Ill-Gotten Gains
From DominionStrategy Wiki
(Difference between revisions)
m (Qvist moved page Ill-Gotten-Gains to Ill-Gotten Gains) |
Revision as of 17:14, 3 November 2012
Ill-Gotten Gains | |
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Cost | 5 |
Type | [[Treasure]] |
Set/Expansion | Hinterlands |
Illustrator | [[]] |
$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. |
Contents |
FAQ
Official FAQ
Copy & Paste Official FAQ here, please.
Other Rules clarifications
Strategy Article
Synergies/Combos
Antisynergies
Trivia
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.