I had forgotten how spectacular the clips of the colour-bombs exploding in your faces were, I suggest you insert them at random points in most future videos
Matt is excellent and explaining his reasoning in a way that means you get it, even if what you get is a sense that you will feel the opposite. Also props to the hand, I look forward to their future visits.
I actually enjoy most parts of the Herb Witches. I use the same 3 witches each game as they help to offset some of the horrible luck this game can have. The Lokaweeds were introduced in Herb Witches and I love them, as well as the 6 value pumpkins. Also, 2 additional ingredient options for every chip. I never play Quacks without it, honestly, and the 5th player is such an easy inclusion. This game works great with 5. Even if you don't ever use the witches system or the coins, but use everything else, it's worth it. It's just more of what's already there and good in Quacks. The most appealing part of the alchemists expansion is honestly the extra round bonus cards, and the extra ingredient options for the Lokaweeds.
Herb Witches is worth it just for the 5th player and the giant pumpkins - the extra stuff is spice for people who've played it a lot, but I throw those 2 in even for new players
Yeah, I'm always surprised that--both with SU&SD and with Tom Vassel--when they reflect on the Herb Witches expansion they seem to forget about the fact that there are more spell cards. Between that and the 5th player (a rare game that I feel like "the more the merrier"), that expansion is well, well worth it. I rarely even use Locoweed (although I understand why people love it), or the witches themselves (though they are pretty fun to change things up). With games like this and deck builders, most often what I want is simply more of the same goodness, rather than extra systems to complicate things.
100% agree. Those are the main reasons I got the expansions. I was totally happy with just more variety, I don’t need new systems and additional boards. I rarely even use the variable side of the base game. I may use the witch and alchemist stuff every now and again but mainly I just wanted the new powers and cards :)
12:47. They HAVE made that expansion: the Herb Witches. You seem to ignore what I think it the most important part of that expansion: It adds new books for each type of ingredient! Even if you don't use the Witches, it's still totally worth getting for that and the 5th player. It also introduced locoweed.
I feel the same way! I also mentioned on a different comment: when Tom Vassel reviewd this expansion, he rated it above Herb Witches, but when he discussed HW expansion, he seemed to have forgotten that it introduced a bundle of new spell cards--which are by far the best part about the expansion (except maybe the 5th player board)
Dunno if anyone in the lower comments has mentioned it already but the "illnesses" the patients have are all based on German proverbs/expressions. I think only Earworm is used in English. The wing ears are actually "Segelohren" - "Ears like Sails" and so on. It's a very German game. :D
I kind of feel like Matt didn't give Herb Witches a truly fair shot. You get the enormous 6 value pumpkins, alternate double-sided books for ALL existing ingredients, including different rules for the locoweed, and the overflow bowls, a scoring mechanism for earning more points by pulling more tokens from your bag than your cauldron can hold! Plus the extra components for a fifth player.
The sequel we've all been waiting for. Quacks is one of the games you've recommended I've gotten the most joy out of and i am excited for this expansion!
Loved this. I especially enjoyed the editing gag about making a picture of the witches. Never underestimate how much joy that kind of goofy humour brings to the world 😂
I was reading on boardgame geek about someone who wanted to play Quacks with more than five players, so they bought two copies of the base game. And now they can play with eight players. So... that's an option.
You must be new here! They have gone out of their way to ruin components (even for good games) in videos before and have expressly stated (many, many years ago) that they do it on purpose to freak people out because games are meant to be played and enjoyed and touched and used, not ancient artifacts to be worshipped and sealed away for protection.
Feels like Matt has articulated my misgivings about The Alchemists expansion. Herb Witches I felt was OK but, for me, The Alchemists adds complexity without the payback in terms of game play. YMMV.
The potion making bit reminds me of Tom's the Crew, trick taking, cocktail creation. Or the algae drinks that Matt and Quinns drank for Terraforming Mars. Weird how drinks are a recurring segment.
