Review: Kupferkessel Co.
Introduction & Overview
A warm welcome to The Copper Kettle Company, the shop for quality-conscious witches and wizards. Here you will find everything you need to give your magical potions and elixirs maximum potency!

This is the premise behind Kupferkessel Co., designed by Günter Burkhardt (Ulm, Seeland, Tipperary). First published in 2001 by Goldsieber Spiele in a German edition, with illustrations by Franz Vohwinkel (Puerto Rico, Ra, Beyond the Sun).
It has not been published in Spain, so you will have to turn to the import or second-hand market (the latter being far more likely). The game is language-independent (except for the rulebook). It plays exclusively at 2 players, with a suggested minimum age of 8 and an approximate playing time of 30 minutes. The retail price is €15.95. For this review, a copy of the German edition by Goldsieber Spiele was used.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a two-piece cardboard box (lid and bottom) measuring 19.7×14.9×4.8 cm (a standard small box format like Fungi, slightly larger), we find the following items:
- 75 Cards (70×70 mm):
- 56 Ingredient Cards
- 4 Corner Cards
- 2 Reference Cards
- 18 Recipe Cards (13 printed and 5 blank)
- 2 Player Pawns (1 white and 1 black) (wooden)
- Rulebook

How to Play
Kupferkessel Co. is a game in which two players take on the roles of witches and wizards browsing a market to gather magical ingredients into their cauldron. Play unfolds on a grid of face-up cards with the corners occupied by special cards, around which the players’ pawns move. On their turn, the active player must advance their pawn clockwise as many spaces as indicated by the numerical value of the top visible card in their cauldron (jumping over the opponent’s pawn without counting that space). After moving, provided they have not landed on a corner, they take a card from the row or column in front of where they stopped and place it on top of their personal stack, covering previous cards. This may trigger special effects on certain cards (such as forcing the rival to discard their top ingredient or chaining an extra turn), and finally, the empty space is refilled with a card from the draw deck. The game ends the moment the draw deck runs out and a player takes the last remaining card from any row. Final scoring then takes place: cards of one’s own color double their value, holding the majority of value 1 cards awards bonus points, and each ingredient type scores based on the quantity collected: a single card subtracts its value, two score nothing, three score the sum of their face values, and gathering all four awards the sum of their values plus a bonus. The player with the highest total score is proclaimed the winner.
Key Concepts
Let us start with the Ingredient Cards, which form the core of the game. There are 56 cards in total, divided into 14 different ingredient types, each with numerical values ranging from 1 to 4 shown in the bottom-right corner. Some of these cards also feature a special symbol in the bottom-left corner (an exploding cauldron or a wand and hat) or a leaf symbol along the bottom edge identifying plant ingredients. At the start, 32 of them are arranged face up into a 6×6 grid (leaving the corners empty), while the rest form a face-down draw deck. During the game, players take these cards from the row where their pawn stops and stack them face up in their personal cauldron, covering earlier cards; the visible value of the top card dictates the exact number of spaces the pawn will advance on the next turn, and at game end, sets gathered in the cauldron will score or deduct points depending on quantity and values.

The Corner Cards are placed in the four empty corners of the 6×6 grid to complete the outer track of the playing area. These cards act as transit spaces for player movement, counting as one space along the clockwise path around the perimeter. Unlike ingredient cards, if a pawn ends its movement on a space occupied by a corner card, the player is not allowed to take any ingredient card from the grid and immediately ends their turn.

The Player Pawns represent each participant on the board and are identified by their colors (typically black and white). At the start of the game, they are placed in designated diagonally opposite corners. Throughout play, they move clockwise around the outer perimeter of the grid as many spaces as indicated by the visible card on top of the active player’s personal cauldron. They serve to delineate collection options, since stopping points determine which specific row or column of the grid a player may take an ingredient card from; furthermore, pawns block the space they occupy, forcing the rival to leap over them without counting that space in their movement count.

Finally, Recipe Cards represent additional objectives used in the advanced variant of the game. They display distinct conditions and specific goals that players strive to meet by the end of the game. Each player keeps these cards secret during the match, and at the conclusion, they provide a direct point bonus (5, 10, or 15 points depending on the card) if the required condition was successfully fulfilled in their cauldron.

