Young Witch

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Young Witch
Info
Cost $4
Type(s) Action - Attack
Kingdom card? Yes
Set Cornucopia & Guilds
Illustrator(s) Jessi J
Card text
+2 Cards
Discard 2 cards. Each other player gains a Curse unless they reveal a Bane from their hand.

Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply.
Its cards are Banes.

Young Witch is an ActionAttack card from Cornucopia. It is an inexpensive curser, but the kingdom always contains a "Bane" card: another Kingdom card that an opponent can reveal from their hand to block the cursing attack. The Bane may be different each game, and the effectiveness of Young Witch in any given game can depend on which card is the Bane.

The Bane card pile is an 11th card pile added to the Kingdom, and constitutes one of two ways that the Supply can contain more than 10 Kingdom card piles. In this way Young Witch participates in the Cornucopia theme of diversity, since its presence increases the number of differently-named cards in the Supply. Circa the year 2017, a revised edition of the set Guilds & Cornucopia was issued, in which a Bane marker was added to be used sitting underneath the pile as a reminder, however, the second edition of the set removed the Bane marker to make room for other new cards.

Additional rules

Preparation

  • In games using Young Witch, choose an additional Kingdom card costing $2 or $3, put its pile into the Supply[, and mark its pile with the Young Witch randomizer or Bane card (underneath it, sideways)]. This is the "Bane" pile referred to by Young Witch; cards that start the game in this pile are "Bane cards."
  • You may choose the card any way you like; for example using the randomizers.
  • Cards from this pile are in the Supply and can be gained like other cards.
  • Do any setup the Bane card requires.
    • [For example, i]f you are also using the card Trade Route (from Dominion: Prosperity) and the Bane pile is a Victory card pile, that pile gets a Coin token, like other Victory card piles; similarly, if Trade Route itself is the Bane pile, all Victory card piles get tokens as normal.
  • If you are using the promotional card Black Market, and Young Witch is in the Black Market deck, put out a Bane pile for Young Witch.

FAQ

Official FAQ

  • This card causes there to be an extra pile in the Supply, called the Bane pile.
  • The extra pile is just like other Kingdom card piles - it can be bought, it can be gained via cards like Horn of Plenty, it counts for the end game condition.
  • When you play Young Witch, after you draw 2 cards and discard 2 cards, each other player may reveal a Bane card from their hand; each player who does not gains a Curse.
  • This attack hits other players in turn order, which matters when the Curse pile is low.
  • Players may respond to a Young Witch with Reaction cards like Horse Traders or Moat; those happen before Bane cards are revealed.
The Bane marker.

Other rules clarifications

  • You may select a Kingdom card pile to use as the Bane in whatever way you want—at random, choosing a card you particularly enjoy, etc.—as long as its cost is $2 or $3 and it's not already part of the Kingdom.
  • If Young Witch is in the Black Market deck, you do put out a Bane; however, Black Market itself cannot be the Bane in that instance.
  • If the top card of a split pile costs either $2 or $3 (such as Settlers or Herb Gatherer), it can be chosen as the Bane. All cards from the split pile can be revealed to block Young Witch.
    • However, cards that the Bane gives you access to but do not come from the same supply pile cannot block Young Witch. For instance, if Page or Urchin is the Bane, Treasure Hunter or Mercenary is not a Bane card.
  • Any setup instructions or rule changes triggered by the presence of the Bane have their normal effect. For instance, if the Bane is a Liaison you have to select an Ally and everyone starts with a Favor token; if the Bane is Tracker, everyone starts with a Pouch; etc.
  • Any relevant setup instructions of any other cards will also apply as usual to the Bane. For example, the Bane will still get 1D from Tax; and if it's an Action Supply pile, it may be chosen by Obelisk.
  • If the Bane is a Reaction that reacts to an Attack being played and leaves your hand when you use its ability (such as Beggar or Caravan Guard), you cannot both use its Reaction effect and block Young Witch; you must pick one.

Strategy

Young Witch is among the weaker junking attacks, although it can be important if Curses will be difficult or impossible to trash and if there is no good alternative junker, such as Witch or Old Witch. It is often skippable otherwise, since its cursing is unreliable and terminal sifting is usually not overly helpful. If you conclude that Young Witch’s attack may be important to slow down your opponent, getting one in the opening is often beneficial, because Curses hurt more the earlier they are added to a deck.

The Bane pile selection is sometimes relevant in evaluating whether Young Witch will be worthwhile. If the Bane is a card that you would potentially buy in bulk anyway (such as Border Guard), Young Witch is less likely to be an effective attack. Even if you don’t plan to buy them in bulk, some Banes are still very effective at blocking Young Witch and therefore severely reduce its appeal even in a Kingdom where its attack would otherwise be important; examples include Scheme (because it can topdeck itself every turn) and Lighthouse (because it also works as a defense if it is in play rather than in your hand). A weak Bane is less likely to tip the scales, but if the decision to take Young Witch is already marginal, this can occasionally be enough to make it viable. This might happen if the Bane is something you would normally prefer to not buy (such as Beggar) or a card that may be difficult to find in your starting hand (e.g. a one-shot or Reserve card).

