Torturer
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Torturer (Intrigue)

Cost: $5

Type: Action-Attack

Text: +3 Cards\nEach other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.

Strategy Review

Here's a comprehensive strategy guide for Torturer in Dominion:

Torturer Strategy Guide

Introduction Torturer is one of the most powerful and notorious attack cards in Dominion. For $5, it provides significant card draw (+3 cards) while forcing opponents to make an unpleasant choice between discarding or gaining a Curse. Understanding when and how to use Torturer effectively, as well as how to defend against it, is crucial for success in games where it's available.

Core Strengths 1. Strong Card Draw - +3 cards makes Torturer an excellent engine component - Helps you find other key cards in your deck - Can chain multiple Torturers together effectively - Doesn't terminal out like many other attacks

  1. Powerful Attack
  2. Forces difficult decisions on opponents
  3. Both options are significantly harmful
  4. Can repeatedly hit opponents if you can play multiple Torturers
  5. Curses go directly to hand, making them dead cards immediately

  6. Flexible Timing

  7. Unlike many attacks, Torturer remains effective throughout the game
  8. Early game: Disrupts opponent's deck-building
  9. Mid game: Maintains pressure and builds engine
  10. Late game: Can force critical discards

When to Buy Torturer

Early Game Considerations - Almost always worth getting one early if available - Priority increases with: * Presence of villages/card draw support * Absence of strong attack counters * Multiple opponents (multiplies attack impact) - Consider skipping if: * Strong $5 alternatives exist (especially essential engine pieces) * Kingdom has very strong defense options * Playing against only one opponent with strong trashing

Mid Game Considerations - Still worth acquiring if: * You have sufficient actions/draw to play it reliably * Opponents haven't fully defended * You're building an engine - Less attractive if: * Curse pile is depleted * Game is reaching end phase * You need specific deck components more

Building Around Torturer

Engine Components 1. Villages - Essential for playing multiple Torturers - Recommended villages: * Village * Festival * Market * Worker's Village * Any other village variants

  1. Card Draw
  2. Additional draw helps find Torturers
  3. Good companions:
  4. Laboratory
  5. Council Room
  6. Smithy
  7. Drawing villages

  8. Throne Room Effects

  9. Double Torturer plays are devastating
  10. Key cards:
  11. Throne Room
  12. King's Court
  13. Crown
  14. Procession

Deck Composition Strategies

  1. Pure Engine
  2. Multiple Torturers
  3. Strong village support
  4. Additional draw
  5. Goal: Play multiple Torturers per turn
  6. Benefits:
  7. Consistent pressure
  8. Strong deck control
  9. Multiple attack opportunities
  10. Drawbacks:
  11. Takes time to set up
  12. Vulnerable to rushing

  13. Hybrid Approach

  14. 1-2 Torturers
  15. Moderate support cards
  16. Balance with other strategy elements
  17. Benefits:
  18. More flexible
  19. Less dependent on specific cards
  20. Can pivot strategies
  21. Drawbacks:
  22. Less consistent attack pressure
  23. May not maximize Torturer's potential

  24. Support Role

  25. Single Torturer
  26. Minimal dedicated support
  27. Focus on other strategy
  28. Benefits:
  29. Low investment
  30. Maintains threat
  31. Doesn't compromise main strategy
  32. Drawbacks:
  33. Limited impact
  34. Less reliable

Key Synergies

  1. Curse Synergies
  2. Cards that benefit from Curses:
  3. Witch Hunter
  4. Replace
  5. Trader
  6. Watchtower
  7. Consider these for additional strategy layers

  8. Discard Synergies

  9. Cards that benefit from opponent discards:
  10. Vault
  11. Secret Chamber
  12. Trading Post
  13. Gardens (opponent deck size reduction)

  14. Action Chaining

  15. Duration cards for consistent villages
  16. Treasury for economy
  17. Scheme for Torturer recursion
  18. Champion for unlimited actions

Counter-Strategies and Defense

When Facing Torturer 1. Strong Trashing - Chapel - Steward - Ambassador - Trading Post - Helps remove Curses quickly

  1. Reaction Cards
  2. Moat blocks completely
  3. Horse Traders provides alternative
  4. Watchtower prevents Curse gains
  5. Market Square can benefit from discards

  6. Alternative Strategies

  7. Rush strategies (especially with Colony)
  8. Gardens strategies (benefits from Curses)
  9. Strong engines that outpace Torture damage

Choosing Between Options

When to Take the Curse - Early game when hand quality matters more - When discarding would disrupt crucial combos - If you have effective Curse handling - When protecting vital Victory cards

When to Discard - Late game to protect Victory cards - When hand contains expendable cards - If Curse pile is low - When deck already contains multiple Curses

Advanced Tactics

  1. Timing Considerations
  2. Play Torturer after drawing your deck
  3. Consider opponent's turn phase
  4. Watch for critical opponent turns
  5. Track Curse pile carefully

  6. Multiple Torturer Sequencing

  7. Play in response to opponent decisions
  8. Consider stacking vs. spreading attacks
  9. Watch for defense card depletion
  10. Track opponent's hand size

  11. Endgame Tactics

  12. Force discards of Victory cards
  13. Use to protect lead
  14. Consider pile-out strategies
  15. Watch for desperate opponent moves

Common Mistakes to Avoid

  1. Over-Investment
  2. Don't buy too many Torturers
  3. Balance with economy
  4. Maintain victory card acquisition
  5. Watch opportunity cost

  6. Poor Timing

  7. Playing too early in turn
  8. Not considering opponent's position
  9. Missing crucial attacks
  10. Wasting attacks on defended opponents

  11. Strategic Inflexibility

  12. Focusing too much on attack
  13. Ignoring alternative opportunities
  14. Not adapting to opponent defenses
  15. Missing winning lines

Multiplayer Considerations

  1. Attack Impact
  2. Affects all opponents
  3. Increased Curse depletion
  4. More complex decision trees
  5. Greater defensive pressure

  6. Political Elements

  7. Target assessment
  8. Defensive alliances
  9. Curse pile management
  10. Table position importance

  11. Strategic Adjustments

  12. More flexible approach needed
  13. Increased defense importance
  14. Different timing considerations
  15. Modified endgame calculations

Sample Opening Strategies

Strong Openings 1. $5/$2 - Torturer/Cellar - Torturer/Pearl Diver - Torturer/Chapel

  1. $4/$3
  2. Silver/Village
  3. Silver/Fishing Village
  4. Mining Village/Silver

  5. $5/$3

  6. Torturer/Village
  7. Torturer/Fishing Village
  8. Torturer/Mining Village

Kingdom Evaluation

Favorable Conditions - Strong village presence - Limited defense options - Good trashing (for you) - Action chain support

Unfavorable Conditions - Strong defense presence - Alternative $5 priorities - Rush-friendly kingdom - Limited action support

Conclusion

Torturer is a powerful card that requires careful strategic consideration both when using it and defending against it. Success with Torturer depends on: - Proper support infrastructure - Careful timing and sequencing - Understanding opponent positions - Flexible strategic approach - Proper kingdom evaluation

The card's combination of strong draw and powerful attack makes it a formidable tool in many kingdoms, but maximizing its potential requires practice and understanding of various game situations. Whether building around multiple Torturers or incorporating a single copy as support, the card's impact on game dynamics cannot be ignored.

Remember that while Torturer can be a game-winning card, it's not an automatic win condition. Successful use requires careful consideration of the kingdom context, opponent strategies, and overall game state. Balance its attack potential with other strategic needs and always be prepared to adapt your approach based on game development.