Order 10
The Cursed
The curse. Every defeat makes it stronger.
- 8highest rank
- 21rank total
- IIStory chapter
- 8games for the Herald
Ability
What a Cursed card does
Gains a permanent +1 on its 4 ranks each time it is captured.
Every time a Cursed card is captured, it gains +1 on all four ranks, forever, up to 10. Taken once, it comes back stronger in your opponent's hands; taken back, it returns stronger still in yours.
With 8, 7, 4 and 2, the Cursed card is a lopsided one: an 8 that takes almost everything, a 2 that stands up to nothing. That 2 is what makes it strong: it invites capture, and capture feeds it.
HeraldA one-in-three chance to gain +2 instead of +1.
Four cards
The four cards of the Cursed
The four Cursed cards carry the same numbers, 8, 7, 4 and 2, each a quarter turn further on: what is on top on one is on the right on the next. Choosing the right card means choosing which rank will face the enemy.
- 8742Card 1
top 8 · left 7
right 4 · bottom 2 - 7284Card 2
top 7 · left 2
right 8 · bottom 4 - 2478Card 3
top 2 · left 4
right 7 · bottom 8 - 4827Card 4
top 4 · left 8
right 2 · bottom 7
In a duel, your eight cards come from your two Orders, four per Order, plus one card from each Order kept in Reserve for Sudden Death.
Strategy
Playing the Cursed well
Lose it to take it back stronger
Expose a Cursed card by its 2: your opponent takes it, and it goes up to 9, 8, 5, 3. Take it back with a Gilded card, or through its new 3: it comes back to you at 10, 9, 6, 4. That is the Treaty The Ransom.
The 8 toward the enemy, the 2 toward the edge
When you aren't looking for the trade, play the Cursed card as a strong card: the 8 takes, the 2 faces the edge or an ally.
Count the captures
A Cursed card goes up by 1 each time it is captured, up to 10. Its 8 gets there by the second capture: on that side, almost nothing can take it head-on any more, except a Gilded card, which is delighted to swap with it.
Play it early
A Cursed card that has time to change sides two or three times ends the game as the strongest card on the board. Placed last, it never gets that time.
The Herald bets on +2
The Herald of the Cursed has a one-in-three chance to gain +2 instead of +1 each time it is captured. The curse grows faster.
Facing them
Countering the Cursed
Don't capture it if you can't keep it: every capture makes it stronger, and it can come back. If you take it, take it for good, with a card that holds. A Gilded card takes it at any age, since it swaps the ranks; a Chimera placed on the side of its 8 flips it and turns its 2 to face it.
Two per duel
The alliances of the Cursed
Before each duel, you choose two Orders. Some pairs have a name: these are the Treaties, which your profile tracks game after game. The Cursed sign one.
The Ransom with the Gilded
You let your opponent take a Cursed card: it comes out stronger, then you buy it back.
The signA Cursed card lost, then won back in the same game.
Story mode
The Herald of the Cursed
A one-in-three chance to gain +2 instead of +1.
The Herald is the superior version of the Order: its four cards keep their numbers, but its ability changes. It is earned by finishing chapter II of Story mode: eight games, from the Hanged Man to the Cursed King. It is played against the Echo, in Classic matches and in challenges between friends, never in Ranked or in tournaments.
Questions
The Cursed in three questions
Is the Cursed card's bonus permanent?
Yes, up to 10 on each rank. It keeps its gains even when it changes sides.
Does a Cursed card that is taken back gain +1 again?
Yes: every capture it suffers, by either side, gives it +1.
How do you earn the Herald of the Cursed?
By finishing chapter II of Story mode: eight games, from the Hanged Man to the Cursed King.
Play the Cursed
Two Orders, eight cards, one duel. Choose the Cursed and an ally, and see their ability at work.
Play for freeNo account needed, in English, in your browser or on iPhone · The iPhone app