3:05 "a man with chicken eyes". This is a German wordplay. We use the term "chicken eyes" (Hühneraugen) to mean "corns" on your foot. I looked up the others as well. And it seems they just don't translate very well. "Ear worm" (Ohrwurm) describes a catchy tune, that is stuck in your head. "Wing ears" or literally "sail ears" (Segelohren) is the term for ears which stick out from your head instead of laying flat. "Carrot nose" (Rübennase) is a term used for something with an ugly nose. "Nervousness" should rather have been translated as "jumpiness". (German Schreckhaftigkeit is literally "scare-ability"). It is a rather old, uncommon and endearing term. The illustration fits, as the woman is scared of something as small and innocent as a songbird. I am disappointed with the translation on these terms. I suppose it would have been possible to find better fitting terms. I guess that is the difference between translation and localization. It is a problem I encounter very often when playing German translations of English games. With King's Dilemma for example, I have regretted oftentimes that we didn't get the English version. 🙈
Interesting! I think it would have been impossible to find English terms that also work well with those illustrations! And with completely different English terms completely new artwork would have been needed...which is probably not cost-effective. So instead those wordplays are lost in translation.
Biggest problem playing QoQ with children is the rampant cheating, I have to watch my son like a hawk or he'll be drawing a perfectly every round. Get them in the right frame of mind though and we can all explode the cauldron and have a laugh.
The best part of both expansions are the new options for ingredients, in my opinion. Locoweed was mentioned but there's a lot of new options for the base ingredients in both!
What I really like about Alchemists is the push/pull of deciding if I want to diversify to get the big bonuses from my patient card or stick to a core combo I've found. I also think it simplifies the decision space for players who don't want to try to min-max and are just along for the ride. Those players can just go "well I don't have one of that chip, so I'll just buy that". I don't think it's an expansion I'll use for every game, but I think it's a nice alternative to keep things fresh after a couple dozen plays of the base game.
It's interesting. I love Quacks and have the Witches (and recently ordered Alchemists) and I find myself in a odd scenario where I crack out Quacks and play it with people for a wild time, just basic Quacks, but then a couple of my friends and I get BIG into Quacks, big thinky "how can we come up with something stupid" style of play, and I think the Witches help with that and same with the Alchemists (potentially) it turns Quacks into a diverse game where it can be both Mario Kart and... Colin McRae? Maybe... Forza Horizon, I don't know cars. I'm going to have to remember all this for when I eventually review these expansions... oh god.
I got Herb Witches. The only thing I still use is the 6 movement pumpkin and the new books. What I’d really like to see in an expansion is just more books.
I feel like this is the same issue Quinns kind of had with wingspan. There is this perfect, quick teach easy to understand game and the moment you start adding complications it ceases to be what makes it good.
I've played a lot from the start of getting Quacks with Herb Witches. I don't add it in for gamers who want / need less stuff, but I think it's a good simple addition that doesn't change the game too much (and it came with my version of the game). Alchemists though...so far only one play for me and it felt so very wrong. It let that play end in scores I never thought possible as people were able to exploit the alchemist abilities. Everyone was getting into the off pot scoring by the last round and for some before that. The score divide was large enough that people were almost lapped entirely... I'm not sure I want to play again with the expansion after that and if so, it would be as a twist for those already many games into the game and perhaps with one round shorter. So overall, I agree with this review though I feel Herb Witches is a buy - doesn't detract really and adds a little umph like a future teller card you can choose when it occurs, except don't include it with certain player groups to keep the rules streamlined.
Great review, Matt! I bought this game based upon your recommendation and was not disappointed. It's one of my girlfriend and I's favorite games! I also agree that the expansions merely tack on and dilute the essence of what's fun about the base game. We tried both expansions, but at the end of the day, we always prefer just the base game. Keep up the great work!
