Witch Curse Examples
The WARP Witch Curse Examples

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