Wolfgang Warsch Archives - Punchboard https://www.punchboard.co.uk/tag/wolfgang-warsch/ Board game reviews & previews Sun, 06 Feb 2022 19:02:19 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.1 https://punchboard.co.uk/wp-content/uploads/2021/06/pale-yellow-greenAsset-13-150x150.png Wolfgang Warsch Archives - Punchboard https://www.punchboard.co.uk/tag/wolfgang-warsch/ 32 32 The Quacks of Quedlinburg + The Alchemists Review https://punchboard.co.uk/the-quacks-of-quedlinburg-the-alchemists-review/ https://punchboard.co.uk/the-quacks-of-quedlinburg-the-alchemists-review/#respond Fri, 21 May 2021 17:46:57 +0000 http://punchboard.co.uk/?p=1327 I've got to start this review with a bit of a bombshell. Quacks of Quedlinburg (which I'll shorten to Quacks for the rest of the review) has NOTHING to do with ducks.

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I’ve got to start this review with a bit of a bombshell. The Quacks of Quedlinburg (which I’ll shorten to Quacks for the rest of the review) has NOTHING to do with ducks. Not so much as a feather. The quacks in question are the ‘doctors’ of the time, and the quote marks around ‘doctor’ are very deliberate. Rather than carefully dispensing antibiotics, you’re going to be throwing roots, fungi and berries into your cauldron and hoping for the best.

quacks cauldrons
The cauldrons in play, partway into a game

Quacks, from designer Wolfgang Warsch, is a mixture of two well-matched game mechanisms: bag-building and push-your-luck. You’re trying to pull as many ingredients from your bag in each round, and place them on your cauldron board without making the value of any white tokens exceed 7. At the end of the round, you’re rewarded with victory points and money to spend, based on how much stuff you managed to throw into your potion. Go over 7 though, and boom! The cauldron explodes, and you’re forced to choose either VPs or money, not both.

Playing the odds

Quacks is a game of chance. You start the game with a number of tokens – including the dreaded white ones – in your slinky bag, and as you pull more of them out, there’s a quick bit of mental arithmetic and odds calculation. For example – you might already have white ingredients in your cauldron with a total value of 5. You know you’ve got another in your bag that’s worth 2, and one that’s worth 3. Remember, 8 or more = kaboom! You remember you’ve also got another four safe colour tokens in there. So now you know there’s a 1-in-3 chance of grabbing a white one, and a 1-in-6 chance that you’ll end up with potion on your face. So, the question is, do you feel lucky, punk? Do ya?

That example might not make for the most stimulating reading, granted, but it’s the kind of internal dilemmas you’ll be facing every single round.

quacks box contents
The box contents, laid out nice and neatly

That’s where the whole game of Quacks lives, in those risky decisions, and it’s what makes it so much fun. Hearing the laments of your opponents as they pull white after white from their bag, while your rooty brew hasn’t had even one so far. The gasp of relief when someone goes for one more token that they know damn well they shouldn’t go for, and survives. It’s a real social experience, and one that’s a lot of fun. It’s one of those games that works just as well with your family as it does with a group of friends.

The best game I can think to compare Quacks to, is Blackjack, or Pontoon depending on where you grew up. The game where you’re trying to draw cards to get close to – but not over – 21. Obviously there’s a lot more going on in Quacks, but the feeling is remarkably similar. Quacks is wonderfully balanced, and there’s a great catch-up mechanism which relies on rats’ tails on the VP track to give temporary boosts to the losing players

Keeping things fresh

When you earn money at the end of a round, you spend it on new ingredients for your bag. The mathematicians among you will already have figured out that the more tokens you add, the lower the probability of pulling out a white one each time. The more you spend, then generally the more a token is worth, and the further it moves you around your cauldron’s spiral, increasing the rewards. Each colour of token has an opportunity of bonus scoring too, based on the ingredient books you’ve chosen for the game. Those ingredient books are great, they really change the game up and stop it getting stale too quickly.

ingredient book and tokens
These little crates do not come with the game, I 3D-printed them. This is a good view of the yellow tokens and one of the ingredient books.

Each round introduces a new fortune teller card too, which might change the rules just enough to make you re-think your strategy this time around. I say ‘strategy’, but most of the time strategy goes right out the window. Pure gut feeling tells you that this next token in your hand, this is the one, this is the one that gets you victory, this is the one that gives you loads of money, and – crap! It’s another white one.

Scoring track and round marker
This is the score and round tracking board. It’s small and does its job perfectly well.

