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.

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