I've come to agree with the people who say the $0 option is a problem. It's true that there can be some mind games involved in raising your bid, but that's not what I had in mind when I made the card in the first place. Regardless, I appreciate the interesting discussion it generated.
I tried to replicate the mechanics from the story as close as possible, but the fundamental problem is that Dominion is a zero-sum game and the Bottle Imp in the story isn't. When you sell it in the story, you don't care what the buyer is going to do with it, you just want to get rid of it. In Dominion, you
do care what the other guy will do with it.
With that in mind, I've made an alternate version that's less faithful but is simpler and I think it plays better. Only Cursed Bottle is changed:
Now it's impossible to lock everyone else out. In the beginning of the game it will bounce back and forth every turn, but then as things wind down the players will have to decide if they want to be stuck with it in the end.