There’s plenty to keep the game fresh. There are four sets of ingredient books which define the bonuses for each colour, and they’re double-sided and can be mixed and matched. The player boards too, can be flipped to reveal an advanced side, which adds in some more constraints. If, after that, you still want to add more to the game, there are a couple of expansions you can buy. First came The Herb Witches, but today I’m going to take a look at the latest one – The Alchemists.

Expansion – The Alchemists

In The Alchemists you’re tasked with trying to cure patients with some very unusual complaints. Everything from forgetfulness to having an actual carrot for a nose. The Alchemists adds an extra add-on player board for each person (including the 5th player if you have the Herb Witches expansion). The new boards have a flask, a series of vials, and a new tracking token. There’s also a new ingredient to add to your concoctions – locoweed.

quacks alchemists character cards
The new patients, flasks attached to player boards, and the locoweed tokens in the middle.

The idea of the expansion is to reward having a good mix of ingredients in your bag and cauldron. In the base game you might choose to just concentrate on one colour, to try to maximise the bonuses from it. In The Alchemists however, after the end of the preparation phase, when everyone has finished mixing their brews, you move your new marker up the new track based on the number of different colours in your potion. You also get rewarded if your neighbours push their luck too far and explode their potions. It means pushing your luck too far is even riskier now, as you could end up directly benefitting your rivals

quacks alchemists flask board
A close up of a flask with an essence card. They fit so well with the player board, it’s very satisfying to connect.

Final Thoughts – Quacks of Quedlinburg

I love push-your-luck games. Can’t Stop is my most-played game on boardgamearena. Quacks appeals to that part of our brains that gets stimulated by gambling. If you know the odds say you’re going to pull out another white token which blows your potion to smithereens, but you do it anyway and get away with it.. that’s a feeling that’s as amazing for you as it is infuriating for the other players. The mixture of luck and strategy is really enjoyable to me. I know which ingredients are in my bag, I know how well I can score if I pull them out, and I know the probability of pulling them out. That doesn’t mean I will however, and it’s that random chance which makes the game so much fun.

The Quacks of Quedlinburg is really simple to teach. Anyone can pick up the basics inside the first round they play. That’s great, because it means it’s a big-box game that I can pull off the shelf and know my son will be able to play with me, and more importantly, he wants to play it with me. For a game where your focus is so insular, it’s surprising how vocal and social the game becomes. You don’t care what’s happening in the other players’ cauldrons, as there’s no way for them to block you or influence your turn, but mark my words, you’ll be keeping an eye on what’s going on.

The shouts of disbelief when someone survives a risky extra pull, and the cursing of your chosen deity when you pull out white, after white, after white. It’s such a fun experience, and it’s one of those special games that lives on after the game. You’ll be talking to your friends about games long after you played them. “Hey, remember that time when you blew up your pot in the last round, even though you had a bag full of amazing tokens? Or what about the time I managed to get away with that one last ingredient which won the game?”. It’s moments like that which make board games special, and Quacks is packed with them.

If pure strategy is your thing and you hate luck, this might not be for you, but for the rest of us The Quacks of Quedlinburg is a brilliant game, and one I think belongs in everyone’s collection.

Final Thoughts – The Alchemists

I’m a bit of an oddity, as I’ve gone straight to The Alchemists without having played the Herb Witches expansion. But taken on its own merits, The Alchemists is an excellent addition to the base game. My usual turn-off with expansions is when they add a whole new layer of complexity on top of a game I’ve already taught. The Alchemists doesn’t do this, you don’t have to change the way you play the game at all. All of the additions happen after the normal preparation phase of the game, which is unchanged.

I really like what it does, and the way it does it. You could safely add The Alchemists after just a couple of plays without frightening anyone off, and if anyone doesn’t feel confident in engaging with the expansion, they can just play along while pretty much ignoring the new board, and still get rewards from it. Plus, the table looks gorgeous with the extra glassware and colour. It’s cheap, and it adds a lot to the longevity of the game without complicating it. It’s a very easy recommendation from me, if you enjoy the base game of Quacks.

A review copy of The Alchemists was kindly provided by Coiledspring Games. Thoughts and opinions are my own.

quacks box art

The Quacks of Quedlinburg (2018)

Designer: Wolfgang Warsch
Publisher: Schmidt Spiele
Art: Dennis Lohausen, Wolfgang Warsch
Players: 2-4
Playing time: 45 mins

alchemists box art

The Alchemists – (2020)

Designer: Wolfgang Warsch
Publisher: Schmidt Spiele
Art: Oliver Schlemmer
Players: 2-5
Playing time: 45 mins

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Ganz Schön Clever Review https://punchboard.co.uk/review-ganz-schon-clever-thats-pretty-clever/ https://punchboard.co.uk/review-ganz-schon-clever-thats-pretty-clever/#respond Sun, 02 Aug 2020 23:51:49 +0000 http://punchboard.co.uk/?p=59 Ganz Schön Clever, also known as That's Pretty Clever, is a roll and write game from Schmidt, designed by Wolfgang Warsch. It's a nice little game that you can take anywhere and plays in around 10-15 minutes per player.

