Ill-Gotten Gains

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Ill-Gotten Gains
Info
Cost $5
Type(s) Treasure
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Jason Slavin
Card text
$1
You may gain a Copper to your hand.

When you gain this, each other player gains a Curse.

Ill-Gotten Gains (abbreviated IGG) is a Treasure card from Hinterlands. Its primary function is as a curser, but unlike other cursers it distributes Curses when it is gained, not when it is played, and does not have the Attack type.

It was removed from the second edition of Hinterlands and replaced with Cauldron which is another take on a Treasure-based curser.

FAQ

Official FAQ

  • When you play this, you may gain a Copper.
  • The Copper comes from the Supply and is put into your hand; you can immediately play it.
  • When you gain Ill-Gotten Gains, each other player gains a Curse.
  • The Curses come from the Supply and go into the players’ discard piles.
  • If there are not enough Curses left to go around, deal them out in turn order.
  • Ill-Gotten Gains is not an Attack, and gaining it is not playing an Attack; cards like Moat do not work against it.

Via erratum and in later printings of the rulebook, this no longer says "starting with the player to the left of the player who gained Ill-Gotten Gains".

Strategy

Before it was removed, Ill-Gotten Gains acted a curser but with two primary problems:

  1. The difference between a Curse in your opponents’ decks and a Copper (which Ill-Gotten Gains effectively is) in your own typically isn’t that large—both are junk stop cards that produce little purchasing power, weakening both engine and money strategies and likely hurting you almost as much as your opponent. As such, gaining Ill-Gotten Gains is best in Kingdoms in which that relative difference is fairly large, as is most often the case when the thinning is very weak or absent.
  2. At $5, you incur a high opportunity cost for giving out a single Curse. This compares unfavorably with cards such as Witch that can hand out multiple Curses and help rather than hinder you in achieving deck control, and means that junking your opponents with Ill-Gotten Gains is a slow process. Fortunately, Ill-Gotten Gains itself helps you hit $5 repeatedly. Because it can gain Coppers to your hand, it’s effectively a Silver this turn if you choose to take that option. Doing so also pushes your money density for future shuffles towards $1, which combined with your starting five card hand makes you very likely to hit $5.

In many Kingdoms, it is possible to overcome or outpace Ill-Gotten Gains’ cursing, for example with trashing, strong draw, or Silver flooding. Ill-Gotten Gains is therefore most often used in a rush strategy when the Kingdom does not allow the building of an efficient engine.

When it’s feasible, the Ill-Gotten Gains rush exploits a simple idea: buying out Ill-Gotten Gains also empties the Curses, so emptying any other pile will end the game. Duchy is a common third pile in this type of game because decks with many Ill-Gotten Gains, Coppers, and potentially Curses in them struggle to make enough money to buy a Province but will consistently hit $5, so buying out the Duchies can be a viable way to both score and end the game. Some alt-VP sources are also suitable. Gardens works well in this role because the Copper gaining effect of Ill-Gotten Gains bloats your deck quickly, while Triumph and the Estate pile may be an option if you have many Ill-Gotten Gains. In these cases, gaining Coppers is actively helpful rather than harmful. Because this rush never scores more than 3 VP per turn, however, it will likely lose to any kind of deck that can build to more potent greening turns quickly enough, for example by Provincing reliably.

There are several synergies that can make Ill-Gotten Gains more attractive. Banquet effectively reduces the price of Ill-Gotten Gains to $3 as you would likely gain the Coppers anyway, and thus the Ill-Gotten Gains rush is much faster and more reliable. Guildhall can be combined well with Ill-Gotten Gains as you gain lots of Treasures and therefore lots of Coffers which both helps you more reliably hit $5 and may even enable you to go for Provinces. Ill-Gotten Gains is also a good target for most kinds of trash for benefit effects once its main purpose of giving out a Curse is over. Taxman is one such example, allowing you to trash and gain Ill-Gotten Gains to curse your opponents. Changeling synergizes nicely with Ill-Gotten Gains, since you can gain the Ill-Gotten Gains and then immediately exchange it for a Changeling, cursing your opponent without adding a junk card to your deck. Finally, Fountain and Keep reward you with additional VP for having many Coppers in your deck, which may make an Ill-Gotten Gains strategy much stronger.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Ill-Gotten Gains Ill-Gotten Gains from Goko/Making Fun $1
When you play this, you may gain a Copper, putting it into your hand.
When you gain this, each other player gains a Curse.
Hinterlands October 2011
Ill-Gotten Gains Ill-Gotten Gains from Shuffle iT $1
When you play this, you may gain a Copper to your hand.
When you gain this, each other player gains a Curse.
Hinterlands (2016 printing) December 2016
Ill-Gotten Gains Ill-Gotten Gains from Shuffle iT $1
You may gain a Copper to your hand.
When you gain this, each other player gains a Curse.
Hinterlands (2020 printing) October 2020

