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The following are my Google translations of all the cards in the Die Quacksalber of Quedlinburg Die Alchemisten expansion. They are as near as I could get them.

On Boardgamegeek.com there is a fan, Golmik, who has translated the expansion's rules into English: 

TheAlchemists_EN_rules

Vampirism (dentes nocturnae)

According to the latest quackery knowledge, this is only a form of partial overbite. A connection with night activity or photophobia has not yet been clearly proven. However, rumors about a tendency to suck blood are fictitious. Patients often suffer from lower lip pain and uncomfortable puns with "bite". 

Vampirism (dentes nocturnae)
End of the essence phase   You can buy an additional chip for the value achieved. 

Forgetfulness
Game start    Preparation phase
You can put any colored chip from your cauldron (except for fool's weed) back into your bag. To do this, reduce your essence by as many fields as the value of the chip. 

Forgetfulness (cogitatio saltans)   
In the early stages, this disease often manifests itself through increased flashes of inspiration. Later, however, the patient's thoughts become so accelerated that it becomes increasingly difficult for them to follow their own thoughts.  At an advanced stage, the affected person's thoughts are often asleep before the body notices (and vice versa). 

Sail Ears  
Affected people are often said to have lost their grip on the ground. In most cases, this is also the case - one way or another. Victims are particularly at risk in windy areas. Often the passage through the narrow streets of Quedlingburg is a problem for the patients. The few who manage to make a virtue out of this need are commonly referred to as air kisses.

Frightfulness  Preparation phase
At the beginning of the preparation phase, pull the indicated number of chips out of your bag and place them next to your cauldron.  Put all white chips back in the bag. In the preparation phase you can put one of these chips in your kettle (instead of pulling it out of the bag). 

Frightfulness
While not life threatening, this disease is often accompanied by financial and social disadvantages. Above all, this includes threats from those who were shocked and the glee of bystanders.  According to the current state of quackery, frightfulness is considered incurable. It is just as well conceivable, however, that the quacks simply do not give out any remedies because they are far too happy to scare the patients themselves. 

Corns
End of the essence phase     They get the bonus shown on your essence. 

Corns
The characteristic physical effects of this disease are actually just side effects of a cognitive disorder. The patient perceives small objects, often as extremely important and worthy of protection.  Amazingly, because of their high level of attention, those affected often find valuables lost by others. 

Sail Ears  
Preparation phase   If you draw a white chip, you can choose:  Reduce your essence by 2 spaces and advance the chip by the value printed on it. 
OR
Reduce your essence by 3 spaces and put the chip back in the bag.  (Neither of the two actions is possible after an explosion.)

Witch hump
Preparation phase. If you place a chip on a ruby ​​field, you can reduce your essence by 2 fields. For this you get the following bonus:

Witch's hump 
Hexenbuckel are usually friendlier than their name suggests. Nevertheless, there is often a strong tendency to be in a bad mood among the patients. One of the reasons for this is that advanced witch humps tend to greet passers-by in a very friendly manner.  Unfortunately, friendly people are often considered stupid, which of course in the long run drains the nerves of the wearer. Choosing suitable clothing is often a challenge for those affected. 

Catchy tune – Ear Worm 
End of the eating phase    Take the number of chips indicated on your essence from your bag and place them in your cauldron (white chips do not cause an explosion)

Catchy tune – Ear Worm  
Although rarely accompanied by physical symptoms, the catchy tune represents a danger to the patient's psyche that should not be underestimated. Depending on the repertoire of the catchy tune, the effects range from fatigue to romantic-melancholy states to aggression.  What they all have in common, however, is that they keep making noises and are therefore extremely exciting in the long run.   

Turnip nose
Game start   Preparation phase  
You can reduce your essence by 2 spaces and place a pumpkin that you just zoned on the next ruby ​​space (instead of the usual move distance). 

Turnip nose
Not only the characteristic shape of the nose, but also the color and - according to unconfirmed rumors - even its taste,  attract hungry rodents in large numbers. Common side effects are insomnia and nosebleeds.

RED and BLUE CARDS

RED CARDS

A STRONG DROP    [Ein starker Tropfen]
You may move your drops back 1 or 2 spaces and take any 2 or 4 chip.

USEFUL RODENT  [Nutzliches Nagetier] 
You may exchange 2/4/6 rat tails and instead take any 1/2/4 chip (not purple). 

NEIGHBOR IN NEED  [Nachbar in Not] 
Choose: 
Your left neighbor may permanently remove a white 1 chip
OR  They may take any chip.

BARTER FRENZY  [Tausch-Rausch]
You can hand in one of your witch pennies and take any chip for it.  

A RAT in HONOR  [Eine Ratte in Ehren]
You can donate up to 3 rubies. For every ruby ​​given in, you will receive 3 additional rat tails. 

WHO HAS the CHOICE  [Wer die Wahl hat..)
Choose:
You get 1 ruby, 1 dice and 3 additional rat tails
OR   A red 2 chip.

RUBY FEVER  [Rubin fieber] 
Each player immediately draws a chip from the bag and takes as many rubies as the value of the chip drawn. Then he puts the chip back in the bag and begins the preparation phase. 

A SMALL DONATION   [Eine kleine Spende]  
If you have 2 or more rat tails in your cauldron at the start of the round, you may roll the dice once. 

RICH GIFTS   [Reiche Gaben] 
Choose:
You get 8 additional rat tails
OR   Move your drop 3 steps.

GIVE and TAKE ONE  [Ein Geben une Nehmen]
You can give in 1/2/4 rubies. Take any 1/2/4 chip (not purple)
OR    Take 2 rubies.

BLUE CARDS

ALL'S WELL THAT ENDS WELL  [Ende gut, alles gut] 
Your essence increases by the distance of the last chip in your cauldron. 

THE BLESSING OF THE RATS  [Der Segen der Ratten] 
Your purchasing power will increase by twice the number of rat tails in your cauldron this round. 

SALE   [Abverkauf]   
If you buy 2 chips this round, you will get the cheaper one a second time for free.

GOOD BECOMES BETTER   [Aus gut wird besser] 
After your STOP: You can permanently remove 1 colored 2 or 4 chip from your boiler. To do this, take another 2 or 4 chip from the supply and put it in the same position.   

A GOOD NEIGHBORHOOD   [Eine gute Nachbarschaft] 
If your cauldron has not yet exploded, you can put your white 3 chip back into your bag at ANY time. If you do that, your left neighbor receives 2 rubies.  

BLESSING in DISGUISE [Gluck im Ungluck]
If your cauldron explodes this round, your essence increases by 2 additional fields. 

MEETING AGAIN IS JOY  [Wiedersehen macht Freude] 
At the end of the round you get one of your witch pennies back.

THE WHITE BLESSING  [Der weiße Segen]
After your STOP: If your last chip in the boiler is white, you get as many victory points as the value of this chip printed on it.  

WITCHES VISIT  [Hexen besuch]
Immediately draw a random herb witch that is not currently in play. Each player may use these once for free in this round.

 

 

 

 

 

 

 

© Chris Baylis 2011-2015