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What Makes Cramcram Special — The Full Picture of Cost Reduction

Cramcram, Market Princess of the South Seas costs 6. After coronation, all of her card purchases cost 1 less (minimum cost 1).

While it sounds simple, this 1-coin discount applied across every purchase compounds into a decisive efficiency advantage over the course of a full game.

The Compound Value of Cost Reduction

In the post-coronation phase, assume Cramcram buys 6 cards over 6 turns:

  • Average savings: 1 coin per purchase
  • Total savings over 6 turns: 6 coins
  • Equivalent value: another City and a half, or a free Court Lady

But the true power isn't just raw savings — it's that Cramcram can reach higher cost tiers she otherwise couldn't.


Cost Reference Table — With Cramcram's Discount

Card Normal Cost Cramcram Cost Significance
Donation Donation 2 1 Near-free compression
Express Horse 2 1 Draw for almost nothing
Rampart 2 1 Cheapest possible defense
Court Lady Court Lady 3 2 Economy + VP at a discount
Star-Reading Witch Star-Reading Witch 3 2 Best card in the set, now 2 coins
City City 4 3 Core economy 1 coin cheaper
Library Library 4 3 Combo engine made affordable
Supply Corps Supply Corps 4 3 Cheap draw card
Cursing Witch Cursing Witch 5 4 Attack card available 1 turn earlier
Charming Witch Charming Witch 5 4 Hand disruption at City price
Alchemist Alchemist 5 4 Draw power at reduced cost
Metropolis Metropolis 6 5 Coronation cost drops by 1
Duke Duke 8 7 High-value VP 1 coin cheaper
Emperor's Crown 13 12 14 VP for 12 coins — massive

The Three Most Important Discounts

City: 4 → 3 coins The primary economy card is 1 coin cheaper. When opponents need 4 coins to buy a City, Cramcram only needs 3 — a compounding early advantage.

Metropolis: 6 → 5 coins Coronation preparation is faster by 1 coin. This alone can shift the race by a full turn.

Emperor's Crown: 13 → 12 coins This is Cramcram's exclusive privilege. Hitting 12 coins is realistically achievable with a standard economic engine; hitting 13 requires extra setup. 14 points for 12 coins is the single best value play available to Cramcram.


When to Choose Cramcram

Supply with Multiple Attack Cards

Attack Card Normal Cramcram Advantage
Cursing Witch Cursing Witch 5 4 Available 1 turn sooner
Charming Witch Charming Witch 5 4 Efficient disruption combo
Battering Ram Battering Ram 3 2 Near-free domain destruction
Land Reclamation Land Reclamation 4 3 Village distribution at City price

Supply Rich in Cost 4–6 Cards

The 4–6 cost range is the most important in the game. When City (4), Star-Reading Witch (3), Library (4), and Supply Corps (4) are all available, Cramcram's discount applies to all of them simultaneously.


Phase-by-Phase Strategy

Phase 1: Economy Building (Turns 1–5)

Important: Cramcram's cost-reduction only activates after coronation. Before that, she has normal purchasing power.

Turn Range Priority Purchases Why
Turn 1–2 Donation / City Compress or build economy
Turn 3–4 2nd City / Star-Reading Witch Stable base
Turn 5–6 Metropolis / Cramcram Prepare for coronation

Early Cursing Witch Timing

Post-coronation, Cursing Witch costs only 4. That's the same as City — a major shift in priority.

Recommendation: Target Cursing Witch as your first post-coronation purchase. Pre-coronation, it still costs 5 and competes with economy investments.

Phase 2: Establishing Control (Turns 6–12)

Attack Card Acquisition Schedule

Turns After Coronation Purchase Target Priority
Immediately Cursing Witch (4 coins) Secure first attack
Next turn VP card / Charming Witch (4 coins) Points or second attack
After that VP cards primarily 2 attack cards usually sufficient

The 2:3 Attack-to-Economy Ratio

The most common Cramcram failure is too many attack cards and too few VP cards.

Target composition:

  • Attack cards: ~20% of deck
  • Economy cards: ~30% of deck
  • VP cards: ~50% of deck

After 5 turns post-coronation, aim to have 2–3 VP cards already purchased.

Coronation Timing

The key insight: the earlier you coronate, the more purchases benefit from the discount.

