|Type(s)||Action - Attack|
Trash a card from your hand. If it costs or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.
Catapult is an Action-Attack card from Empires. It is a trasher that can function as a handsize attack or a curser; which Attack effects happen (or both) depend on the card being trashed. It is a split pile card, with 5 copies of Catapult sitting on top of Rocks; Rocks are designed to be the optimal trashing target to get the most Attack value out of Catapult.
 Official FAQ
- If the card you trash is a treasure, each other player discards down to 3 cards in hand; if the card you trash costs Silver), both things happen; if it is neither, neither thing happens. or more, each other player gains a Curse; if it is both (e.g.
- If you have no cards in hand left to trash, neither thing happens.
 Other Rules clarifications
- If you Catapult an Inherited Estate, the Estate is in the trash and, thus, no longer yours when Catapult checks its type; therefore when you trash an Estate Inheriting Crown, the other players would not discard down to 3 cards.
Catapult is a fairly good card, if you know how to use it, that is. It may seem that buying all five Catapults, then getting the Rocks, is the best thing to do. After all, trashing Rocks with Catapult makes your opponents discard and gain a Curse. The problem with this, however, is that having five Catapults in your deck isn't all that good, because you'll run out of cards to trash, leaving you with five Catapults and hardly any money. Unless at least one other person is buying Catapults, it's usally best to only get two and forego the Rocks. Opening Catapult-Catapult allows you to trash your junk while hurting your opponents at the same time. This strategy is good enough to beat Big Money. Later on, when you've trash all your Coppers, you can use one Catapult to trash your other Catapult, because you probably won't be needing it any more. Sometimes it's best to keep your Catapults even after you've trashed your Copper:
- If the Fortresses are in the Kingdom, you may even want 5 Catapults, because you can have a very slim deck (thanks to the Catapults), playing Fortresses until you only have one left, then play your Catapults to Curse x3~5 your opponents each turn. This empties the Curses fairly quickly and makes it really hard for your opponents to recover. In fact, in a Kingdom with Fortress and Catapult, the winner may well be decided by the repartition of the Catapults. As a side note, if there's Inheritance too, just rush like crazy for it and choose Catapult, then you'll have as many as you want.
- Masterpiece and Talisman. These cards can get you a lot of Silvers, allowing you to keep trashing them without ever running out while hurting your opponents quite a bit, because Silvers are Treasure cards, and they cost .
- Delve, and Conquest can also get you plenty of Silvers, though perhaps not as many as Talisman or Masterpiece.(Conquest also gives you the bonus, however.)
- If Tomb is in the game, then you get a bonus for every card you trash with Catapult, turning it into a winning strategy (as long as your opponent isn't playing a Chapel engine).
- If Mountebank is in the game, it's probably better to get it instead of Catapult.
 English versions
|+. Trash a card from your hand. If it costs or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.||Empires||June 2016|
 Other language versions
 Preview+ they get Cursed, and if a card has both attributes they both discard and get a Curse, yeeha. It's like a rodeo in here.
 Secret Historyor more, but at one point I lowered the cards to costing and , and then kept Catapult working on 's when I switched it back to costing itself.