I love Quacks, and have played it many times with my game group and with my 10 y.o. son. I get your reasoning, but for my tastes both expansions were good to mix up the game and get us coming back to it fresh. Yes, if they were what the game was originally, it wouldn't be a classic. But very few expansions are a "you must always play with this." Most just give you a reason to come back and let you look at the game slightly differently.
I also massively enjoy Quacks, though the two expansions didn't click with me. The only two parts I use are the two new types of chips (pumpkins and mountain herbs) and the pot for going over 35.
quacks is about at the limit of the amount of rules my parents seem capable of holding in their heads at once (they are Not Gamers, and Old) so adding on another extra system and set of rules seems like it would push it out of the realm of "family compatible" game for us... but dang it *would* be really nice to get a box that just included the extra board and components, the additional fortune cards, and maybe that... uhh, what was it called again? oh, right! the dilfweed
Quacks is awesome. I've not played Cubitos yet but I also found that Dice Forge scratched a very similar itch. Really good tactile fun. Strangely Dice Forge is the only game I've played thats feels quicker at higher player counts because the additional rolling means you can do a lot more on your turns. Like Quacks it also has an expansion that just muddies the great flow of the base game.
I consider the Herb witch expansion to be pretty important to include in my plays of the game. The base game is great, but there is only one ability for the Black ingredient chips, and it is really powerful. So powerful that it was ruining my experience of the game. Herb witches gives some other options to replace that ultra powerful black chip.
The subtle dig on Amazon (at least that is what I think you're referring to by Santa Clause and union actions) at the beginning made me laugh out loud.
I really appreciate what's said here and the honesty of it! My friends have the game and expansion and I am personally interested to see what this changes! I feel like I'll be even more engaged with it now. So thanks Matt!
Hi, I was taking an easter walk in Quedlinburg today - no exploding kettles have been detected. But I tried some herbal schnapps after Lunch in a local restaurant to avoid that ;-) Greetings from the Harz Mountain.
there is parts of each expansion that you can add easily, like lvl 6 orange chips, books more event cards. I wish they just sold us more event cards and books.
Instead of the expansions, you should buy the BGG plastic component replacements. Rummaging around in a bag for smooth plastic tokens is probably my favorite tactile experience in all of board gaming. Slightly pricey, but absolutely worth it if you like this game.
I wonder as well but part of the draw is how quickly you get back to building a new potion. Maybe Quacks is as good as it will get and we'll see another game do it slightly better.
I'm a bit shocked that you don't have the upgraded GeekUp bits! The Herb Witches is worth it to me for the fifth player addition, new cards, books, and cauldron overflow alone. I don't really use the witches much. I'm not sure about this one, though. I 100% get what you mean with throwing off the mix of the potion and I had the same concern when I heard about The Alchemists.
I too find Quacks great! The expansions are great for playing with gamers that want extra decisions or a change, while the base is good for most people….so I am glad have both and can curate for the people at the table and experience we want at that time! Cheers
From the first expansion, Herb Witches, you can also just ignore the witch penny portion of the expansion; I think the expansion is worth it just for the new powers for each of the chips. The addition of the Loco Weed is also nice, I think... and tends to be more help for those behind. :-) The 5th player components are also usually a no-no in games, but since this game basically has simultaneous gameplay, it is a rare time that it is fine. Oh... the additional fortune teller cards add some nice spice to the game too. I wouldn't condemn the entire expansion just because you don't like the witch power portion... just leave that part in the box. ;-)
Both of the expansions are excellent, but not “essential” - however you’d like to define that. It’s nice to give players just a touch more agency and a ton more variety. Herb Witches and Alchemists do just that.
I think a critical bit missing is: do the people you're playing with /notice/ that the rubber banding in Quacks slightly doesn't work?? Sometimes the imbalance of Quacks is extremely noticeable and while the game is lightweight and fun enough that first timers will be excited to play again, if you have a group that enjoys the game and is noticing that it's a tad off then the expansions are actually pretty good for smoothing out that imbalance (imo).
Great analysis of the science in Quacks. Matt at his best! I agree that base Quacks is best; it seems perfectly balanced to me and I'm not looking for more.
