Quacks of Quedlinburg: The Herb Witches
2019 · 2-5 Players · ~45-75 min · Competitive
The Quacks of Quedlinburg already had a lot going for it. Bag building with push-your-luck tension, colorful ingredients, and the shared anxiety of watching everyone’s pot risk blowing up at the same moment. The Herb Witches doesn’t try to rebuild that formula. It adds a thin layer of new tools and ingredients on top, smoothing out a few rough edges while delivering one genuinely clever new element: the witches themselves.
What you get is a compact expansion. Fifth player support, two new ingredients, overflow pots that solve an end-of-pot problem, and three groups of herb witches with one-per-game powers that players can invoke at a chosen moment. None of it is dramatic, and that’s largely the point. The base game’s charm comes from its accessibility and its momentum, and this expansion respects both.
The overall community verdict leans positive but measured. Fans of the base game find it well worth the investment, particularly for groups that play Quacks regularly. Casual players who only pull it out a few times a year are more likely to shrug. The expansion earns its rating by doing exactly what a good expansion should: making the game it builds on a little better without asking much in return.
Where Quacks of Quedlinburg Excels
The herb witches are the expansion’s best idea. At the start of each game, one witch from each of three groups is randomly selected, giving players a set of three one-use powers. These range from returning a white chip that caused an explosion back to the bag, to scoring victory points equal to the number of different ingredients currently in your pot. Each player can invoke one witch power once per game, and the randomization means each session plays slightly differently.
What the community particularly appreciates about the witches is how much they quietly matter. They look minor on paper, barely taking up any table space and adding almost no setup time. In practice, the ability to cancel a bad draw at a critical moment or swing a late-game scoring round changes how players think about risk. Knowing you have a safety valve available changes when you decide to push your luck, and that’s the kind of systemic pressure a push-your-luck game benefits from.
The overflow pots are the other addition that generates consistent praise. Previously, reaching the end of the numbered track on your pot simply stopped play for that round. The overflow pot slots in beside your bowl and allows you to keep drawing, with the first chip landing there worth a significant point bonus. Players describe this as something that should have been in the original box, a natural extension of the pot mechanic that adds excitement rather than a dead stop when you’re on a roll.
The new pumpkin ingredient at value six also gets positive attention. High-value pumpkins move six spaces along your track when placed, creating dramatic leaps that feel earned when they land cleanly and genuinely nerve-wracking when you’re already close to your limit. It layers neatly into the existing ingredient economy.
Fifth player support is straightforward. It adds another player without changing anything fundamental, and while it’s not listed as a design revelation, it’s cited frequently as a practical reason to own the expansion for groups that regularly play at that count.
The Content Issue in Quacks of Quedlinburg
The content count is the most consistent criticism. Two new ingredients and one witches board feels lean for a paid expansion. Players who want the game’s ingredient variety substantially expanded will find The Herb Witches doesn’t satisfy that appetite. Locoweed, the second new ingredient, has a variable value tied to game progression, but its impact on any given game is modest. For players hoping for a dramatically different brewing experience, the expansion doesn’t deliver that.
The new recipe books for existing ingredients are a more divisive addition. They offer fresh combinations for the base game’s original ingredients, and experienced Quacks players appreciate the variety. But they also increase the mental overhead at setup: you need to decide which books to use, track which recipes are in play, and make sure everyone understands the active rules. For a game that thrives on accessibility, adding another layer of decisions before a card is even drawn is a mild annoyance.
Locoweed in particular generates mixed feelings. Its variable value is interesting in concept, but because it scales with the game’s progression track, it can feel inert early and slightly random in impact late. Several players noted they’d happily skip it entirely and focus on the witches and overflow pots, which suggests it’s the weakest addition in the box.
The expansion also doesn’t do anything for players who found the base game repetitive. If your group has played through the base recipe books multiple times and wants a fundamentally different experience, the tweaks here won’t scratch that itch. The core loop remains unchanged.
The Cumulative Play Factor
One thing the community repeatedly surfaces about The Herb Witches is how well it compounds over multiple sessions. Individual additions look small in isolation. The witches, the overflow pots, the pumpkins each feel like modest additions. But running all of them together consistently produces a richer, more dynamic game.
Players who’ve committed to keeping every module active describe the expanded version as clearly superior to the base game after several sessions. The expansion doesn’t transform Quacks, but it layers in enough variation that the game holds up longer before repetition sets in. For groups who love the game and want to keep playing it, that’s the real value proposition here.
Should You Play Quacks of Quedlinburg: The Herb Witches?
The Herb Witches is for players who already own and enjoy Quacks of Quedlinburg and want to extend its longevity. If your group plays it regularly, this expansion pays dividends quickly, particularly if you hit five players or find the end-of-pot stop frustrating.
If you’re newer to Quacks or your group only plays occasionally, hold off. Learn the base game first, see how often it hits the table, and pick this up once you’re genuinely ready for more. If you never connected with the base game’s push-your-luck loop, no ingredient in this box will change that.
The Verdict on Quacks of Quedlinburg: The Herb Witches
The Herb Witches is a modest but well-executed expansion that delivers exactly what it promises. The witches are the standout addition, clever and impactful without adding complexity. The overflow pots are the fix the base game quietly needed. The ingredient count is lighter than some would prefer, and Locoweed won’t thrill everyone, but almost every piece of this expansion makes Quacks a better game. Buy it when you’re ready for more.