheet |
1 |
Setup
- Place the game board in the center (short path / red roof side for beginners).
- Each player chooses an animal, takes matching animal card, bag, and places figurine on the start house.
- Lay out the caterpillar-side action cards (red, yellow, green, blue) for the beginner game.
- Place white die on yellow action card.
- Sort food chips by value into box compartments.
- Each player places their starting chips in their bag (as shown on the back of their animal card): 4 dream weed chips, 1 yellow “1” chip, 2 red “2” chips, 1 red “2” chip (varies slightly per animal).
- Shake bags well. Place rubies in reserve. Place golden cauldron on marketplace.
Turn Structure
On your turn:
- Draw 1 chip from your bag (without looking).
- Resolve the chip.
- Next player’s turn.
Actions
Drawing a Dream Weed Chip
- Your animal does not advance.
- Place the dream weed on the next vacant dream bubble on your animal card.
- When you fill the 3rd dream bubble: immediately buy new chips (see Buying).
Drawing a Food Chip
- Place the chip on your animal card. Move your animal forward the number of spaces shown on the chip.
- Perform the action on the matching color’s action card.
- Red action: Take a ruby from the reserve and place it on your animal card’s backpack.
- Yellow action: Roll the white die and gain the shown reward (e.g., take a specific chip from reserve into your bag).
- Green action: Effect varies by the green action card in play.
- Blue action: Effect varies by the blue action card in play.
Drawing a White Sugar Beet Chip
Move forward 8 spaces (favorite food). No action card is performed.
Buying New Chips (after 3rd dream weed)
Spend rubies collected on your animal card:
- 1 ruby = one “1” chip
- 2 rubies = one “2” chip
- 3 rubies = one “4” chip
- 5 rubies = one “8” chip
Rules:
- If buying multiple chips, they must be different colors.
- You may not save rubies – unspent rubies return to the reserve.
- If in last place (or tied for last), take 1 extra ruby before buying.
- If no rubies collected, you cannot buy anything.
After buying, return all chips from your animal card (food chips + dream weeds + new purchases) to your bag. Shake well.
Scoring / Victory Conditions
The first player to reach the marketplace in Quedlinburg wins and claims the golden cauldron. You do not need to land on it exactly – overshooting is fine.
Special Rules & Edge Cases
- Multiple figurines may occupy the same space.
- Count occupied spaces when moving (they are not skipped).
- The game board has a longer path on the reverse side for experienced players.
- Advanced game: Add orange and purple action cards (and corresponding chips) for more complexity.
- Butterfly set: Flip action cards to butterfly side for advanced rules. Uses the wood-colored die.
- Four-leaf clovers are used only with the orange action card extension.
Player Reference
| Chip Cost |
Ruby Price |
| “1” chip |
1 ruby |
| “2” chip |
2 rubies |
| “4” chip |
3 rubies |
| “8” chip |
5 rubies |
| White sugar beet |
Moves 8 spaces, no action |
| Chip Drawn |
Effect |
| Dream weed |
No movement; fill dream bubble; 3rd triggers buying |
| Colored food chip |
Move + perform matching action card |
| White sugar beet |
Move 8 spaces, no action |