I’ll just start this post off by saying I had a lot of fun with this game. I don’t play bluffing and betting games often, but I always enjoy it when I do. Cursed Court was especially enjoyable for me because it was uniquely casual compared to other games of its kind. Usually, tricking other players is such a major mechanic that you are actively preventing yourself from winning if you don’t try to screw someone else over. I don’t enjoy thinking like that when playing games; I like to know that all the players are having as much, or more, fun as I am having. Cursed Court did not specifically encourage that play style. The scoring system and win-conditions encourage making plays that are beneficial to you, so actively tricking opponents, while possible, is very risky. A valid strategy is to simply observe patterns on the board and make plays with the knowledge you have.
The group I played with was entirely new to the game, except for one person, who had played the game before. This was a wonderful situation because this person was able to help us understand the rules and clued us in to some more nuanced strategies while not being that much better at the game than anyone else at the table. An early strategy that people adopted was putting eleven chips on their desired space off-rip to guarantee they had it. At first, I thought this move should be reserved for more aggressive plays, and it was better to make low bets first, so you had the opportunity to kick someone else off of your card late-game. Although, as we played, having that level of board control proved to be incredibly powerful, and it was rare that you wouldn’t have the knowledge necessary to make that kind of play in the early game anyway. There definitely is an aspect of “If everyone’s putting all of their chips on the board, the 3-chip bet doesn’t have much power anyway,” that influenced that strategy, but we did manage to have fairly engaging late-games where resource management was an important mechanic.
While our first game was fun, the second game we played was when things really got good. We decided to play an alternate ruleset where cards are not shuffled back into the deck every round, and so we needed to keep track of what cards were still possible to be in play. This began as a fairly normal game, but had a very fun late game where people were aggressively trying to claim spots they knew were able to score big and managing the various patterns that were possible. I think a major reason this mode is so appealing is that the size of the deck with the number of rounds means that the final round still has five extra cards that never saw play. This means that, while rare, there is a chance that a given character never appears, and there’s always a risk that the character that you know has a lot of cards still in the deck would not appear.
The idea of leadership in this game is more esoteric than in others. While you can play this game ignoring the actions of others, you do need to respect strategies and chip numbers that others are putting onto the board to win. Understanding what people are doing and why they may be doing it is incredibly important to forming game-sense. Oftentimes, it felt that the person who made their bet first set the tone for the rest of the round. I observed that when people who started with the aforementioned eleven-chip opening the round had notably more aggressive plays, more stealing spaces and higher defensive bids. Whereas people who started with lower bids tended to create a round where people constantly counted their chips, making sure they had enough to steal a space and not have it stolen back, and making more “bluff” plays on spots that didn’t necessarily have much evidence backing them up.
This is a game I hope I get the opportunity to play again. I don’t really know what else there is to say about it other than I genuinely enjoyed it and found it’s relation to the broader meaning of the class very compelling.