I Eat Tables wrote:
The problem with curse tokens is they're functionally too similar to giving +1 VPs to other players instead. For example, say I had a card which was an attack that gave 1 curse token to each other player. Say, it cost $4 and also gave +$2 on play. This is functionally identical to Monument except it's an attack my opponents can react to - since I get $2 and a net difference of a 1 VP lead from playing it. Or as another example, say I had a powerful ability that gave me curse tokens. Well, that could just give VP tokens to opponents instead, but most likely that effect would be hard to balance anyway.
There are potential niche things they could do that VP tokens don't, but it's just not an interesting enough design space. And if you want to have cards that interact with curse tokens already in play, then you need them to also be giving them out.
If other players except for 1 can deflect the Curse token, then it's not the same thing as that player just gaining +1 VP token.
Otherwise, you could explore things like getting rid of VP token for a penalty, like with those 2 Adventure player tokens.
I wouldn't say there's not enough design space, but I'm guessing there are bigger fish to fry.