That is enough to get started.
Preparación de la Partida
- Shuffle the 56 ingredient cards face down.
- Lay them out face up to form a 6×6 grid, leaving the four corners empty, so that 32 ingredient cards sit on the table.
- Place the remaining ingredient cards in a face-down draw deck beside the grid.
- Place the 4 corner cards into the four empty corner spaces to complete the perimeter.
- Each player chooses a color (white or black) and receives:
- A pawn in their chosen color.
- A reference card.
- Each player places their pawn next to the corner card displaying the illustration matching their color, placing them in diagonally opposite corners.
- Next, each player draws one card from the ingredient draw deck and places it face up in front of them to start their magic cauldron. If the drawn card shows a black or white ingredient, return it to the bottom of the deck and draw another, repeating this process until an ingredient of any other color is drawn (any symbol in the bottom-left corner of this starting card is ignored).
- Shuffle the 13 recipe cards and deal two to each player.
The player with the white pawn will be the starting player.
We are ready to begin!

Game Flow
A game of Kupferkessel Co. unfolds over an indefinite number of alternating turns between players, beginning with the player controlling the white pawn.
On each turn, the active player proceeds as follows:
- Move the Pawn. The player must move their pawn clockwise around the outer border of the card grid. The movement distance matches the numerical value shown on the top card of their Magic Cauldron (their personal stack). Every card along the outer perimeter and each corner card counts as one space. Only one pawn may occupy a space; if movement reaches the space occupied by the opponent’s pawn, jump over that space without counting it toward the move.
- Take an Ingredient Card. Depending on the space where the pawn ended its movement:
- If the pawn stops next to a row of cards, the player must take a card from that row and place it face up on top of their Magic Cauldron, completely covering previous cards.
- If the pawn stops next to a Corner Card, the player takes no cards and proceeds straight to the end of their turn.
- Refill the Grid. The player draws the top card from the ingredient deck and places it face up into the space that was just vacated on the grid (if the deck is empty, the space remains empty).
After this, the turn passes to the next player.
When taking certain ingredient cards, they may show a special symbol in the bottom-left corner. The player must announce its use immediately to resolve the corresponding action; otherwise, the effect is lost. These effects are:
- Explosion. The rival must discard the top card of their Magic Cauldron and place it face down at the bottom of the ingredient deck (or remove it from the game if the deck is empty), being careful not to reveal or alter the order of their remaining cards. This effect cannot be applied if the rival only has one card left in their cauldron.
- Wand and Magic Hat. The player concludes their current turn and immediately takes an extra complete turn. No player may ever chain more than two consecutive turns.
Game End
The game ends on the turn in which a player takes the last remaining card from any row (with the option to add it to their cauldron or discard it, ignoring its effect if it has one). Final scoring is then resolved:
- 5 victory points for the player with the most value 1 cards (in case of a tie, neither player receives them).
- Ingredient Types with 1 Card: subtracts victory points equal to the card’s value.
- Ingredient Types with 2 Cards: 0 victory points.
- Ingredient Types with 3 Cards: score the sum of the values of all 3 cards in victory points.
- Ingredient Types with 4 Cards: score the sum of the values of all 4 cards plus a 5-point bonus.
- Cards of one’s own color grant double the printed value of each card matching the player’s color (white or black).
- Recipe Cards: grant the indicated bonus points if the player has fulfilled the corresponding objective.
The player with the most points is the winner.

Variants
Without Recipe Cards. They are left in the box and are not counted during final scoring.
Personal Opinion
Speaking of Günter Burkhardt means discussing one of those understated yet consistent figures of the German board gaming landscape. With an extensive career whose earliest designs date back to the late 1990s, he is a prolific designer who nonetheless often goes unnoticed by the wider public. Unlike some contemporaries of his generation who achieved board game superstardom, Burkhardt has operated quietly in the background, crafting a vast ludography of mid-weight and family-oriented titles without making excessive noise, which has made him virtually unknown to many modern hobbyists.
This quiet presence does not conceal a lack of ingenuity, but rather a preference for restrained, understated concepts that often fly under the media radar. Burkhardt has always shown a penchant for wringing the most out of specific mechanical ideas through elegant, direct, and approachable systems capable of delivering stimulating twists with very few components. In a catalog so populated by modest releases, unearthing his flashes of brilliance requires digging through the depths of BGG rankings.
Today we are taking a look at one of his most venerable titles and, arguably, one of his most reimplemented designs. First published in 2001, Kupferkessel Co. saw later reimplementations such as Herr der Ziegen in 2008 and Glastonbury in 2013, with the most significant change in both being the expansion to more than two players. Our focus today, however, remains on the original, which is purely a two-player affair.

