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For a standard Gardens/Silk Road rush, the rusher will probably have about 35 {{VP}} at game end. For you, that means about 5.5 Provinces. That’s actually somewhat daunting for many games, because in most games you only need to get to 4 Provinces and change. However, you could also steal a few of the rushed green cards yourself. Say your opponent’s Gardens will be worth 3 {{VP}} endgame and yours will only be worth 2 {{VP}}. Well, every garden you buy, that’s a 5 {{VP}} swing. Almost as good as a Province, and for half the price. The drawback, of course, is that each rushed green card you buy brings the game closer to piling out, which you don’t want until you can secure some more points. It’s a tricky balance and completely dependent on game state, but usually it’s a good bet to steal 2-3 of the rushed green cards later in the game, while focusing on pounding enough Provinces and Duchies to secure a {{VP}} lead.
 
For a standard Gardens/Silk Road rush, the rusher will probably have about 35 {{VP}} at game end. For you, that means about 5.5 Provinces. That’s actually somewhat daunting for many games, because in most games you only need to get to 4 Provinces and change. However, you could also steal a few of the rushed green cards yourself. Say your opponent’s Gardens will be worth 3 {{VP}} endgame and yours will only be worth 2 {{VP}}. Well, every garden you buy, that’s a 5 {{VP}} swing. Almost as good as a Province, and for half the price. The drawback, of course, is that each rushed green card you buy brings the game closer to piling out, which you don’t want until you can secure some more points. It’s a tricky balance and completely dependent on game state, but usually it’s a good bet to steal 2-3 of the rushed green cards later in the game, while focusing on pounding enough Provinces and Duchies to secure a {{VP}} lead.
  
In general, beginners tend to panic and join in rushes if they see their opponent starting, and are overeager to “steal” {{VP}} cards from the rushing player.  But this is usually a recipe for disaster, because helping the rushing player end the game is almost a guaranteed way to lose the game. Of course, you could get a favorable split with your small economy lead, but you’re better off just trying to grab a couple of Provinces. Look at it this way: If it takes 4 turns for you to grab 2 Provinces, that gives the same amount of {{VP}} as spending all 4 turns grabbing Duchies. But grabbing the Duchies gives the other player another possible pile to drain if he wasn’t doing so already. Once you’ve gotten a slight lead, it’s easier for you to end the game with a couple of low piles than for your opponent to come back and suddenly grab a Province themselves.
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In general, beginners tend to panic and join in rushes if they see their opponent starting, and are overeager to “steal” {{VP}} cards from the rushing player.  But this is usually a recipe for disaster, because helping the rushing player end the game is almost a guaranteed way to lose the game. Of course, you could get a favorable split with your small economy lead, but you’re better off just trying to grab a couple of Provinces. Look at it this way: If it takes 4 turns for you to grab 2 Provinces, that gives the same amount of {{VP}} as spending all 4 turns grabbing Duchies. But grabbing the Duchies gives the other player another possible pile to drain if he wasn’t doing so already. Once you’ve gotten a slight lead, it’s easier for you to end the game with a couple of low piles than for him to come back and suddenly grab a Province himself.
  
 
=== The [[Slog]] ===
 
=== The [[Slog]] ===

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