Cauldron

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Cauldron
Info
Cost $5
Type(s) Treasure - Attack
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Garret DeChellis
Card text
$2
+1 Buy
The third time you gain an Action this turn, each other player gains a Curse.

Cauldron is a Treasure-Attack card from Hinterlands (Second Edition). It is a curser that only attacks if you can gain three Action cards on the turn when you play it; and it helpfully provides +Buy to help you get there.

FAQ

Official FAQ

  • If you gain three Actions before playing Cauldron that turn, then it won't give out a Curse.
  • It doesn't matter how many non-Action cards you gained; the third time you gain an Action, each other player gains a Curse.
  • This is cumulative if you play multiple Cauldrons.
  • This a Treasure, so you play it in your Buy phase, but also an Attack, so cards like Guard Dog and Moat can be used in response to it.

Other Rules clarifications

  • If gaining your 3rd Action causes you to play a Cauldron (e.g. you gain a Courier, play it with City-state, and then play a Cauldron), you'll give out a Curse.

Strategy

Versions

English versions

Print Digital Text Release Date
Cauldron Cauldron from Shuffle iT $2
+1 Buy
The third time you gain an Action this turn, each other player gains a Curse.
Hinterlands (Second Edition) July 2022

Other language versions

Language Name Print Digital Text Notes
German German language Cauldron from Shuffle iT $2
+1 Kauf
Wenn du in diesem Zug zum dritten Mal eine Aktionskarte nimmst, nimmt jeder Mitspieler einen Fluch.

Trivia

Official card art.

Preview

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.

Cauldron isn't tied to gaining Cauldrons, so it doesn't empty its own pile, just the Curses, and it's not even great at emptying those. But it's a Silver with a +Buy so it doesn't have to always Curse them. And it ties into the when-gain theme, being better with cards like Border Village.

Secret History

The new Ill-Gotten Gains. It triggers on other gains, so it doesn't empty two piles. It plays into the when-gain theme, being a combo with things that gain extra cards. And it does the in-vogue modern Witch thing of not being able to give out Curses for a while.


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

View all Dominion cards