Cheers Matt (and Tom). Agree that the witch power is a bit meh. Seems to add complexity for complexity sake. The other options for ingredients as well as the extra player board are the key points for me. Great job as always
I own both expansions. Herb Witches are fine, but i especially like the big pumpkin :D. To be honest i only got the Alchemists expansion for the new event cards. It seems ok but oh my god this takes up so much table space.
the "not liking herb witches" is weird cause it dosn't bring up the fact that there are a bunch of new version of tiles. it's just more options. Im not a fan of the witches in the games myself or the random even cards but the new tile types is real interesting and good and the MAIN selling point. I don't even know if this new exspansion adds any? I'll guess I have to look it up myself?
We love this game. We also love both expansions. REALLY like the variety of the fortune teller cards. ohhh Cubitos is also a great game. Can't wait for the expansions for that game too...lol!
Only reason I own herb witches - I need the 5th player ability. Past that I never use any of the expansions and have no desire for this expansion after watching this review.
I had forgotten how spectacular the clips of the colour-bombs exploding in your faces were, I suggest you insert them at random points in most future videos
This is the way.
"Nobody wants decisions on their own, that's life. Eugh." That is so so true.
Matt is excellent and explaining his reasoning in a way that means you get it, even if what you get is a sense that you will feel the opposite.
Also props to the hand, I look forward to their future visits.
I actually enjoy most parts of the Herb Witches. I use the same 3 witches each game as they help to offset some of the horrible luck this game can have. The Lokaweeds were introduced in Herb Witches and I love them, as well as the 6 value pumpkins. Also, 2 additional ingredient options for every chip. I never play Quacks without it, honestly, and the 5th player is such an easy inclusion. This game works great with 5.
Even if you don't ever use the witches system or the coins, but use everything else, it's worth it. It's just more of what's already there and good in Quacks. The most appealing part of the alchemists expansion is honestly the extra round bonus cards, and the extra ingredient options for the Lokaweeds.
Herb Witches is worth it just for the 5th player and the giant pumpkins - the extra stuff is spice for people who've played it a lot, but I throw those 2 in even for new players
If they made an expansion that was ONLY ingredients recipes, it would probably be the best one. Definitely the best parts of both expansions, imo.
I love big daddy 6 pumpkins.
Yeah, I'm always surprised that--both with SU&SD and with Tom Vassel--when they reflect on the Herb Witches expansion they seem to forget about the fact that there are more spell cards. Between that and the 5th player (a rare game that I feel like "the more the merrier"), that expansion is well, well worth it. I rarely even use Locoweed (although I understand why people love it), or the witches themselves (though they are pretty fun to change things up).
With games like this and deck builders, most often what I want is simply more of the same goodness, rather than extra systems to complicate things.
100% agree. Those are the main reasons I got the expansions. I was totally happy with just more variety, I don’t need new systems and additional boards. I rarely even use the variable side of the base game. I may use the witch and alchemist stuff every now and again but mainly I just wanted the new powers and cards :)
Back in my day this review would have ended with Matt teaching us how to make that potion alongside some eggs
"Do not brew your potion for more than five hours! If you do I *will* find you."
Back in my day, Brandon had appearances.
But you’re not a twerp
I still refer to rhubarb as Purple Stixx
I'm always slightly afraid Matt WILL accidentally poison himself on camera.
12:47. They HAVE made that expansion: the Herb Witches. You seem to ignore what I think it the most important part of that expansion: It adds new books for each type of ingredient! Even if you don't use the Witches, it's still totally worth getting for that and the 5th player. It also introduced locoweed.
I feel the same way! I also mentioned on a different comment: when Tom Vassel reviewd this expansion, he rated it above Herb Witches, but when he discussed HW expansion, he seemed to have forgotten that it introduced a bundle of new spell cards--which are by far the best part about the expansion (except maybe the 5th player board)
Thank you for the Witches, Tom. Coming in clutch when you're needed.
