The Quacks of Quedlinburg: The Alchemists
Overview
The second expansion for The Quacks of Quedlinburg. Adds essence-brewing mechanics where players produce essences during the game and spend them for powerful one-time effects. Also introduces new ingredient book sets and new Fortune Teller cards. Requires the base game; compatible with The Herb Witches expansion.
New Components
| Component |
Quantity |
| Alchemist flask boards |
4 (1 per player) |
| Essence cubes (4 colors) |
several per color |
| Essence recipe tiles |
multiple |
| Ingredient books — Set 6 (green, blue, red, yellow, purple, black) |
6 |
| New Fortune Teller cards |
several |
| Almanac supplement |
1 |
Setup Changes
- Alchemist flask board: Each player places an alchemist flask board next to their pot. This board tracks which essences you’ve brewed and which you have available to spend.
- Essence cubes: Place all essence cubes in a general supply, sorted by color.
- Essence recipe tiles: Lay out the essence recipe tiles near the scoring track. These show which chip combinations produce which essences.
- Ingredient books: You may use Set 6 books instead of earlier sets. Follow standard setup rules.
- Fortune Teller cards: Shuffle the new cards into the existing deck.
Rule Changes
Essences
Essences are a new resource earned during the Evaluation Phase and spent for powerful one-time bonuses.
Brewing essences (Evaluation Phase, after step B):
- After resolving chip actions, check your pot against the essence recipe tiles.
- If your pot contains the required chip combination for a recipe, you brew that essence: take the matching essence cube from the supply and place it on your alchemist flask board.
- You may brew multiple essences per turn if you meet multiple recipes.
- Each recipe can only be brewed once per turn, but you can accumulate the same essence type across turns.
Spending essences:
- Essences can be spent at specific times listed on each essence type’s reference.
- Common effects include: re-drawing a chip, moving your droplet, gaining bonus coins, or protecting against explosion.
- Spent essences return to the general supply.
- You may spend multiple essences per turn (even of different types).
New Ingredient Book Set (Set 6)
Set 6 ingredient books introduce chip effects that interact with the essence system:
- Some chips generate essences when drawn.
- Some chip effects are enhanced if you have certain essences available.
- The specific interactions are detailed in the Set 6 almanac supplement.
Special Rules & Edge Cases
- Essence brewing and explosions: If your pot explodes, you may still brew essences from the chips already placed before exploding. Essence brewing happens after chip actions (step B), which is before the D/E choice.
- Essence limit: There is no per-player limit on stored essences. You are limited only by the supply of essence cubes.
- Combining with Herb Witches: If using both expansions, herb witch powers and essence effects can stack. Resolve witch powers first, then essence effects, unless a specific timing conflict arises (resolve in the active player’s favor).
- Essence recipes and chip values: Recipes may require specific chip values (e.g., a green 2-chip), not just colors. Check the recipe tiles carefully.
- Fortune Teller cards: Some new cards interact with essences (granting free essences or modifying brewing). If a card references essences and you’re not using this expansion, ignore that part.
- Spending essences during Potions Phase: Some essences can be spent mid-draw (e.g., to return a white chip). This does not count as using your flask — you may use both in the same turn.
Player Reference
Essences: Brewed during Evaluation Phase from chip combinations in your pot
Brewing timing: After step B (chip actions), before step C (rubies)
Spending: Per essence type’s rules — some during Potions Phase, some during Evaluation
Compatibility: Works with base game alone or with The Herb Witches expansion
New books: Set 6 — chip effects interact with essence system