Ill-Gotten Gains
From DominionStrategy Wiki
(Difference between revisions)
(Created page with "{{Cardbox| |Card = Scheme |Cost = 3 |Set = Hinterlands |Type = Action |Illustrator = [[]] |Text = +1 Card, +1 Action. At the start of Clean-up this turn, you may cho...") |
(→Secret History) |
||
Line 18: | Line 18: | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text= | + | |Text=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. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 from the Secret History of the Hinterlands Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 from the Secret History of the Hinterlands Cards] |
Revision as of 15:01, 3 November 2012
Scheme | |
---|---|
Cost | 3 |
Type | [[Action]] |
Set/Expansion | Hinterlands |
Illustrator | [[[[]]]] |
+1 Card, +1 Action. At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck. |
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.