Dunno if anyone in the lower comments has mentioned it already but the "illnesses" the patients have are all based on German proverbs/expressions. I think only Earworm is used in English. The wing ears are actually "Segelohren" - "Ears like Sails" and so on. It's a very German game. :D
I didn't know this! I am enlightened. Many thanks.
I kind of feel like Matt didn't give Herb Witches a truly fair shot. You get the enormous 6 value pumpkins, alternate double-sided books for ALL existing ingredients, including different rules for the locoweed, and the overflow bowls, a scoring mechanism for earning more points by pulling more tokens from your bag than your cauldron can hold! Plus the extra components for a fifth player.
every time that baby drops on the floor is amazing
It's so hard to keep track of
I'm glad I'm n not the only one who found that hilarious
The sequel we've all been waiting for. Quacks is one of the games you've recommended I've gotten the most joy out of and i am excited for this expansion!
Have you tried cubitos?
Matt drinking bong water at the end of the video is all the Quacks I need.
Matt does an alarmingly good Wario voice
Loved this. I especially enjoyed the editing gag about making a picture of the witches. Never underestimate how much joy that kind of goofy humour brings to the world 😂
I was reading on boardgame geek about someone who wanted to play Quacks with more than five players, so they bought two copies of the base game. And now they can play with eight players. So... that's an option.
Pouring liquids so close to precious cardboard stressed me out.
they've shown in a previous video that they clingfilm the components beforehand
Hey that's only when we're dropping FRIED EGGS directly onto the board
They did drop Too Many Bones chips into bowl of milk.
Degenerates without boundries.
I still chortle at the horror of the Lowlands review. They got me that time.
You must be new here! They have gone out of their way to ruin components (even for good games) in videos before and have expressly stated (many, many years ago) that they do it on purpose to freak people out because games are meant to be played and enjoyed and touched and used, not ancient artifacts to be worshipped and sealed away for protection.
Feels like Matt has articulated my misgivings about The Alchemists expansion. Herb Witches I felt was OK but, for me, The Alchemists adds complexity without the payback in terms of game play. YMMV.
The potion making bit reminds me of Tom's the Crew, trick taking, cocktail creation. Or the algae drinks that Matt and Quinns drank for Terraforming Mars. Weird how drinks are a recurring segment.
My whole family loves Quacks, I lose all the time and it's always a blast.
3:05 "a man with chicken eyes". This is a German wordplay. We use the term "chicken eyes" (Hühneraugen) to mean "corns" on your foot.
I looked up the others as well. And it seems they just don't translate very well.
"Ear worm" (Ohrwurm) describes a catchy tune, that is stuck in your head.
"Wing ears" or literally "sail ears" (Segelohren) is the term for ears which stick out from your head instead of laying flat.
"Carrot nose" (Rübennase) is a term used for something with an ugly nose.
"Nervousness" should rather have been translated as "jumpiness". (German Schreckhaftigkeit is literally "scare-ability"). It is a rather old, uncommon and endearing term. The illustration fits, as the woman is scared of something as small and innocent as a songbird.
I am disappointed with the translation on these terms. I suppose it would have been possible to find better fitting terms. I guess that is the difference between translation and localization. It is a problem I encounter very often when playing German translations of English games. With King's Dilemma for example, I have regretted oftentimes that we didn't get the English version. 🙈
Interesting! I think it would have been impossible to find English terms that also work well with those illustrations! And with completely different English terms completely new artwork would have been needed...which is probably not cost-effective. So instead those wordplays are lost in translation.
@@verathomsen2124 Yeah, you are probably right about the artwork. :)
Thanks for making me feel better about not getting Alchemists.
I do like the extra ingredient books from witches though
Biggest problem playing QoQ with children is the rampant cheating, I have to watch my son like a hawk or he'll be drawing a perfectly every round. Get them in the right frame of mind though and we can all explode the cauldron and have a laugh.
