Collision

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A '''terminal collision''' occurs when you draw two or more [[terminal]] [[Action card|Action cards]] into your hand without enough actions to play them both. One of the two Action cards is essentially a [[dead|dead card]], reducing your effective hand size. This is particularly bad when two powerful cards are drawn together, as one of the cards will have to wait for another reshuffle before it can be used.  
 
A '''terminal collision''' occurs when you draw two or more [[terminal]] [[Action card|Action cards]] into your hand without enough actions to play them both. One of the two Action cards is essentially a [[dead|dead card]], reducing your effective hand size. This is particularly bad when two powerful cards are drawn together, as one of the cards will have to wait for another reshuffle before it can be used.  
  
== Preventing collisions ==
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== Strategy ==
When buying cards, care must be taken to avoid overloading your deck with too many terminal Action cards, as this will increase the likelihood of a collision. Cards that can give [[Village (card category)|multiple actions]] are essential to preventing a terminal collision by allowing you to play both Action cards in one turn. If no such cards are available, you may have to buy terminal Action cards sparingly and opt for a [[Big Money]] strategy or a [[Engine#Non-terminal_Draw_Engine|Non-terminal Draw Engine]].
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To “collide” two cards is to have them in your hand at the same time. Depending on the nature of the cards in question, this may enable some beneficial interaction, or completely stymie your ability to use them. You should seek out ways to set up certain collisions, while aiming to avoid others.
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===Good collisions===
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Several cards have effects that activate only if you can collide them with another card or type of card. For example, {{Card|Province}} activates {{Card|Tournament}}; {{Card|Shepherd}} is useless in a hand without [[Victory]] cards; and {{Card|Throne Room}} needs to collide with another [[Action]] card. Other cards simply synergize with each other and can be put to more effective use if they appear together in your hand, e.g. {{Card|Village}} and {{Card|Smithy}}, or {{Card|Remodel}} with {{Card|Gold}}.
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Drawing your entire deck is the most effective and reliable way to collide any cards you want. If you have [[overdraw]], you can even [[gain-and-play|gain cards and then draw them immediately]] in order to collide them with other cards in your hand. However, in many cases, your ability to draw your deck is dependent on certain cards colliding in your starting hand, such as {{Card|Village}} with {{Card|Smithy}}. Therefore, increasing your starting hand size (using [[Duration]] draw cards like {{Card|Wharf}}, or other effects such as {{Event|Expedition}} or {{Way|Way of the Squirrel}}) can be an especially powerful way to ensure you collide the cards you need to. [[Sifter|Sifting]] cards, especially those such as {{Card|Dungeon}} that activate at the start of your turn, can also help you collide the cards that you want to see together, even though they don’t increase your hand size.
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Some effects can ‘seed’ your next hand to guarantee that certain cards will collide in it. {{Card|Church}} and {{Card|Gear}} do this by carrying cards over directly from your previous hand; other effects, e.g. {{Card|Artisan}} or {{Event|Demand}}, can do so by top-decking the desired cards. An indirect way of seeding your next turn is to put the cards you want to collide into your discard pile (assuming it’s empty) and trigger a [[shuffle]] at the end of your turn—as an example, {{Card|Shepherd}} commonly encourages such triggers.
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===Bad collisions===
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The most common example of a collision you would rather avoid is [[terminal]] collision, in which multiple terminal Actions appear in your hand without enough +Actions to enable you to play them all. Some cards anti-synergize with other cards in your hand in different ways: for example, {{Card|Menagerie}} only activates if no cards in your hand have collided with copies of themselves, while {{Card|Poor House}} won’t generate any {{Cost}} if it collides with too many [[Treasure]]s.
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In order to avoid terminal collision in a deck-drawing engine, you should make sure you have enough [[terminal space]]. Extra terminal space may be desirable to gain and play additional terminals during your turn. In a deck that does not draw itself, for example a [[Big Money|money]] strategy, you may consider adding more terminal Actions than your total terminal space would typically dictate.
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Similar techniques to those that promote helpful collisions, including careful management of shuffle timing, play order, and the balance of your deck’s contents, can help you minimize the risk of harmful collisions. The discarding component of sifters and cards such as {{Card|Mill}} can also be particularly helpful here.
  
== Dealing with collisions ==
 
Sometimes, despite your best efforts, collisions are unavoidable. The simplest way to deal with them is to play the most beneficial Action card and let the other go dead. However, there are many preferable ways to salvage a hand with a terminal collision.
 
