Witch Curse Examples
In the Mayfair edition, The Witch is one of those powers that shouldn't be played unless you have a great grasp of the game, and even then you should reconsider. This is because the limits of the power are vague. Therefore, in an attempt to map out some parameters with which to use the Witch, I have compiled a list of sample curses from people that have successfully played with the Witch.
From samcraig@io.com
For the next two challenges all your 'tokens' selected must come from that outer base there (one token on that base).
Lucre spent goes to your opponent.
Lucre costs are doubled..
Lucre costs are tripled.
Lucre spent goes to ME!
Tokens must be returned 'there' (if a terrorist bomb is suspected).
Playing a compromise gives your opponent consolation from your hand (Can be a beneficial curse, too).
(Lloyd) All players may insure their assets via your 'power'; if they do, you must pay them one lucre for each asset they insure in this manner.
(Negator) Your target may use Negator to Negate your negation.
(Hurtz-two power games): The other players may rent your other power by paying you a price of his choosing; you cannot use your other power if he does so and it is discarded at the end of the turn with a new power taking its place, drawn at random.
(Warrior): your total is subtracted.
(Demon): if you demon another player's challenge, half his tokens go to where half your tokens came from, his choice.
(Bully): you lose the tokens your opponent lost in the challenge, but you chose from where.
(Dragon): Whenever another player spends lucre to the bank, you must pay the cost of one of the lucre he would have spent.
(Virus): divide the number of tokens you have in the challenge by the number on your card.
(Gorgon): any of your tokens that share a base with any of your tokens may not be removed except to go to the warp.
Beneficial "curses":
Beneficial curses can be considered abuse since its supposed to hurt them, but they can be lots of fun at times.
(Entrepeneur): whenever you would gain lucre, gain that amount of tokens from the Warp instead (Entrepeneur may use lucre as tokens, so this is warping his power)
(Silencer): Your power affects as many targets as you wish.
(Obverse): timing is cards face up.
(Beserker): all challenge cards you play are treated as attack 15s
(Demon): Demon is during card reveal phase
(Warpish): Tokens in the warp count for consolation
(Warpish): When allying, tokens in the warp count as allies, but not for rewards.
Witch’s Spell Book
To keep spells reasonable, practical and unambiguous, this house rule
says that Witch must choose her spells from the following list. Each
game operation below has a set of spells listed which the Witch may
choose from. The attempt is to provide Witch lots of flexibility while
avoiding ambiguities about what might or might not be legal.
Remember that all curses last for two challenges, and witch cannot curse
a particular game operation more than once until she’s worked through
them all. She can pick one and only one of the listed curses at a time.
For instance, she can not both force a player to play his highest attack
card AND declare that card is a –8. It has to be one curse or the
other.
ALIEN POWERS
Opponents’ powers are zapped as if the player had been Cosmic Zapped
for two challenges.
Opponents powers function, but they lose control of the powers to
Witch. For instance, Assassin’s power works but Witch chooses which
specific tokens die. Another example is that Witch decides if Sorcerer
will swap cards on his challenge.
Powers which normally add a numeric value to a challenge total may be
reversed to subtract it (eg. “Warrior’s experience will subtract from
his challenge total.”) Likewise, powers which normally subtract may be
made to add (eg. “Anti-matter’s attack card adds to his total instead of
subtracts.”) Finally, Virus’s power may be made to divide his tokens by
his challenge card, with a specific note that if Virus plays an Attack 0
he has an infinite total that challenge (that includes if he has zero
tokens and plays an Attack 0.)
TOKEN SELECTION
When opponents are selecting tokens for any reason, they have to let
Witch select how many tokens to select and which tokens are selected.
For instance, if a player says he wants to ally on offense in a
challenge, Witch may pick how many tokens he uses (up to 4) and which
tokens are picked.
TOKEN PLACEMENT
When opponents have tokens in their hand that they need to place, the
Witch may decide where the tokens go using the normal rules. For
instance, if a player recovers tokens from the Warp, the Witch may
decide which bases they go to. Another example is if a player gets a
new base as part of a deal, he picks the token(s) he wants to move to
the new base and the Witch decides which planet the new base is formed
on (has to form a new base).
CONE PLACEMENT
Witch controls the cone placement, within normal rules, for the cursed
opponents.
ATTACK CARDS
Witch may turn any attack card played by the cursed opponents into any
other attack card from –8 to 40. She can do this as she likes after
attack cards are revealed in a challenge. She may not turn attacks into
compromises or vice versa.
Each challenge the witch may force the cursed player to play either
his highest or lowest attack card, her choice. If the player has only
compromises he plays that instead. She does not get to see what card is
actually played or see his hand.
Witch may prohibit a player from playing attack cards if at all
possible on his challenges (ie. He must play a compromise card each
challenge if possible.)
COMPROMISE CARDS
Witch may force a player to play a compromise card if possible every
challenge.
Witch may prohibit a player from playing compromise cards each
challenge if possible.
ALLIANCES
Witch may make decide who a cursed player allies with or invites to
ally each challenge. She does not control which tokens are used or how
many are selected.
CONSOLATION
Witch may reverse consolation effects for cursed players. That is, if
a cursed player plays a compromise card and loses to an attack card, the
WINNER of the challenge gets consolation from the losing cursed player
of one card for each token the cursed player lost.
Instead of drawing random cards for consolation, Witch may allow a
cursed player’s opponent to choose which cards from his hand the cursed
player receives.
Witch may change the amount of consolation cards collected by or from
the cursed player each challenge from 0 to 4 (or the actual consolation
amount, whichever is higher).
EDICTS
Witch may prohibit the cursed player from playing any edicts.
Witch may declare that the cursed player MUST play all edicts possible
each challenge. If there is a choice of who to target with the edict,
Witch decides who the target is.
Witch may nullify any edict effects toward a cursed player. If an
edict affects multiple players, such as Mobius Tubes, only the cursed
player doesn’t receive the effect (eg. in the case of Mobius Tubes,
everyone but the cursed player recovers their tokens from the warp.)
FLARES
Witch may prohibit the cursed player from playing any flares.
Witch may declare that the cursed player MUST play all flares possible
each challenge. If there is a choice of who to target, Witch decides
who the target is.
Witch may nullify any flare effects toward a cursed player. If a
flare affects multiple players, only the cursed player doesn’t receive
the effect.
Cursed player’s super flares act like wild flares instead.
MOONS
All moon effects toward the cursed player are nullified
When a moon has a controlled effect, Witch decides when and how the
cursed player uses that moon.
DEALS
If a cursed player is forced to try and make a deal, Witch negotiates
for him and can either refuse to deal or accept any (bad) deal for the
player she wants.
LUCRE
Witch controls the cursed player’s lucre and may spend it or not spend
it however she likes.
Player collects no lucre for the duration of the curse. Other players
who would normally pay the cursed player lucre simply keep it.
Witch's Spell Book by Doug Rosengard
If you have some Witch Curses you would like to add, email them to warp @ redamedia.com
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