We have a 8 year old who never loses and usually wins by over 50 points 😆
The best part of both expansions are the new options for ingredients, in my opinion. Locoweed was mentioned but there's a lot of new options for the base ingredients in both!
I was neither emotionally nor physically prepared for how accurate Matt's Wario impression is
Matt: What I love about this game are its three emotional themes: Helplessness, irritation, and regret.
Am Matt okay?
What I really like about Alchemists is the push/pull of deciding if I want to diversify to get the big bonuses from my patient card or stick to a core combo I've found. I also think it simplifies the decision space for players who don't want to try to min-max and are just along for the ride. Those players can just go "well I don't have one of that chip, so I'll just buy that". I don't think it's an expansion I'll use for every game, but I think it's a nice alternative to keep things fresh after a couple dozen plays of the base game.
It's interesting. I love Quacks and have the Witches (and recently ordered Alchemists) and I find myself in a odd scenario where I crack out Quacks and play it with people for a wild time, just basic Quacks, but then a couple of my friends and I get BIG into Quacks, big thinky "how can we come up with something stupid" style of play, and I think the Witches help with that and same with the Alchemists (potentially) it turns Quacks into a diverse game where it can be both Mario Kart and... Colin McRae? Maybe... Forza Horizon, I don't know cars.
I'm going to have to remember all this for when I eventually review these expansions... oh god.
I got Herb Witches. The only thing I still use is the 6 movement pumpkin and the new books.
What I’d really like to see in an expansion is just more books.
For me the best expansion would be new books with new ingredients. That does not cost a fortune.
By golly, I remember the Quacks review like it was yesterday. Man how time flys!
I feel like this is the same issue Quinns kind of had with wingspan. There is this perfect, quick teach easy to understand game and the moment you start adding complications it ceases to be what makes it good.
I've played a lot from the start of getting Quacks with Herb Witches. I don't add it in for gamers who want / need less stuff, but I think it's a good simple addition that doesn't change the game too much (and it came with my version of the game). Alchemists though...so far only one play for me and it felt so very wrong. It let that play end in scores I never thought possible as people were able to exploit the alchemist abilities. Everyone was getting into the off pot scoring by the last round and for some before that. The score divide was large enough that people were almost lapped entirely...
I'm not sure I want to play again with the expansion after that and if so, it would be as a twist for those already many games into the game and perhaps with one round shorter.
So overall, I agree with this review though I feel Herb Witches is a buy - doesn't detract really and adds a little umph like a future teller card you can choose when it occurs, except don't include it with certain player groups to keep the rules streamlined.
Great review, Matt! I bought this game based upon your recommendation and was not disappointed. It's one of my girlfriend and I's favorite games! I also agree that the expansions merely tack on and dilute the essence of what's fun about the base game. We tried both expansions, but at the end of the day, we always prefer just the base game. Keep up the great work!
The thing I love about expansions is you can hybridize them by adding parts to the base game that you like and enjoy.
I love Quacks, and have played it many times with my game group and with my 10 y.o. son. I get your reasoning, but for my tastes both expansions were good to mix up the game and get us coming back to it fresh. Yes, if they were what the game was originally, it wouldn't be a classic. But very few expansions are a "you must always play with this." Most just give you a reason to come back and let you look at the game slightly differently.
Tom’s “oh god” slayed me
I also massively enjoy Quacks, though the two expansions didn't click with me. The only two parts I use are the two new types of chips (pumpkins and mountain herbs) and the pot for going over 35.
When the cauldron exploded with the quick cut l frickin died laughing
This is my non board-gaming wife's favorite game and the only one she has asked to play again. Great review!
Matt is my spirit animal. Quacks is by far my favorite game in my collection to show people. Great vid
4:50 Bloody hell, I thought you were holding a Fleshlight and was so relieved when you pulled it up that it was a doll.
Cannot believe you managed to work through that cork issue without breaking stride!
I bought the mega box simply for the additional spellbooks / ingredient variety. I just don't use herb witches or essence.
quacks is about at the limit of the amount of rules my parents seem capable of holding in their heads at once (they are Not Gamers, and Old) so adding on another extra system and set of rules seems like it would push it out of the realm of "family compatible" game for us... but dang it *would* be really nice to get a box that just included the extra board and components, the additional fortune cards, and maybe that... uhh, what was it called again? oh, right! the dilfweed
Gotta say that was such an amazing wario impression
Quacks is awesome. I've not played Cubitos yet but I also found that Dice Forge scratched a very similar itch. Really good tactile fun. Strangely Dice Forge is the only game I've played thats feels quicker at higher player counts because the additional rolling means you can do a lot more on your turns. Like Quacks it also has an expansion that just muddies the great flow of the base game.
Matt, I absolutely have to know what you used for those ingredients (if it wasn't all just food coloring in water).
the green stuff is dilfweed
12:30 is the timestamp for the delightful double-take at little tommy brewster in case you found it as hilarious as i did
I consider the Herb witch expansion to be pretty important to include in my plays of the game. The base game is great, but there is only one ability for the Black ingredient chips, and it is really powerful. So powerful that it was ruining my experience of the game. Herb witches gives some other options to replace that ultra powerful black chip.
The subtle dig on Amazon (at least that is what I think you're referring to by Santa Clause and union actions) at the beginning made me laugh out loud.
8:16 - NOT OVER THE BOARD! NO! NO GOD! PLEASE NO!!! NOOOOOOOOOO!!!
Another great video! The payoff seeing Tom's 3 witches...
Thanks for the review! Picked up Quacks and have been loving it. Cheers!
I really appreciate what's said here and the honesty of it! My friends have the game and expansion and I am personally interested to see what this changes! I feel like I'll be even more engaged with it now. So thanks Matt!
Matt, your dedication to the bit is astonishing - but oof, sip sip and don't regret please!
The biggest change Alchemist introduce for me is... Forcing diversity in bag.
Base game kinda suffer from "Just pick 2 best looking chips".
Hi, I was taking an easter walk in Quedlinburg today - no exploding kettles have been detected. But I tried some herbal schnapps after Lunch in a local restaurant to avoid that ;-)
Greetings from the Harz Mountain.
there is parts of each expansion that you can add easily, like lvl 6 orange chips, books more event cards. I wish they just sold us more event cards and books.
My partner just got me a copy of Quacks for my birthday and it is truly amazing.
1:56 Tom, I see you with those DT 770s. That there is a nice set of cans.
Instead of the expansions, you should buy the BGG plastic component replacements. Rummaging around in a bag for smooth plastic tokens is probably my favorite tactile experience in all of board gaming. Slightly pricey, but absolutely worth it if you like this game.
God, Cosmic Encounter is such a fantastic game
So great!
I just wish it didn't *seem* so intimidating to first-time players because.... it really isn't.
I wonder what the "magical expansion that could come" could add to the game without making it much heavier
Honestly I'd be good with just way more ingredients and maybe some mechanic to add a little more player interaction.
I wonder as well but part of the draw is how quickly you get back to building a new potion. Maybe Quacks is as good as it will get and we'll see another game do it slightly better.
The Herb Witches added some fun chips! 6 point pumpkins and locoweed. Although looks like the new locoweed rules are even better in the new one.
10:02 Decisions! That was great
I feel like I now know the face Matt would make if he accidentally sucked up bong water.
I'm a bit shocked that you don't have the upgraded GeekUp bits!
The Herb Witches is worth it to me for the fifth player addition, new cards, books, and cauldron overflow alone. I don't really use the witches much.
I'm not sure about this one, though. I 100% get what you mean with throwing off the mix of the potion and I had the same concern when I heard about The Alchemists.
Matthew "Hunches over to stay in frame" Lees
thank you for your service brave sir
Accidental phrase of the year: "Whamped up to the Maxwell."
