Catapult
Catapult | |
---|---|
Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Empires |
Illustrator(s) | Matthias Catrein |
Card text | |
+ 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.
FAQ
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
- Unlike Followers (where one player gains the Curse and discards before the next player does so), the other players first gain the Curse in turn order, and then the other players discard cards in turn order.
Strategy
Catapult is a cheap and useful card that combines thinning with a strong Attack. It’s often an essential choice in the opening, especially when building an engine in a Kingdom without stronger trashing options, and can remain helpful throughout the game. In two-player games, the Rocks in the bottom half of this pile see play only rarely, but they function as excellent Catapult fodder in the few games in which they’re uncovered.
Catapult’s primary effect is typically to slow down progress in the early game significantly. This is partly because all players are likely to be attacking with Catapult, so everyone is operating with reduced hand sizes. Additionally, Catapult is a terminal stop card that reduces your own hand size by two when played, is slow at trashing, and is best used to get rid of Coppers rather than Estates (in order to attack). Thus, unless Catapult can be paired with a better Estate trasher (e.g. Raze), the overall effect is to reduce your total purchasing power without getting rid of your most useless cards. Missing an opportunity to attack your opponent by trashing an Estate instead might give them an opening to afford more expensive cards and begin to improve their deck more quickly than you can, but may still be worth it in some situations (e.g. if it lets you afford an important card that turn, or you know through careful tracking of your opponent’s deck that the attack will have minimal impact). Obtaining a second Catapult in the early game is unusual, but can be viable if there’s strong draw and your terminal space allows, especially if you have additional non-Treasure junk to trash too.
Once you have deck control and your Coppers are gone, you might consider Cursing your opponent by Catapulting more expensive cards, if you can spare them. Although your opponent is likely to be close to deck control too, and therefore able to deal with the Curses easily, this can be an attractive plan if it will tie up their own Catapult in doing so, thus preventing them from attacking, or if you have cards that have outlived their usefulness in any case. In the absence of such targets, Silvers are usually the best option, especially if you gained some during the early game but now have better sources of in your deck. Occasionally you can make use of a Silver-gainer, e.g. Lucky Coin, to repeat the attack every turn without spending a Buy on fodder.
Even better than Silver, in theory, would be Rocks — this is an ideal candidate for trashing, since it activates both components of Catapult’s attack while replenishing your economy and/or your Catapult fodder by gaining Silvers. In practice, outside multiplayer games, it’s very unlikely that Rocks will have been uncovered, nor is it likely to be worth gaining several more Catapults in order to get to them. In the occasional game where the Rocks do get revealed, however, they’re usually very attractive, especially since this probably means you have multiple Catapults in your deck to make use of them and the Silvers they gain. Although Rocks are tailored to complement Catapult’s abilities particularly well, they can be very useful with other trash-for-benefit effects too, e.g. Upgrade.
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Trivia
Preview
Secret History
Is it too hard to get to Rocks?