Cursed!?
Cursed!? Rulebook
Table of Contents
Table of Contents
Components
- 30 game cards (3 copies each of 10 unique cards). Each card has three functions, one printed on each third of the card: a monster you face, a weapon you fight with, and an item you can use.
- 4 rule cards.
- A tin to hold everything.
The draw pile doubles as your remaining life (HP): running out of cards to draw is the same as running out of life.
Setup
Shuffle the deck of cards. Take one card and place it item side up in the items area. This will be your starting item.
Mid Game Layout
The play area consists of:
- Items
- Captured Souls
- Draw Pile (HP)
- Monster
- Weapons
- Discard Pile
General Round Flow
A round consist of the following:
- Draw a card, this will be the monster you face this round.
- Use any items at any point during the round.
- Draw as many weapon cards as you would like to lessen the damage you will take against the monster. Drawing a weapon that takes you over the monster's power is discarded.
- The difference in total power when you decide to stop pulling weapons is how much damage you take. Discard from the draw pile for each damage taken.
- Capture the monster's soul by putting the captured monster into the captured souls pile and put any items and weapons used into the discard pile.
- If the monster guarded an item chest you gain an item.
- With the round over, you start a new one by pulling a new monster.
Weapons
A weapon's power is the number to the right.
Your total weapon power subtracted from the monster's power, and the difference is how much damage you take. You may draw as many weapons as you would like to try and close the power gap and take less damage, however you cannot deal more damage than the monster has, or the soul is lost.
Think blackjack – you want to get close to the monster's power without going over, or you take damage as the card instead of used.
Items
You may play an item during the game unless it specifically says a certain time.
If you defeat a monster guarding a chest, you gain an item as the reward.
(The rest of this card's text on how the reward is drawn and shuffled was not legible in the available source photograph.)
FAQ and Tips
- Going over a monster's power with a single weapon attack (even if an item is used) causes you to [text obscured in source photograph] soul and take no extra [damage], [with a further clarification about the] final monster.
(This card's exact wording past "causes you to" was obscured behind another card in every available source photograph; the rest of the card was not reachable at all. The rule as clearly established elsewhere in this document — drawing a weapon that takes your total over the monster's power discards that weapon, and the difference in power when you stop is the damage you take — still applies; this FAQ card appears to add a special-case clarification for single-attack overshoots that could not be fully recovered.)
Monster Traits
Some monsters have a special trait printed under their name and power. A monster with no trait text has no special ability.
- Explodes (power 5): You are only able to land a single attack.
- Flying (power 7): First melee attack deals no damage.
- Ethereal (power 8): First odd value weapon attack deals no damage.
- Evasive (power 9): First even value weapon attack deals no damage.
- Tough Skin (power 10): First ranged attack deals no damage.
Weapon Cards
Each weapon card shows an icon and a power number (some show two numbers separated by a slash, for a ranged/melee split value):
- Dagger — 1/6
- Throwing Daggers — 1/6
- Axe — 2
- Short Bow — 2
- Mace — 3
- Spear — 3
- Sword — 4
- Staff — 4
- Fireball Spell — 5
- Greatsword — 5
Item Cards
- Soul Crystal: Take no additional damage if you attack over a monster's power. Ignores any traits.
- Big Turkey Dinner: Yum! Shuffle discard pile, take 4 cards, place them at the bottom of your draw pile.
- Smoke Bomb: Place all cards in the current encounter into the draw deck and shuffle.
- Shield: Blocks up to 3 damage.
- Whetstone: +3 damage to a single weapon.
- Bewitching Relic: Use the monster side and power of a drawn weapon card to attack. Ignores monster traits.
- Mimic!: When drawn as an item, immediately treat the Mimic as a monster with a power of 4.
- Large Backpack: Take a weapon card from the discard pile and keep it with your items for use when needed.
- Frenzy Potion: Your initial weapon strike hits for double damage and ignores monster traits.
- Scroll of Purge Life: Instantly kill a monster when used, ignoring any monster traits.