Cramcram
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 |
2 | 1 | Near-free compression |
| Express Horse | 2 | 1 | Draw for almost nothing |
| Rampart | 2 | 1 | Cheapest possible defense |
Court Lady |
3 | 2 | Economy + VP at a discount |
Star-Reading Witch |
3 | 2 | Best card in the set, now 2 coins |
City |
4 | 3 | Core economy 1 coin cheaper |
Library |
4 | 3 | Combo engine made affordable |
Supply Corps |
4 | 3 | Cheap draw card |
Cursing Witch |
5 | 4 | Attack card available 1 turn earlier |
Charming Witch |
5 | 4 | Hand disruption at City price |
Alchemist |
5 | 4 | Draw power at reduced cost |
Metropolis |
6 | 5 | Coronation cost drops by 1 |
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 |
5 | 4 | Available 1 turn sooner |
Charming Witch |
5 | 4 | Efficient disruption combo |
Battering Ram |
3 | 2 | Near-free domain destruction |
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 |
7 | 6 |
| 3rd | Margrave | 5 | 3+ |
| 4th | Senator |
4 | 3 |
| 5th | 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 |
5 | Required for coronation, 1 coin cheaper |
| S | City |
3 | Core economy at a discount |
| A | Cramcram | 5 | Coronate early to maximize discount |
| A | Star-Reading Witch |
2 | Top-deck control at 2 coins |
| A | Donation |
1 | Near-free Village trashing |
| B | Express Horse | 1 | Near-free draw |
| C | 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 |
4 | Disrupt + attack |
| A | Duke |
7 | 6 VP |
| A | Charming Witch |
4 | Hand disruption |
| B | Margrave | 5 | 3 VP + effect |
| B | Senator |
4 | 3 VP (same cost as City) |
| C | 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
- Coronate early — maximize the number of purchases that benefit from cost reduction
- Secure Cursing Witch (cost 4) immediately after coronation — disrupt and delay opponents
- Target Emperor's Crown (12 coins) — Cramcram's exclusive advantage nobody else has
- Keep attack cards to 2–3 total — disruption is a tool, not the win condition
- 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.
Donation
Court Lady
Star-Reading Witch
City
Library
Supply Corps
Cursing Witch
Charming Witch
Alchemist
Metropolis
Duke
Battering Ram
Land Reclamation
Senator