![]() Your opponents might be able to trash the Curses before the game ends to avoid the loss, but the short term damage of slowing down their draws by filling them with Curses will already be done. Likewise, Curses will often be worth giving out even if trashing cards exist. For this reason, Attacks that distribute curses are usually best acquired very early in the game: a Curse that has been in an opponent's deck since turn 3 will bog down their deck all game, while one that is given out on the final turn will have minimal impact. Filling your opponents’ decks with Curses will substantially weaken their decks’ quality. Much more significant is that Curse is a junk card, which does nothing for you but takes up space in your deck. However, the negative tends to be the lesser of its two drawbacks. This applies for the entire game and in all situations it's just like the bottom bar says " Curse - Treasure."Ĭurse's most obvious penalty is that it gives you –1 at the end of the game. In games using Charlatan, Curses behave differently than usual: they are still worth -1, but in these games they also function as Treasures that can be played for +.Curse isn't a Victory card, even though (like most Victory cards) it is a dead card that affects your score. ![]() Curses are always in the supply, even when there is no card which explicitly mentions them.The number of Curses in the Supply is 10 for each player beyond the first-10 for two players, 20 for three players, 30 for four players, and so on.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |