Three-pile ending

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(Redirected page to Gameplay#Ending Conditions)
 
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#REDIRECT [[Gameplay#Ending Conditions]]
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A '''three-pile ending''' is when the game ends by emptying three piles, rather than the {{Card|Province}} (or {{Card|Colony}}) pile.  When this is done as an intentional, strategic move by a player, it is called '''three-piling'''.
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A few cards, usually [[Alt-VP]] cards in [[rush]] games, play best when a three-pile ending is the goal, and there are many cards, including [[+Buy]], [[gainer]]s, and [[curser]]s, can be very useful in achieving such an ending.
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In games with more than four players, four empty piles are required to end the game, but most competitive Dominion play is done with only two players.
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{{Navbox Strategy}}

Revision as of 22:18, 1 May 2015

A three-pile ending is when the game ends by emptying three piles, rather than the ProvinceProvince.jpg (or ColonyColony.jpg) pile. When this is done as an intentional, strategic move by a player, it is called three-piling.

A few cards, usually Alt-VP cards in rush games, play best when a three-pile ending is the goal, and there are many cards, including +Buy, gainers, and cursers, can be very useful in achieving such an ending.

In games with more than four players, four empty piles are required to end the game, but most competitive Dominion play is done with only two players.


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Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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