The Herb Witches
The official first expansion: fifth player, locoweed, witches, overflow bowls and ingredient sets 5–6.
Setup
The Herb Witches requires the base game. It supplies a fifth player’s complete pieces, two new matched recipe sets (Sets 5 and 6), a new pumpkin book, locoweed, 12 witch tiles, witch pennies and overflow bowls. Set up the base game, replacing the pumpkin book. Choose one of the three witch types at random and display one witch of each type beside the round marker; return the rest to the box. Give each player one witch penny in each color and their matching overflow bowl. These three pennies let the player call each witch at most once during the game. A witch is activated by returning its matching penny during the phase shown on its tile.
Using a witch
Each of the three witch tiles represents four alternative powers of that type. Use the chosen face-up tile’s power and its printed timing. A witch penny is spent only when the player uses that witch. A player may use one, two or all three different witches in the same round if their timing and pennies permit. Unused witch pennies are worth 2 points each at game end.
Brewing and flask witches
One witch can refill a full flask as a special recovery and return the white chip that caused the explosion; the flask must be full. Another lets the player draw six chips, choose which to place and in what order, then return the rest; do not use this after exploding. A third can return one or both of the last two white chips before an explosion; the chips need not be adjacent and the gaps remain. The exact illustrated witch tile defines which of these powers is present.
Scoring and shopping witches
Other powers modify purchase value, provide an extra purchased chip, add purchase value for rubies, award points based on colors in the pot or chips left in the bag, grant extra rubies or points, or improve chip value. Some can be used even after an explosion if their tile’s timing and the chosen points-or-shopping option allow it. Follow the tile’s stated phase and the exact printed condition; do not treat the four faces as cumulative abilities.
Ruby and end-of-round witches
A ruby-scoring witch may convert a ruby-space reward into additional rubies, while another reduces the cost of a droplet move or flask refill. Resolve these during their printed phases. A witch that duplicates a fortune-card ruby reward cannot take the same reward twice; choose between the event and the witch when the rulebook says to.
Locoweed and overflow
Locoweed’s value is determined by the selected book, not a fixed number. Set 5 and Set 6 each provide a rule for moving it; use the locoweed book selected for the game. The overflow bowl applies if a player reaches or passes space 33. Put subsequent draws in the bowl. Score the spoon reward, then add the printed/base values of the bowl chips and take half as points, rounding down. Bowl chips do not trigger more ingredient actions. White chips still count toward the explosion threshold. Players who reach the final pot space may roll the Bonus Die if their pot did not explode.
Fifth player
Use the black book’s 5-player side and the supplied fifth player components. Everyone follows the usual rules. Use all supplied ingredient chips rather than removing chips to balance player count. Component supplies are finite; once a particular chip type runs out, it is unavailable.