Your hand is almost certainly not cursed. It may be scattered, overcommitted, misread, disrupted by a pass, or simply uncooperative. The distinction matters because curses resist analysis; hands permit choices.
Symptom: every tile belongs to a different idea
Mundane cause: You are protecting too many possibilities.
Counter-spell: Name two plausible directions, identify the tiles supporting neither, and make one discard at a time.
Symptom: the tile you discarded returned immediately
Mundane cause: Randomness has a sense of comic timing.
Counter-spell: Reevaluate with the current evidence. Do not keep or discard it solely to prove the prior decision correct.
Symptom: everyone else seems faster
Mundane cause: You can see their pace but not their uncertainty.
Counter-spell: Ask for a moment. Speed is not a moral quality.
Symptom: you committed too early
Mundane cause: The first coherent pattern felt like destiny.
Counter-spell: Check whether the governing reference still supports the hand and whether a second path remains. If not, play the actual position rather than the imagined one.
Symptom: nothing worked
Mundane cause: Not every round resolves into a win.
Counter-spell: Record one decision worth revisiting and release the rest. A wall game or losing hand is part of play, not evidence that learning failed.
Truth label: playful invention
“Cursed” is the joke. The recovery prompts are general reflection tools, not variant-specific strategy or official rules.