To expand on the Curse card thing... I do think it's ridiculous for the rules to suggest that people place the Curse cards out every game, when they will only apply when the Witch is there (and maybe in a rare case where all Coppers have been taken in a Gardens game). The reasoning I've heard is that we should get used to having the Curse cards there, as some of the expansion cards will employ them, but really, why wait for then? I've heard nothing yet about any Dominion expansions (beyond the single Envoy card), so it will presumably be at least several more months until we get them. So I really think there should have been at least one other Curse-involved card included in the base set. And bah to leaving the Curse cards there, regardless... if the Witch is in the game, bring 'em out with the Witch. I mean, it's not a big deal to just bring 'em out when you start playing, but it's just silly in theory that it was suggested that way, so I hereby defy that suggestion! :oP
I also have a complaint that they give you, I think, 6 or 7 blank cards, which is nice in case any of yours get lost or damaged. But if they had included say 16 or 17, then you could have the same 6 or 7 available for replacements, as well as 10/11 to use for your own variant card idea. In fact, if RGG would sell a stack of blank Dominion cards, I'd probably buy them to make a few variant stacks with. On Dec 30, 12:01 pm, Grudunza <[email protected]> wrote: >as well as at least > one more card that would make use of the Curse cards. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "BGG Down" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/BGG_down?hl=en -~----------~----~----~----~------~----~------~--~---