In Kupferkessel Co., we step into a specialized apothecary where witches and wizards compete to stock up on the finest ingredients to brew potent elixirs and magical concoctions. We face a pantry brimming with mushrooms, mosses, pumpkins, and bizarre arcane curiosities ready to be tossed into our copper kettle. Who will succeed in brewing the finest combinations?
Mechanically, the game revolves around a central grid of ingredient cards, around whose outer perimeter the player pawns travel. On their turn, the active player must advance their figure clockwise by an exact number of spaces dictated by the value of the visible card atop their stack, which represents their cauldron. For instance, if a value 3 pumpkin sits atop their pile, the pawn must advance exactly three spaces around the frame, leaping over the opponent’s pawn without counting it as a step.
Once the move ends, the player selects one ingredient card from the row or column opposite the position where their pawn came to rest. This card is stacked face up on their cauldron, covering the previous card and thereby determining the movement allowance for their next turn. If a pawn stops along an edge and takes a value 1 root, that card covers the previous pumpkin, restricting the next turn’s advance to a single space—limiting room to maneuver, but granting control over an immediately adjacent position.
The crux of the game lies in the players’ ability to retain their collected sets in mind, as browsing the contents of the stack is strictly forbidden. Remembering how many ingredients of each type have been gathered is crucial: final scoring rewards complete trios and quartets of an ingredient type, yet severely punishes single leftover cards by subtracting their printed value. If a player ends up with an isolated value 4 mushroom at the bottom of their stack without finding companions for it, they will suffer an immediate four-point deduction, whereas assembling all four cards of an ingredient awards their sum plus a healthy bonus.
On top of this demanding memory exercise sits an essential asymmetry. Each participant is assigned a color that governs two specific ingredient types scoring double points, both for rewards and penalties. Successfully completing trios or quartets of your signature ingredients will send your score soaring, but slipping up and leaving an isolated single card results in a doubly painful penalty. For your opponent, meanwhile, those same ingredients function as standard cards, introducing a delightful blocking dynamic where snatching a rival’s signature ingredient feels as tempting as it is risky.

To spice up this tactical blend even further, certain cards introduce one of two special effects that disrupt the pace of the game. The bubbling cauldron forces the opponent to discard the top card of their stack under the draw deck, which can ruin an emerging set and alter their planned movement for the upcoming turn. Meanwhile, the magic hat grants an immediate extra turn, perfect for chaining vital captures or navigating past a treacherous corner. Both powers inject a spark of direct interaction and unpredictability, blowing up preconceptions and demanding tactical improvisation.
Recipe cards provide the finishing touch, adding an engaging layer of depth and paranoia. By handing each player hidden objectives at the start of the match, the game gains psychological tension, pushing you to chase specific patterns while trying to decode your opponent’s suspicious moves. Watching your rival obsess over a particular ingredient type or deliberately bypass certain cards sets off alarm bells, turning every draft into a decision where bluffing and deduction carry real weight.
That should provide more than enough context to dive into feelings and table dynamics. In my view, the game’s greatest asset lies in its combinatorial calculation. Because pawn movement is tied directly to the value of the last collected card, the board becomes an optimization puzzle where planning multiple steps ahead feels natural and rewarding. Each pick is not merely a response to immediate scoring or penalty avoidance; it also serves as the springboard that positions you for the next exchange. Calculating which row you want to reach two turns down the line and lining up the right values triggers an engaging mental workout that keeps players fully immersed.
For example, there are many instances where deducing what the opponent will avoid on their next turn is relatively straightforward. To begin with, selecting an ingredient whose value causes the pawn to land on a corner space is generally something to steer clear of, since it essentially amounts to a lost turn. Similarly, spotting that the opponent’s upcoming reachable row contains an extra turn card makes it overwhelmingly likely that they will prioritize that pick. Having all this visible information in circulation allows players to make decisions while actively anticipating future turns.
This memory requirement acts as both the design’s greatest virtue and its main stumbling block. On one hand, it feels immensely gratifying for those who enjoy putting their working memory through its paces, generously rewarding players capable of tracking every ingredient collected. On the other hand, this exact demand can turn into pure torture for anyone whose mental recall is slightly rusty. Reaching the end of the game only to discover that an assumed quartet was butchered into stray cards laden with negative points can cause deep frustration that not everyone handles gracefully.