Other language versions

Language Name Print Digital Text Notes
Czech Nečestné zisky
(lit. dishonest profits)
Dutch Gestolen goed
(lit. stolen goods)
Finnish Epäonnen saalis
(lit. bad luck loot)
French Argent noir
(lit. black money)
German Blutzoll
(lit. blood tax)
German language Ill-Gotten Gains 2011 by HiG $1
Wenn du diese Karte ausspielst, darfst du dir ein Kupfer nehmen. Nimm dieses Kupfer sofort auf die Hand.
Wenn du diese Karte nimmst, muss sich jeder Mitspieler einen Fluch nehmen.
(2011)
Blutzoll
(lit. blood tax)
German language Ill-Gotten Gains 2019 by ASS $1
Wenn du diese Karte ausspielst, darfst du ein Kupfer auf deine Hand nehmen.
Wenn du diese Karte nimmst, nimmt jeder Mitspieler einen Fluch.
(2019)
Blutzoll
(lit. blood tax)
German language Ill-Gotten Gains 2021 from Shuffle iT $1
Du darfst dir ein Kupfer auf die Hand nehmen.
Wenn du diese Karte nimmst, nimmt sich jeder andere Spieler einen Fluch.
Italian Infame Profitto
(lit. infamous profit)
Japanese 不正利得
(pron. fusei ritoku, lit. dishonest profit)
$1
銅貨1枚を手札に獲得してもよい。
これを獲得するとき、他のプレイヤーは全員、呪い1枚を獲得する。
Polish Brudny zysk Although Polish version is not released,
this card is referred to in the Polish version of Empires rulebook
Russian Проклятое Сокровище
(pron. proklyatoye sokrovishshye, lit. cursed treasure)
Spanish Dinero Sucio
(lit. dirty money)

Trivia

Official card art.

Art

As an example of really nailing a tricky concept [in the card art], I will single out Ill-Gotten Gains.

Theme

Another tough one. The first treasure version of this was Bad Penny, then for a long time it was Cursed Idol. People would complain that the name sounded like it cursed the person who had it, and I would say yes guys, I will rename it eventually okay. This name tries to at least convey that it's evil treasure.

Preview

You were expecting a way to give out Curses via a when-gain, but didn't expect it would be a Treasure worth $1 or so for $5. That is how good that ability turned out to be. Sometimes you want to gain that Copper, or will be gaining a Silver instead, and sometimes you just really want $2 this turn, or won't be drawing that Copper before the game ends. So it's not always just worth $1. And of course it's a fine card to trade in for something else.


Moat only looks for Attacks being played, not Attacks being bought, so even if Ill-Gotten Gains were a Treasure-Attack, you wouldn't be able to Moat it. You can Trader the Curse they try to give you though, there's always that. You can Trader that Curse in response or later, you can Trader the Copper you can gain from playing Ill-Gotten Gains, in response or later, and hey you can Trader Ill-Gotten Gains itself for five Silvers. However if you buy Ill-Gotten Gains and use Trader to get a Silver instead, no-one else gets a Curse, because you did not actually gain Ill-Gotten Gains. Trader can only do so much.

Secret History

The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth $1, for $3, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at $4, and as a Silver for $5. That version again lasted a while, but was too good. Briefly it made $1 per copy you had in play, which I moved to Fool's Gold and fixed up. Now you get $1 or $2 out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +$1 and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.

Development

IGG had several wordings that were similar but varied how it interacted with Trader and an empty Copper pile. I know (from posts) that I was worried there that putting the Copper into your hand would make people wonder if they could play the Copper. Possibly someone had that very question in a game and that's why I was worried. Venture dodges that question. I really don't remember anything there though. Obv. for IGG I decided it would be clear enough to put the Copper into your hand (though in retrospect I would try to balance a vanilla version of the card, just $ on top, for simplicity).

Retrospective

I am sympathetic on the IGG front; I would like to see how IGG plays as a Silver for $6 that gives out Curses when you gain it. It doesn't sink games for me and sometimes does tricks, but sometimes you are just spending the game buying IGGs and VP, ho hum.

Second Edition removal

Ill-Gotten Gains is a cute concept, but in practice makes for bad experiences. It was hard to even try to make a replacement along the same lines; I don't want games to be about emptying a certain pile that also empties the Curses, plus the Duchies.


Cards $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Combos and Counters Trader/Feodum
Other concepts When gain

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