I really enjoy this expansion and it does add some fun asymmetry without adding any length to the gameplay.
I too find Quacks great! The expansions are great for playing with gamers that want extra decisions or a change, while the base is good for most people….so I am glad have both and can curate for the people at the table and experience we want at that time! Cheers
Herb Witches is worth it just for the extra player and the overflow bowl. Some of the extra books are nice, too
Great review - gets across your reasoning very clearly. The game I have which is nearest to Quacks is Dead Mans Draw.
From the first expansion, Herb Witches, you can also just ignore the witch penny portion of the expansion; I think the expansion is worth it just for the new powers for each of the chips. The addition of the Loco Weed is also nice, I think... and tends to be more help for those behind. :-) The 5th player components are also usually a no-no in games, but since this game basically has simultaneous gameplay, it is a rare time that it is fine. Oh... the additional fortune teller cards add some nice spice to the game too. I wouldn't condemn the entire expansion just because you don't like the witch power portion... just leave that part in the box. ;-)
Both of the expansions are excellent, but not “essential” - however you’d like to define that. It’s nice to give players just a touch more agency and a ton more variety. Herb Witches and Alchemists do just that.
I was absolutely expecting Matt to explode at the end, after drinking the full potion.
I really got really tense at 8:09 and 08:17, liquids and board games don't mix 😲
We have the base game and both expansions and felt the extra sets were ok. Nothing hugely exciting but ok.
I think a critical bit missing is: do the people you're playing with /notice/ that the rubber banding in Quacks slightly doesn't work?? Sometimes the imbalance of Quacks is extremely noticeable and while the game is lightweight and fun enough that first timers will be excited to play again, if you have a group that enjoys the game and is noticing that it's a tad off then the expansions are actually pretty good for smoothing out that imbalance (imo).
Matt somehow created bong water without the required herbs.
Great analysis of the science in Quacks. Matt at his best! I agree that base Quacks is best; it seems perfectly balanced to me and I'm not looking for more.
Cheers Matt (and Tom).
Agree that the witch power is a bit meh. Seems to add complexity for complexity sake. The other options for ingredients as well as the extra player board are the key points for me.
Great job as always
Was the green stuff the algae based drink from the Terraforming Mars episode?
Interestingly, I have stopped playing with the fortune teller cards because we just kept forgetting them!
Best thing about both expansions are the new ingredients.
Sunglasses
OVER
the safety goggles! brilliant
Honestly, the Geekup bits are a much better way to spend your money than thr expansion. Highly recommend them!
if every game review would include mario kart impressions we'd have world peace
I own both expansions. Herb Witches are fine, but i especially like the big pumpkin :D. To be honest i only got the Alchemists expansion for the new event cards. It seems ok but oh my god this takes up so much table space.
This review was really there and back again .. :D
Matt, you need to get the bgg bits for quacks. It adds ASMR satisfaction to an already great game!
the "not liking herb witches" is weird cause it dosn't bring up the fact that there are a bunch of new version of tiles. it's just more options. Im not a fan of the witches in the games myself or the random even cards but the new tile types is real interesting and good and the MAIN selling point. I don't even know if this new exspansion adds any? I'll guess I have to look it up myself?
One long panic attack,
waiting for all that glass and goo to crash all over the shop.
Or for Tom to throw an egg down and slurp it up.
i think this is the game you mention most on the pod - so much so that i got it and i love itttt
We love this game. We also love both expansions. REALLY like the variety of the fortune teller cards. ohhh Cubitos is also a great game. Can't wait for the expansions for that game too...lol!
For me it's the stress of bits and table space. Whenever I open the box, I think I'd just rather play Can't Stop.
14:44 “Each time you push and do not bust, gain 1 🦶 and use it immediately.”
🤨
And so, the SU&SD "Three Witches" NFT series was birthed unto the world.
Only reason I own herb witches - I need the 5th player ability. Past that I never use any of the expansions and have no desire for this expansion after watching this review.