Indeed, this is a truly unforgiving design. Chasing cards of value three or four is a high-risk venture. While they provide large leaps around the track and strong potential points, getting stranded with just one of them means a harsh penalty during final scoring. As the game wears on and turns mount, maintaining an exact mental inventory of your cauldron becomes an uphill battle, made trickier by graphic design that features a subtle twist: two distinct ingredient types share the same color lettering, separated only by a tiny icon indicating plant origin.
One of the design’s greatest strengths is how easily it adapts to the demeanor of the players at the table, allowing you to dial the hostility up or down as desired. Players seeking a quiet pastime can focus on optimizing their own sets as a parallel puzzle; nevertheless, the game truly shines when destructive interaction is embraced. Cutting off a route by occupying a key space, forcing your opponent to land on an empty corner to forfeit their turn, or stripping away a vital piece with an explosive cauldron turns the duel into a tense, wicked contest.
Conversely, it suffers from the classic pitfall of memory-heavy designs. Chaining several consecutive games is a surefire path to confusion. While its brisk playtime and approachable nature invite an immediate rematch, that “hangover effect” causes short-term memory to blur ingredients gathered in the previous bout with those of the current match. It is the sort of game best enjoyed in a focused session and then set aside for a while, as stacking back-to-back plays frequently leads to fatal lapses and an undesirable blend of game memories. Replay value remains solid, provided plays are spaced out over time.
That mental fog also generates an atmosphere of sheer suspense, since keeping tabs on the opponent’s exact tally while trying not to lose track of your own is practically impossible. Unlike other games with near-perfect information where leader tracking is simple, the final score here remains a mystery until the closing moments. Watching cauldrons get uncovered and secret recipes revealed produces dramatic surprises, keeping both players on the edge of their seats right through the final count.
Finally, a word of caution: its pleasant exterior and apparent status as a modest diversion can be misleading. Anyone coming in expecting a breezy, casual pastime to kill time will hit a wall without proper tactical focus. Rather than a throwaway filler, this is an exercise in counting and positional control reminiscent of classics such as Richelieu/Spirits of the Forest (check out its tocho-review here). It is a design that rewards anyone who sits down ready to calculate and truly compete.

Turning to production, we find a small box housing a square card deck of solid weight, linen finish, and good snap (sleeving is hardly necessary since cards are never held in hand and rarely shuffled). On the other hand, the two oversized pawns might prompt double takes from those with mischievous minds. They carry more bulk than the major pieces of a Staunton 5 chess set, where a standard pawn stands five centimeters tall. The rulebook is cleanly laid out and leaves no room for doubt.
Visually, the game exudes the classic charm of early-2000s eurogames, anchored by detailed, figurative illustrations with moody undertones typical of the era. The cover delivers an effective shopfront perspective inviting you into a magical apothecary, while the cards carry that same flavor into individual wooden drawers and nooks. Across every component, great care is taken with textures—weathered timber, polished glass, rich fabrics, and viscous glazes—rendering alchemical ingredients that range from the grotesque to the quaint without crossing into macabre or cartoonish territory. The lighting treatment, using focused spotlights and chiaroscuro against dark backgrounds, accentuates depth and lends the components a theatrical, mysterious warmth. My only critique involves the recipe cards, which could have benefited from clearer iconography, as a few are difficult to interpret based on their artwork alone. Otherwise, it is an admirable effort.
And let’s wrap this up. Kupferkessel Co. is an ingenious proposal that blends a rondel tied to card values with set collection and a strong memory element. Positional dependence fosters constant mental gymnastics, where planning ahead and reading your opponent’s moves sparks engaging tactical duels and indirect interaction that is as subtle as it is wicked. On the plus side, it boasts a deeply satisfying calculative rhythm that rewards anticipation, alongside the psychological tension introduced by hidden recipes. On the downside, the memory burden can prove demanding, ruthlessly punishing lapses with severe deductions and causing frustration that will not sit well with everyone or those seeking a light filler. A sober, demanding optimization challenge packing far more bite than meets the eye. For all these reasons, I give it a…


