Torturer

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Torturer
Info
Cost $5
Type(s) Action - Attack
Kingdom card? Yes
Set Intrigue
Illustrator(s) Franz Vohwinkel
Card text
+3 Cards
Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can't do.)

Torturer is an Action-Attack card from Intrigue. Keeping with the choices theme in Intrigue, Torturer gives opponents a choice: they can either take a Curse, putting it in their hand, or discard 2 cards. Since it also gives +3 Cards, building to play several Torturers per turn to both draw and attack your opponents is often desirable.

FAQ

Official FAQ

  • If it matters, the other players choose what happens to them (and resolve that) in turn order, starting to your left.
  • A player can choose to gain a Curse even with no Curses left (and thus not gain one), or to discard 2 cards even with one or zero cards in hand (discarding their only card if they have one).
  • Gained Curses go to players' hands rather than their discard piles.

Other Rules clarifications

Strategy

Torturer is a terminal draw card with a potentially devastating attack. Like other options for terminal draw, Torturer works best in an engine where you can reliably play it after a village, enabling you to keep playing further Action cards. Torturer's attack becomes more oppressive when you play it multiple times per turn, making access to extra terminal space correspondingly more important. Torturer is therefore best when cheap villages like Village or Fishing Village are available. Without the ability to play multiple Torturers per turn, its attack is much less punishing, so other terminals may be preferable.

Some effects can mitigate Torturer by undoing the discard attack (e.g. draw-to-X cards such as Cursed Village), trashing the Curses (e.g. with Chapel), or ignoring the attack entirely (e.g. an attack immunity effect like Guardian), but even in their presence Torturer can still be desirable as a draw card. As a village that provides more terminal space when discarded, Village Green performs well as both support for playing multiple Torturers and a slight mitigation of the discard attack.

In the absence of such mitigating effects, each Torturer played by your opponent forces you to choose between a discard attack and a junking attack. There are a number of things to consider when making this decision:

  1. If your opponent can only play one Torturer, you only have to evaluate the cost of discarding two cards against that of gaining a junk card, essentially trading off a (usually small) reduction in the quality of your next turn against your long-term deck quality. The former makes sense if you have low value cards to discard, while the latter may be more appealing if, for example, you need those cards to hit an important price point. This tradeoff is also highly dependent on the available tools to achieve deck control, especially trashing: if there is no trashing at all, it is much more important to avoid gaining a Curse whenever possible, while if you have a strong trasher the negative effect on deck control is much lower, especially if you can trash the Curses before they enter your reshuffle.
  2. If your opponent can play multiple Torturers in a turn, the evaluation is different, as discarding a second time usually leaves you with only a single card in hand, almost always resulting in a dud turn. The best way to avoid this when attacked by multiple Torturers is typically to gain the Curses to your hand initially and subsequently discard them, keeping as many useful cards as possible in your hand. In other words, you can opt to accept junking attacks first to secure a buffer against discard attacks later. However, an unconditional handsize attack (e.g. Militia) played between Torturer attacks can void this buffer and force you to take even more Curses in order to have a turn at all.
  3. You can still decide to take a Curse rather than discard after the pile has run out, making the attack useless at this point.

The best way to respond to each Torturer attack is thus dependent on how many more such attacks you expect to happen. Your opponent can try to play their turn in a manner that will obfuscate how many Torturers they can and will play to make it harder for you to choose optimally, but you can usually make a good estimate by counting how many copies they have and tracking the locations of those copies and their remaining terminal space.

As with many other junkers, the long-term goal with Torturer is usually to win the Curse split, as doing so can give you a decisive advantage in deck control. Because Torturer typically only junks when played in multiples, this is something you will want to intentionally build towards from early in the game. As a draw card, Torturer can help you cycle quickly and build towards playing more copies of itself, which also means that an early Torturer can quickly snowball in impact while also slowing down your opponent.

Torturer is much more impactful in multiplayer games: two opponents each playing one Torturer each has the same effect on the other players as one player playing two copies, so it can easily lead to a slog in this scenario, even without a village effect available.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

English versions

Print Digital Text Release Date
Torturer Torturer from Goko/Making Fun +3 Cards
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Intrigue 1st Edition July 2009
Torturer Torturer from Shuffle iT +3 Cards
Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can't do.)
Intrigue 2nd Edition October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 酷刑者 (pron. kùxíngzhě)
Czech Žalářník (lit. jailer)
Dutch Folteraar Dutch language Torturer +3 Kaarten
Iedere andere speler kiest één van de volgende opties: hij legt 2 kaarten af; of hij pakt een vloekkaart en neemt deze in zijn hand.
Eerste editie
(2009)
Finnish Kiduttaja
French Bourreau (lit. executioner)
German Kerkermeister
(lit. dungeon master)
German language Torturer 2009 by HiG +3 Karten
Jeder Mitspieler muss eins wählen:
2 Karten ablegen
oder
eine Fluchkarte auf die Hand nehmen.
(2009)
one or more other
versions listed here
German Kerkermeister
(lit. dungeon master)
German language Torturer 2021 by ASS German language Torturer 2021 from Shuffle iT +3 Karten
Jeder Mitspieler legt nach seiner Wahl entweder 2 seiner Handkarten ab oder nimmt einen Fluch auf seine Hand (es darf eine Option gewählt werden, die nicht ausgeführt werden kann).
2. Edition
(2021)
Hungarian Kínvallató (lit. tormentor)
Italian Carceriere (lit. jailer)
Japanese 拷問人 (pron. gōmon-nin) +3 カードを引く
他のプレイヤーは全員、次のうち1つを選ぷ: 「2枚捨て札にする」:「呪い1枚を手札に獲得する」。
Korean 고문기술자 (pron. gomungisulja)
Norwegian Skarpretter (lit. executioner)
Polish Oprawca Polish language Torturer +3 karty
Każdy z pozostałych graczy wybiera jedną opcję: odrzuca 2 karty lub dodaje kartę Klątwy, biorąc ją na rękę.
(2016)
Russian Мучитель
(pron. muchityel')
Russian language Torturer from Shuffle iT +3 Карты
Каждый другой игрок либо сбрасывает 2 карты, либо получает Проклятие в руку, по своему выбору. (Они могут выбрать вариант, выполнить корорый не могут.)
Spanish Torturador Spanish language Torturer +3 Cartas
Cada jugador (menos tú) elige una opción:
descartar dos cartas; o bien ganar una carta de Maldición, poniéndola en su mano.
First Edition
(2009)
Torturador Spanish language Torturer +3 Cartas
Cada jugador (menos tú) elige una opción: descartar dos cartas; o bien ganar una carta de Maldición, poniéndola en su mano. (Pueden elegir una opción que no puedan realizar).
Second Edition
(2016)

Trivia

Official card art.

Secret History

One of the cards added when going up to 25. I had a "decisions" theme, and wanted a card that gave your opponents a decision. This is a pretty basic implementation of that concept. The set had had another such card in Envoy, but that left for being too redundant with Smithy. This card also gives you +3 Cards like Smithy, but adds something to the game in a way that Envoy didn't. I am avoiding giving strategy advice in general, but I am going to have to give some here. I had a game in which one of my friends stood up, enraged, and went into the other room to calm down. This card was the reason. Don't let it happen to you! The secret to happiness is, do not simply refuse to take a Curse no matter what. Sometimes, you have to take that Curse. Discarding five cards and passing is not the path to greatness. You've been warned!


Cards $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Combos and Counters Lurker/Hunting GroundsMasquerade pinNative Village/BridgeRoyal Carriage/Bridge
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)