Witch

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Witch
Info
Cost $5
Type(s) Action - Attack
Kingdom card? Yes
Set Base
Illustrator(s) Matthias Catrein
Card text
+2 Cards
Each other player gains a Curse.

Witch is an Action-Attack card from the Base set. It is a curser that provides a small amount of terminal draw.

FAQ

Official FAQ

  • The Curses come from the Supply and are put into discard piles.
  • They are given out in turn order, which can matter when the Curse pile is low.
  • When the Curses are gone, you can still play Witch for +2 Cards.

Strategy

Witch is a curser and terminal draw card from the Base set. It can be centralizing in many Kingdoms, especially if trashing Curses is difficult.

Curses in your opponents’ decks serve two primary purposes:

  1. Curses are stop cards that reduce the average value of the cards in their deck. Adding more curses to your opponent’s deck makes it harder for them to draw through their deck. Lining up cards that benefit from being drawn together (e.g. Village/Smithy) becomes less likely.
  2. Curses give negative VP if they are not trashed by the end of the game.

Because of this, Witch often leads to longer games.

In the absence of trashing, an initial priority should be to deal out more Curses than your opponents before the pile is empty. Purchasing an early Witch, ideally as your first $5 card, is a good way to ensure that you “win the Curse split”: dealing out more Curses than your opponents. A second Witch may help you distribute Curses even faster. Games with Witch and no trashing are likely to be slogs.

Even when trashing is available, Witch can still be an efficient way to slow down your opponents’ decks, unless the trashing is very strong (e.g. kingdoms with Chapel). Getting control of your deck becomes more difficult if you need to trash Curses as well as your starting cards. Many trashers, such as Remodel, are bad at trashing Curses and are better at trashing your Estates. These trashers may be too slow to overcome an influx of Curses.

As a terminal draw card, Witch’s +2 Cards can be useful, but it is rarely used primarily for its draw. Early on, the drawing effect can help you afford more expensive cards and draw faster through your shuffle.

Versions

English versions

Print Digital Text Release Date
Witch Witch from Goko/Making Fun +2 Cards
Each other player gains a Curse card.
Dominion October 2008
Witch Witch from Shuffle iT +2 Cards
Each other player gains a Curse.
Dominion (Second Edition) October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 女巫 (pron. nǚwū)
Czech Čarodějnice
Dutch Heks Dutch language Witch +2 Kaarten
Iedere andere speler pakt 1 vloekkaart.
Tweede editie
(herdruk 2019/2020)
Finnish Noita
French Sorcière
German Hexe German language Witch 2008 by HiG +2 Karten
Jeder Mitspieler muss sich eine Fluchkarte nehmen.
(2008)
German Hexe German language Witch 2019 by ASS German language Witch from Shuffle iT +2 Karten
Jeder Mitspieler nimmt einen Fluch.
2. Edition
(2019)
Hungarian Boszorkány
Italian Strega
Japanese 魔女 (pron. majo) +2 カードを引く
他のプレイヤーは全員、呪い1枚を獲得する。
Korean 마녀 (pron. manyeo)
Norwegian Heks
Polish Wiedźma Polish language Witch +2 karty
Każdy z pozostałych graczy dodaje kartę Klątwa.
(2015)
Romanian Vrăjitoare
Russian Ведьма (pron. vyed'ma) Russian language Witch from Shuffle iT +2 Карты
Каждый другой игрок получает Проклятие.
Spanish Bruja Spanish language Witch +2 Cartas
Cada uno de los demás jugadores gana una carta de Maldición.
First Edition
(2008)
Bruja Spanish language Witch +2 Cartas
Cada uno de los demás jugadores gana una carta de Maldición.
Second Edition
(2016, 2021)

Trivia

Official card art.

Secret History

In the very first game of Dominion, this cost $3 but didn't draw you cards. It quickly shot up to 5, then gained the penalty of "pay one $." That's how much people hated Witch. It stayed like that until around when development started. When I started doing more testing of the main set cards (as opposed to expansions), it was obvious that Witch was weak. First it lost the penalty, then gained +1 Card, then +2 Cards. It costs $5; there is some tough competition there.

2-player vs multiplayer

Yes if you pass on Witch it might be for a trasher, though it may also be for a significant money card. It probably won't be for Lab; a key thing is that when everyone has a lot of Curses fast, the +2 Cards on Witch sucks, and Lab is no better.

To be definitive we'd have to consider each attack and each non-attack you could get over it separately, plus the rest of the board, and time does not permit. For sure there are some non-attacks you will want over some attacks, and with Witch it's specifically because, your extra Curses aren't so many, Witch isn't great in your deck, and the other card you get can make up the difference. You still might get that Witch, there are all the circumstances where you get it. But it's not rare to not want it, once the other players have it (if the other players somehow pass on it, man, get it).

For me the key thing is, that I want Witch less often in multiplayer than in 2-player, and prefer the amount I want it in multiplayer; I wish I'd scaled Curses differently.


What I want is to not have to buy Witch; to have it be a reasonable option but not at all mandatory. A decision. Obv. it will vary from game to game and sometimes be the obvious superior move due to the rest of the board. But you know.

In a 5-player game, with the current rules, if the other players buy Witch I do not have to. I like that. Witches are at a better power level in multiplayer. The situation to fix is the two player game. You can't fix that by changing the number of Curses in multiplayer.

The initial idea was to have so many Curses that they would be unlikely to run out (and then balance the cards for that situation); you can only have so many cards though, and only want so much suffering, and no-one (else) needs to experience Witch Golden Decks. So there are fewer Curses, and that makes the card effect vary with the number of players and number of players buying Witch. I tried to balance it around 1 player buying it, but think N-1 buying players would have been better (I have not tried it though). The games I was actually playing were multiplayer and frequently had most players buying Witch; those were the situations I was actually seeing while balancing the card.


Curses are scaled so that Witch plays give out Curses 10 times, no matter the number of players (yes not counting all the things that could mess this up). If only one player buys Witch, it's just as good whether there are three opponents or just one. But that wasn't the right way to scale it. I should be guessing that most players buy Witch (if the card were perfectly balanced, you might guess that half of them would buy Witch, but of course some games it will be weaker and some stronger, and I care more about the cases where it's stronger). This is one of those cases where I say, I haven't put in the work here, I haven't playtested anything else, and I would get to, if I were actually changing it. But you know. I bet it could be better. In a 4-player game I don't have to get Witch if multiple other players do. I like that.


I haven't put in the work so I don't know what I would land on. But yes in 4-player Witch seems fine, you can choose not to go for it and do better with something else (if the other players get it). I want to bring that experience to 2-player. With 4 players, if we all get Witch, 30 Curses divide roughly evenly among 4 players - 7-8 Curses each. If you instead don't get Witch, you get 10 Curses, but the other players still get 6-7. With 2 players, you get 5 if you get it, 10 if you don't, and they get 0. And I mean I'm not doing the rest of the work now either. But hopefully that's all clear.


Cards $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Combos and Counters Beggar/GardensWorkshop/Gardens
Other concepts Vanilla
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $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
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)