Additional Rules from the Rulebook
Each other player chooses which option to suffer and then suffers it. A player can choose to gain a Curse even when there are no Curses left, in which case he doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in hand or one card in hand (if he has one card, he discards that single card). Gained Curses go to the players' hands rather than their discard piles. If there aren't enough Curses left for everybody, deal them around in turn order starting with the player to your left. When the order matters (such as with very few Curses left), each player makes his decision of which fate to suffer in turn order.
The Secret History of Torturer
In an article on Board Game Geek, Donald X. Vaccarino commented on the development of Torturer:
- 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!