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Ganz Schön Clever, also known as That’s Pretty Clever, is a roll and write game from Schmidt, designed by Wolfgang Warsch. It’s a nice little game that you can take anywhere and plays in around 10-15 minutes per player.

coloured dice on the silver tray

What’s In The Box?

Not much actually. There are six coloured dice, four felt-tip pens, which make up the ‘roll’ and ‘write’ parts of the game respectively. There’s a thick pad of scoring sheets which tear off, and the box insert has the silver dish printed on it (see the image above), which is used in the game.

How Does It Play?

The game runs over 4 – 6 rounds, depending on the number of players. On each player’s turn they take all six dice and roll them. Each colour relates to a different area on the scoring sheet, and players choose one to claim and then mark off a matching space on the sheet. The die is then placed in one of the three boxes on the score sheet.

the box for ganz schon clever
gamz schon clever scoring sheet

Here’s where the strategy starts to come in, After you choose your die and place it on your sheet, any dice with a lower value go on the silver tray in the box. The remaining dice are rolled again and it all happens again, and then once more for a third and final time. At this point, the ‘active’ player now has three dice on their sheet, at least three boxes filled in on their sheet, and three dice on the silver tray. Then each passive player (i.e. the players not rolling dice) gets to choose a die from the tray, and cross it off their own sheet. Play now moves to the next player and the same thing happens again, until everyone has played and the round ends.

At the beginning of each round, all players get a bonus. This is either a re-roll to use at any point, a +1 which lets them claim an extra dice at the end of their turn, or a wildcard which lets them cross off/write a 6 in any of their boxes.

Each colour has a different method for scoring.

Yellow – cross out a box matching the number on the yellow die. Complete columns score points at the end, rows give bonuses during the game.

Blue – to cross out a blue number, the value of the blue die is added to the value of the white one. Complete rows and columns grant bonuses, and the total number crossed-out scores points at the end.

Green – each box has a number in. If you roll at least that on the green die, you can cross out a box. Bonuses are scored along the track, and game end scoring depends how far along you go.

Orange – just write the orange die’s value in the box. Some boxes double the value, and the game end scoring is the total of all the numbers written in the boxes.

Purple – similar to orange, you write the value of the purple die in the box. The only rule is that each die claimed has to be greater than the previous. Once you get a six, you can continue from one. As with orange, the game end score is the total of all the boxes

White – the white die is a wildcard and acts as any colour. If it’s used for the blue box, it has to add the value of the blue die.

The only other scoring mechanism are the foxes printed on the sheet. Each coloured box has a fox you can gain if you cross out the corresponding boxes, and at the end of the game players are granted a bonus of total number of foxes x lowest scoring area.

What really makes this game shine is the combinations you can set-up. Some boxes, when crossed out, let you fill in another on another colour. So for example, you might write a number into an orange box which lets you cross out a box in yellow. But that box you cross out in yellow might complete a row which lets you cross out a green, and maybe that green lets you cross out one in blue. It’s an immensely satisfying mechanic when you get it working for you.

Final Thoughts

Ganz is a great little game. It has almost no set-up or tear-down time, it can be played just about anywhere, and it’s small enough to fit in a coat pocket to take somewhere. It’s extremely easy to learn, and you can easily fit two or three games in in an hour.

I love the combinations when they work, and there’s enough strategy involved to keep you coming back again and again. I’ve played it over 40 times now, and I still enjoy playing it. And most of those plays have been solo, there’s enough game here to keep you coming back to beat your own scores.

Some people don’t like anything with dice, claiming it’s too chance-driven, and while that’s true to a certain extent, there’s plenty of mitigation available in Ganz Schön Clever. You get a few chances to re-roll during each game, and the +1 bonuses can help you use dice you didn’t get a chance to. But in all honesty, it’s just part of the fun. This isn’t complex Eurogame, it’s a lightweight roll and write, and should be enjoyed for what it is.

It’s cheap, it’s easy, it’s fast, and it’s small. You should try it.

a completed ganz schon clever scoring sheet

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