Coronate when:

  • You have 2–3 Cities (8+ coins per turn reliably)
  • At least 1 Metropolis secured
  • You can coronate 1–2 turns before your opponent

Phase 3: Efficient VP Collection with Cost Reduction

Post-Coronation Purchase Priority

Priority Card Cramcram Cost Points
1st Emperor's Crown 12 14
2nd Duke Duke 7 6
3rd Margrave 5 3+
4th Senator Senator 4 3
5th Court Lady Court Lady 2 2

The Fastest Route to Emperor's Crown (12 Coins)

12-coin combinations:

  • Metropolis×2 (6) + City×3 (6) = 12 coins
  • Supplement with Star-Reading Witch to filter your deck top and lock in a 12-coin turn

Realistic probability: With the above setup in a 15–18 card deck, hitting 12 coins on a 5-card draw occurs roughly 50–60% of turns. Add Star-Reading Witch and that climbs to 70–80%.


Control Tactics in Detail

Cursing Witch: Delivering Curses

Curses add −1 coin / −2 VP to the recipient's deck. At cost 4 (Cramcram discount), Cursing Witch is exceptionally efficient.

When to use it aggressively:

  • Opponent is still pre-coronation: every curse slows their economy
  • Opponent has just coronated: curses reduce their final VP score

Limits:

  • 1–2 copies is optimal. 3+ compete too heavily with VP card slots.
  • Ineffective against opponents with Rampart (cost 1 for Cramcram) or defense cards.

Charming Witch: Hand Disruption

Charming Witch forces opponents to discard an action card from hand. At cost 4, this is one of Cramcram's most powerful tools.

Effective against:

  • Combo-heavy opponents relying on Star-Reading Witch or Alchemist
  • Opponents in their coronation turn — discard the Metropolis-combo piece

Less effective against:

  • Opponents running minimal action cards (pure City/Court Lady economy)

Land Reclamation: Reverse Compression

Land Reclamation (cost 3 with Cramcram) adds 2 Villages to each opponent's deck — the opposite of compression.

High-impact timing:

  • After opponents have spent their Donations (no more compression available)
  • Mid-to-late game when opponents are focused on VP buying
  • Multiple uses can load 4+ Villages into an opponent's deck

The math:

  • 4 Villages in opponent's deck = −8 VP and consistent dead draws on their end

Sample Game Walkthrough (Feeling the Power of Cost-1 in Action)

Assumed Supply

Donation, City, Metropolis, Cursing Witch, Duke, Emperor's Crown available (minimal other attack cards).

Phase 1: Early Economy (Turns 1–5)

The cost-1 discount is not yet active — Cramcram hasn't been coronated. All purchases are at standard costs.

Turn Hand Total Coins Purchase Note
1 [Village×4, Court Lady×1] 4 coins City (cost 4) Village×4=4 coins — secure first City
2 [Village×3, Court Lady×1, City×1] 5 coins Donation (cost 2) Village×3=3+City=2=5 coins. Begin compression
3 [Village×2, Court Lady×2, City×1] 4 coins City (cost 4) Village×2=2+City=2=4 coins. Second City secured
4 [Village×2, Court Lady×1, City×2] 6 coins Metropolis (cost 6) Village×2=2+City×2=4=6 coins. Coronation prep
5 [Village×1, Court Lady×1, City×1, Metropolis×1] 6 coins Cramcram (cost 6) Village=1+City=2+Metropolis=3=6 coins

Note: Pre-coronation, Cursing Witch costs the standard 5 coins — wait until after coronation to buy it.

Phase 2: Final Pre-Coronation Setup (Turns 6–10)

Turn Hand Total Coins Purchase Note
6 [Village×3, City×2] 7 coins 2nd Metropolis (cost 6) Village×3=3+City×2=4=7 coins
7 [Village×2, City×1, Metropolis×1] 7 coins Star-Reading Witch (cost 3) Village×2=2+City=2+Metropolis=3=7 coins
8 [Village×1, City×2, Metropolis×1] 8 coins Village=1+City×2=4+Metropolis=3=8 coins. Prepare coronation
9 [Village×1, City×1, Metropolis×1, Court Lady×1] 6 coins Village=1+City=2+Metropolis=3=6 coins. Use Star-Reading Witch to set up next turn
10 [Village×2, City×2, Metropolis×1] 8 coins Coronate Cramcram! Village×2=2+City×2=4+Metropolis=3=8 coins. Coronation requires total 6+ coins

Turn 11: Cost-1 Activates — The Moment Everything Changes

Coronation complete! From this point on, every card costs 1 less.

