Quacks & Co. Is a Kid’s Version of an Already Kid-Friendly Board Game

The Quacks of Quedlinburg has been a hit since the press-your-luck game first came out in 2018, winning the Spiel des Jahres and continuing to grow in popularity, to the point where friends of mine who don’t know many board games have asked me recently if this would be good to play with their kids. (It would, if they’re at least, say, seven.) It does have one downside for playing with younger kids: pressing your luck means that you can bust, and in this game, busting means losing most of your progress on that turn. Just being able to do a little mental math helps you understand whether or not to keep drawing tokens from your bag, but below about age seven or eight, that’s probably asking too much.
Quacks & Co. is the new kids’ version of The Quacks of Quedlinburg, borrowing the original’s core mechanic of drawing potion ingredients from your bag and getting bonus actions based on the color you draw, but getting rid of the possibility of busting. Every player now progresses on a single track, rather than building up their own boards. It’s a race to the finish line, and allows you to customize the game to the skill level of the players and the length of game you want.
In Quacks & Co., each player starts out with the same eight tokens in their bag, four of which are valued 1 or 2 and come in three different colors, and four of which are “Dream weeds” with 0 value. On their turn, each player draws one token at random from their bag, moving the number of spaces shown on the token, and then taking the action associated with that token’s color. Red tokens grant you one ruby (regardless of the token’s value); yellow tokens let you roll a die that has six possible actions on it, from getting a ruby to moving forward three spaces to taking another turn. If you draw a dream weed, you place it on your board but don’t move or take any action for that turn.