Market Square, Quedlinburg. Two doctors talking the talk. But are they snake oil salesmen or true healers? Only one can prevail and become the next Guild Master. It’s down to you to beat your biggest rival in this two player version of the fab family push your luck, bag building Quacks of Quedlinburg.
What’s up Doc?
Out of the box things look familiar but also quite different. In each game there will be a mini market board, 3 randomly selected ingredient books from 4 sets, bags, ingredient tokens, wooden patients, a mayor (expansion content) personal bottle boards, coins, gold pieces, and round (bonus) cards.
You’re still adding and pulling out ingredients from your bag and placing them on your own bottle board (neck down). Colours are good – they will give rewards depending on their value and what the relevant ingredient book says. White are just bad (or should that be boom!). Too many of those and your potion will explode. Plus it doesn’t take long as there are limited spaces for them and each new white chip is placed a number of spaces away equal to its value away from the previously placed one!
Rounds are divided into 6 phases and the market board has a handy infographic which acts as an easy reminder of them all; Flip coins for starting bonuses, draw chips and brew potions (for as long as you are….or can without exploding!), activating ingredients left in your bottle neck, neighbourhood market-watch (i.e. end of round bonus), shopping spree for more jubby ingredients, and finally clean up.
Duelling Docs
How far you dare to go with adding ingredients is down to the strength of your medical mettle. But now, if you have been able to place enough ingredients to fill your own bottle neck without collecting too many white tokens, you get to move the active patient closer to your own stall. Once there, you can heal him and add him to your side of the patient track (triggering another bonus). The game ends when a player has healed their 6th patient, or the 7th round has been completed. Then the doc who has healed the most patients wins!
Final Thoughts
Firstly, let’s get the elephant out of the waiting room and back onto the reserve. Do we need a duel version of Quacks? For us, absolutely. Wow, game reviewing has become a lot simpler in 2025! Haha Okay, I’ll put a little more meat on this particular opinion bone.
My husband loves OG Quacks, and we mainly play games together as a couple. Or I play with our son. Sometimes we go all in as a three, but I would say the majority of the games played in our house is still in the 2 player zone. And whilst OG Quacks can be played with two, playing it at its lowest player count doesn’t let it shine at its most brilliant. Particularly if your only opponent gets an early lead or is just plain lucky.
But, in Quacks Duel, the changes to the gameplay are enough to make it work really well and add a bit of spice to the well-known and winning formula. It’s still a double dose of push your luck and bag building. So your fortune will be affected by elements out of your control. But when life hands you a lemon, make a super powerful explosive potion!
The tug of war over patients also forces competition, regardless of your play-type. Whereas you can kind of cruise along in OG Quacks, picking up points and rubies here and there, predominantly minding your own business as you carefully snake ingredients around your cauldron. Duel, however, is not so polite. If possession is 9/10ths of the law (BTW as a lawyer I most definitely cannot agree!), scrabbling over the same active patient shopping for medicaments in the market square is going to raise your risk profile and your temptation to brew up!
Now, there is a bit of in-round maths to get used to in Duel. If you manage to fill your bottleneck with 3 coloured tokens without going boom, the value of those get added to the value of the latest white chip you have collected. That figure is then the amount of spaces the patient moves around the game board closer to your market stall. If it reaches your stall, fab – you’ve healed that one, and you may even have enough movement points left to entice another patient to start walking your way. And if you have been savvy in pushing your market stall towards the centre of the market board, you may end up healing more than one patient in a single turn! Only once that’s done, can you resume collecting chips. I quite like that as it means less chance of you losing all progress in a given round. Plus you get to dive in again on your next turn. Mind you, never forget that every dip into that bag means a greater chance of fishing out a white token that will take you from best to boom to bust! Outnumber those white chips with bonus bringing coloured ingredients though by buying them up for the gold you have been collecting, and hopefully you’ll be attracting patients faster than a poster offering free dental care! You can’t take the gold with you so you might as well go on a shopping spree!
Conversely, if you do explode, you’ll have to choose between losing half your gold and moving the active patient back towards your opponent’s market6 stall the same number of spaces as the gold you would sacrifice. Giving the lagging player first dibs on the bonus coins at the start of each round is also a nice touch, as is the fact that you trigger a bonus for your opponent whenever you add a healed patient to your side of the patient track. Similarly, giving your opponent first choice of the end of round bonus (which you set) is neat. I also like the ability to move the market stalls along the paths (forwards and backwards), and these touches remind me of the rat tails and other efforts in OG Quacks to stop a runaway leader at higher player counts. Here, however, they work better for two players than they do in OG Quacks.
We are having great fun with Quacks Duel. It feels more dynamic and balanced at 2P. And even if you have a bigger gaming group, there are enough twists and tweaks to make your experience different in a good way.
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SCORES:
Likes
More dynamic and competitive than 2P mode in OG Quacks
Encouraging spending sprees as gold can’t be carried over to the next round
Ways that your progress rewards your opponent reducing the risk of runaway leader effect.
Dislikes
There’s no avoiding the whims of lady luck completely.
Component Quality: 4
Complexity: 2
Replayability: 5
Player Interaction: 4
Overall: 80%