Aside from the junking attack, Young Witch provides some light sifting and some synergy with cards you would like to discard, i.e. Tunnel and Village Green. The sifting effect is generally weak, since it's terminal and decreases your hand size, but can be of some use in junky games or for early game cycling.

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
Young Witch Young Witch from Goko/Making Fun +2 Cards
Discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn't, he gains a Curse.
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
Cornucopia June 2011
Young Witch Young Witch from Shuffle iT +2 Cards
Discard 2 cards. Each other player may reveal a Bane card from their hand; if they don't, they gain a Curse.
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
Guilds & Cornucopia
(2017 printing)
March 2018
Young Witch Young Witch from Shuffle iT +2 Cards
Discard 2 cards. Each other player gains a Curse unless they reveal a Bane from their hand.
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Its cards are Banes.

2022 Wording change


Cornucopia & Guilds
(Second Edition)

June 29, 2022


March 2024
 

Other language versions

Language Name Print Digital Text Notes
Czech Mladá čarodějka
Dutch Jonge heks
Finnish Nuori noita
French Jeune sorcière
German Junge Hexe German language Young Witch 2014 by ASS +2 Karten
Lege 2 Karten ab.
Jeder Mitspieler darf eine Bannkarte von seiner Hand aufdecken.
Wer das nicht macht, muss sich einen Fluch nehmen.
(2014)
translation error: omitted setup
Junge Hexe German language Young Witch 2019 by ASS +2 Karten
Lege 2 deiner Handkarten ab. Jeder Mitspieler darf einen Bann aus seiner Hand aufdecken und wer das nicht tut, nimmt einen Fluch.
Spielvorbereitung: Legt einen zusätzlichen Königreichkarten-Stapel, der $2 oder $3 kostet, in den Vorrat. Karten von jenem Stapel dienen als Bann.
(2019)
Junge Hexe German language Young Witch from Temple Gates Games +2 Karten
Lege 2 deiner Handkarten ab. Jeder Mitspieler nimmt einen Fluch, falls er keinen Bann aus seiner Hand aufdeckt.
Spielvorbereitung: Legt einen zusätzlichen Königreichkarten-Stapel, der $2 oder $3 kostet, in den Vorrat. Dessen Karten dienen als Bann.
Italian Giovane Strega
Japanese 魔女娘
(pron. majo musume, lit. witch's daughter)
+2 カードを引く
2枚捨て札にする。他のプレイヤーは全員、手札の災いカード1枚を公開してもよく、公開しなかった場合、呪い1枚を獲得する。
準備:コスト$2または$3のカードによる、追加の王国カードの山をサプライに置く。その山のカードを災いカードとする。
Polish Młoda Wiedźma Polish language Young Witch +2 Karty
Odrzuć 2 karty. Każdy z pozostałych graczy może odkryć kartę Zguby ze swojej ręki. Jeśli tego nie zrobi dodaje Klątwę.
Faza Przygotowania: dodaj do zasobów jeden dodatkowy stos kart królestwa o koszcie $2 lub $3. Karty z tego stosu to karty Zguby.
(2011)
Russian Юная Ведьма
(pron. yunaya vyed'ma)
Spanish Bruja Joven

Trivia

Official card art.

Donald X. has stated that Young Witch and Old Witch are the same person. Both cards share the same artist.

Secret History

When I decided to do a Black Market, I also decided to make a card that added a pile. I had also been wanting to have a card that you could Moat with a particular random pile, and the easiest way to specify it was to combine the concepts. At first the extra pile had to cost $3 exactly; it can also cost $2 because that adds some variety there, especially when not playing with lots of sets. That change was jeffwolfe's suggestion. At first the Young Witch "grew up" - she got better once there was an empty pile. That was cute, and some people were sad to see it go, but that version wasn't good enough, and there's only so much space on these cards. She is just always young. Not as good at drawing cards as an adult Witch, and also scared of something - maybe Cellars, or Menageries. *shiver* There was some debate as to how to indicate what the Bane pile was - did we need a mat or what. It was Jay who suggested using the randomizer card turned sideways.

Relevant outtakes

Prior to Young Witch, I had an attack that made everyone else discard Silver unless they revealed a particular card, which was either the cheapest card out, or a specific randomly determined card. Like I said under Young Witch, it was simplest to combine the random-Moat idea with the add-a-pile idea.


Cards $2 Hamlet $3 Fortune TellerMenagerie $4 Farming VillageHorse TradersRemakeTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) • Young Witch $5 HarvestHorn of PlentyHunting PartyJester $6 Fairgrounds
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
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 Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • 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 (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • 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: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
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: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
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)