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The Charlatans of Belcastel Expansion - The Alchemists

The Charlatans of Belcastel Expansion - The Alchemists

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2 to 4 players 45 min Ages 10+

Delve deeper into the vibrant world of The Quacks of Quedlinburg with The Alchemists, a rich expansion that enhances the base game with new challenges, mechanics, and magical effects.

In this module, you expand your potion-making art by exploring the nightmares, obsessions, and hysteria affecting the citizens of Quedlinburg, while experimenting with new essences and formulas. This expansion also introduces specialized laboratories, new fortune teller cards, and additional ingredient books that open the way to even deeper and more varied strategies. An essential experience for players who want to refresh their games and take on new playful challenges.

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How to play The Quacks of Quedlinburg: The Alchemists expansion?

Game Setup

Start by setting up the base game of The Quacks of Quedlinburg as usual. Then, add the new elements from the expansion: the additional fortune-teller cards, the ingredient books specific to the alchemists, and the themed tokens. Place these new components within reach of all players.

Gameplay outline

The core mechanic of the base game is maintained: each player draws ingredients from their bag to brew a potion without causing an explosion. With this expansion:

  • You canselect a patient with specific ailments(nightmares, obsession, hysteria) that you are trying to treat or soothe.
  • You use your newpersonal alembicabove your cauldron to create more complex elixirs.
  • In addition to classic ingredients, the expansion offersspecific essences and divination cardswhich introduce varied effects and modify the risks associated with your draws.
  • Some patients provideunique bonusesonce their elixirs are properly distilled.

Turns unfold as in the base game: drawing ingredients, risk management (push your luck), purchasing new components to enrich your bag, and optimizing potions according to objectives.

Win/Loss Condition

As in the base game, the game ends after a set number of rounds (often around 9 turns). Each player adds up their reputation points earned by brewing successful potions and completing patient objectives or alchemical effects. The player with the highest score wins, proclaimed master alchemist of Belcastel.

  • Use new wood species wisely

    Only integrate Alchemist Essences into your bag once you have a good base of reliable ingredients: they can boost your scores, but also increase risk if misused.

  • Focus on risk management

    With new effects related to hysteria or nightmares, draw volatility can increase. Learn how to assess the optimal time to stop a draw and secure your winnings without losing everything.

  • Adapt your strategy to the chosen patient

    Each character to heal can offer different bonuses. From the start of the game, choose a patient whose objective is compatible with your play style and the abilities of your bag.

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FAQ – All about The Quacks of Quedlinburg: The Herb Witches

Does this expansion change the core rules?

No, it's added to the base game without replacing the fundamental rules, but it introduces new components and effects that subtly complicate the strategy.

Do I need the other extensions to use it?

No:The Alchemists can only be played with the base game. However, it is compatible with other expansions such asThe Witches' Brew to make games even more varied.

What new features does this extension bring?

It adds patients to treat, divination cards, specific ingredient books and thematic effects such as obsession or hysteria, thus renewing strategic opportunities.

Does the game remain accessible?

Yes! Although the expansion adds tactical complexity, it remains accessible from 10 years old and for all players already familiar with the base game.