Card Normal Cost Cramcram Cost Impact
Donation 2 1 Near-free compression
Cursing Witch 5 4 Same cost as City — attack available now
Duke 8 7 6 VP for 1 coin less
Emperor's Crown 13 12 14 VP for 12 coins — exclusive advantage

Turn 11 hand: [Village×2, City×1, Metropolis×1] → Village×2=2+City=2+Metropolis=3=7 coins

Cost-1 is active. Cursing Witch now costs 4, so purchase: Cursing Witch (4) + Senator (4) = 8 coins spent.

Turns 12–16: Fast VP Collection with Cost-1

Turn Hand Coins Purchase (Cramcram cost) Cumulative VP
12 [Village×2, City×2, Metropolis×1] 9 coins Duke (7) + Court Lady (2) = 9 coins 6+2 = 8 VP
13 [Village×3, City×2] 7 coins Duke (7) → 0 coins leftover +6 = 14 VP
14 [Metropolis×2, City×3] 12 coins Emperor's Crown (12)! +14 = 28 VP
15 [Village×2, City×2, Metropolis×1] 9 coins Duke (7) + Court Lady (2) = 9 coins +8 = 36 VP
16 [Metropolis×2, City×2, Village×1] 11 coins Duke (7) + Senator (4) = 11 coins +9 = 45 VP

Side-by-Side Comparison: Without vs. With Cost-1

Situation Without Cost-1 With Cost-1 (Cramcram) Difference
11 coins available Duke(8)+Court Lady(3) = 8 VP Duke(7)+Senator(4) = 9 VP +1 VP, 0 coins wasted
8 coins available Duke(8) = 6 VP only Duke(7)+Court Lady(2) = 8 VP +2 VP
12 coins available Duke(8)+Senator(5) = 13 cost, 1 short Emperor's Crown(12) = 14 VP +14 VP (dramatic difference)
4 coins available City(4) only Cursing Witch(4) OR City(3)+Donation(1) More options

Three Build Paths Maximizing the Cost-1 Discount

Build A: Emperor's Crown Rush (12-Coin Burst)

Concept: Achieve 12 coins as quickly as possible after coronation to secure the 14-VP Emperor's Crown.

Turn Purchase Purpose
1 City Economy base
2 City Economy base
3 Metropolis Coronation prep
4 Star-Reading Witch Stack deck top for a guaranteed 12-coin turn
5 City Economy boost
6 Cramcram Secure princess
7–8 Metropolis / City Stabilize 12-coin turns
9–10 Coronate Cost-1 activates
11 Cursing Witch (4) First attack card
12–13 Emperor's Crown (12) 14 VP at maximum efficiency
14+ Duke (7) repeatedly 6 VP every turn

Key insight: Metropolis×2(6) + City×3(6) = exactly 12 coins. Star-Reading Witch ensures this combination appears on demand.


Build B: Duke Factory (Four Dukes at Cost 7)

Concept: At 7 coins, a Duke is always within reach. Build stable 7-coin turns for reliable 6 VP per turn.

Turn Purchase Purpose
1–2 City×2 Economy base
3 Metropolis Coronation prep
4 City Stabilize 8–10 coins per turn
5 Donation Village compression
6 Cramcram Princess secured
7–9 Metropolis / City Lock in 8+ coins reliably
10 Coronate Cost-1 activates
11 Duke (7) 1st Duke — 6 VP total
12 Duke (7) 2nd Duke — 12 VP total
13 Duke (7) + Court Lady (2) 9 coins — 20 VP total
14 Duke (7) + Senator (4) 11 coins — 29 VP total
15+ Target Emperor's Crown (12) Finish — 43+ VP

Without cost-1: Four Dukes = 8×4 = 32 coins. With Cramcram: 7×4 = 28 coins. Savings = 4 coins (≈ 2 Court Ladies worth of VP).


Build C: Control Disruptor (Cursing Witch ×2 Slowdown)

Concept: Secure two Cursing Witches at cost 4 each, load opponent's deck with 2+ curses, then race to Emperor's Crown.

Turn Purchase Cost Purpose
1–5 City×2, Metropolis×1, Donation×1 Standard Pre-coronation economy
6–7 Cramcram, City Standard Princess secured
8–9 2nd Metropolis, Star-Reading Witch Standard Coronation ready
10 Coronate Cost-1 activates!
11 Cursing Witch (4) Cramcram cost First disruptor
12 Cursing Witch (4) + Senator (4) 8 total Second disruptor + VP
13 Duke (7) Cramcram cost VP collection starts
14 Emperor's Crown (12) Cramcram cost 14 VP secured
15+ Duke (7) repeatedly Cramcram cost VP finish

Disruption math: 2 Cursing Witch plays → 2 curses on opponent. Each curse = −1 coin/turn, −2 VP. Two curses slow the opponent by 2–3 turns.

Without cost-1: Cursing Witch×2 + Senator = 5+5+5 = 15 coins. With Cramcram: 4+4+4 = 12 coins. Save 3 coins (≈ 1 extra Court Lady worth of VP).


Key Card Priority Rankings

Pre-Coronation

Priority Card Cramcram Cost Reason
S Metropolis Metropolis 5 Required for coronation, 1 coin cheaper
S City City 3 Core economy at a discount
A Cramcram 5 Coronate early to maximize discount
A Star-Reading Witch Star-Reading Witch 2 Top-deck control at 2 coins
A Donation Donation 1 Near-free Village trashing
B Express Horse 1 Near-free draw
C Cursing Witch Cursing Witch 5 (pre) Buy post-coronation at cost 4

Post-Coronation

Priority Card Cramcram Cost Points/Effect
S Emperor's Crown 12 14 VP (best efficiency)
S Cursing Witch Cursing Witch 4 Disrupt + attack
A Duke Duke 7 6 VP
A Charming Witch Charming Witch 4 Hand disruption
B Margrave 5 3 VP + effect
B Senator Senator 4 3 VP (same cost as City)
C Court Lady Court Lady 2 2 VP (very accessible)

Failure Patterns

Problem 1: Too Many Attack Cards

Fix: Maximum 2–3 attack cards total. Beyond that, you're sacrificing VP cards.

Problem 2: Coronating Too Late

Fix: The discount compounds over time. Every delayed turn is a wasted discount. Coronate even if your setup isn't perfect.

Problem 3: Skipping Emperor's Crown

Fix: Emperor's Crown at 12 coins (14 VP) vs Duke + Senator (9 VP for ~11 coins). The point-per-coin difference is massive. Plan your economy to hit 12 coins.

Problem 4: Forgetting the Discount Starts at Coronation

Fix: Before coronation, Cramcram has no discount. Don't mentally subtract 1 from card costs while planning pre-coronation turns.


Matchup Strategies

vs. Raolili

Raolili gains massive post-coronation economy from Court Ladies.

  • Prioritize early coronation — Cramcram's Metropolis at 5 coins helps with this.
  • Use Cursing Witch post-coronation to cut into Raolili's coin generation.
  • Race to Emperor's Crown before Raolili's card advantage translates into too many VP cards.

vs. Flamaria

Flamaria takes 2 free cards (cost 5 or less) upon coronating.

  • Star-Reading Witch at 2 coins (Cramcram's discount) — secure it before she coronates if possible.
  • Charming Witch is especially effective against Flamaria's action-heavy post-coronation deck.
  • Race to coronate first to deny her free acquisition timing advantage.

vs. Lulunasaika

Lulunasaika starts with 6 free VP at coronation and runs a clean economy.

  • Cramcram's path to Emperor's Crown (12 coins) is the clearest way to overcome the 6-point deficit.
  • Use Cursing Witch to slow Lulunasaika's VP purchasing and give yourself more time.
  • If she reaches Emperor's Crown before you, shift to volume: Senator + Court Lady every turn.

Five Victory Conditions for Cramcram

  1. Coronate early — maximize the number of purchases that benefit from cost reduction
  2. Secure Cursing Witch (cost 4) immediately after coronation — disrupt and delay opponents
  3. Target Emperor's Crown (12 coins) — Cramcram's exclusive advantage nobody else has
  4. Keep attack cards to 2–3 total — disruption is a tool, not the win condition
  5. Think in "Cramcram prices" for every purchase decision — internalize the discount

Cramcram rewards players who balance aggression and efficiency. The best Cramcram games are ones where your opponents are perpetually one turn behind, while you're consistently hitting cost-12 Emperor's Crown turns.