* {{Card|Haven}} and {{Event|Save}} can be used to move one of the terminal Action cards to your next hand, thereby avoiding the collision (at least for the current hand).
 
* Some terminal Actions are "[[soft terminal|soft terminals]]" that allow you to make use of the other colliding card for some other purpose, most often one of these:
 
** Putting it on top of your deck to save for next turn (like {{Card|Courtyard}}, {{Card|Mandarin}}, or {{Card|Count}})
 
** Discarding it to get some value from it in {{Cost}} or cards (like {{Card|Vault}} or {{Card|Storeroom}})
 
** Using it as fodder for [[trash for benefit]] cards (like {{Card|Bishop}} and {{Card|Salvager}}) if the colliding terminal is no longer needed, or if the benefit from trashing it now outweighs its continued presence in your deck
 
** {{Card|Gear}} can move other colliding terminals to next turn if necessary
 
* Buy a [[Village (card category)|village]]. A terminal collision is often a sign of an unbalanced strategy. If a village is in the [[Kingdom]], this is often a sign to buy one. Unfortunately, there are not always villages available.
 
Opponents' [[Attack]]s can often "help" deal with collisions.  In a [[junker|junking]] game, you can afford to get more terminals, since you'll see them less often; [[handsize attack]]s force you to choose between terminals, and {{Card|Ghost Ship}} even lets you [[top decker|top-deck]] one; {{Card|Enchantress}} lets you turn one of the colliders into a [[cantrip]].
 
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}
 
[[Category:Strategic concepts]]
 
[[Category:Strategic concepts]]

Revision as of 15:27, 18 April 2021

A collision refers to having two or more given cards together in the same hand.

A terminal collision occurs when you draw two or more terminal Action cards into your hand without enough actions to play them both. One of the two Action cards is essentially a dead card, reducing your effective hand size. This is particularly bad when two powerful cards are drawn together, as one of the cards will have to wait for another reshuffle before it can be used.

Strategy

To “collide” two cards is to have them in your hand at the same time. Depending on the nature of the cards in question, this may enable some beneficial interaction, or completely stymie your ability to use them. You should seek out ways to set up certain collisions, while aiming to avoid others.

Good collisions

Several cards have effects that activate only if you can collide them with another card or type of card. For example, ProvinceProvince.jpg activates TournamentTournament.jpg; ShepherdShepherd.jpg is useless in a hand without Victory cards; and Throne RoomThrone Room.jpg needs to collide with another Action card. Other cards simply synergize with each other and can be put to more effective use if they appear together in your hand, e.g. VillageVillage.jpg and SmithySmithy.jpg, or RemodelRemodel.jpg with GoldGold.jpg.

Drawing your entire deck is the most effective and reliable way to collide any cards you want. If you have overdraw, you can even gain cards and then draw them immediately in order to collide them with other cards in your hand. However, in many cases, your ability to draw your deck is dependent on certain cards colliding in your starting hand, such as VillageVillage.jpg with SmithySmithy.jpg. Therefore, increasing your starting hand size (using Duration draw cards like WharfWharf.jpg, or other effects such as ExpeditionExpedition.jpg or Way of the SquirrelWay of the Squirrel.jpg) can be an especially powerful way to ensure you collide the cards you need to. Sifting cards, especially those such as DungeonDungeon.jpg that activate at the start of your turn, can also help you collide the cards that you want to see together, even though they don’t increase your hand size.

Some effects can ‘seed’ your next hand to guarantee that certain cards will collide in it. ChurchChurch.jpg and GearGear.jpg do this by carrying cards over directly from your previous hand; other effects, e.g. ArtisanArtisan.jpg or DemandDemand.jpg, can do so by top-decking the desired cards. An indirect way of seeding your next turn is to put the cards you want to collide into your discard pile (assuming it’s empty) and trigger a shuffle at the end of your turn—as an example, ShepherdShepherd.jpg commonly encourages such triggers.

Bad collisions

The most common example of a collision you would rather avoid is terminal collision, in which multiple terminal Actions appear in your hand without enough +Actions to enable you to play them all. Some cards anti-synergize with other cards in your hand in different ways: for example, MenagerieMenagerie.jpg only activates if no cards in your hand have collided with copies of themselves, while Poor HousePoor House.jpg won’t generate any $ if it collides with too many Treasures.

In order to avoid terminal collision in a deck-drawing engine, you should make sure you have enough terminal space. Extra terminal space may be desirable to gain and play additional terminals during your turn. In a deck that does not draw itself, for example a money strategy, you may consider adding more terminal Actions than your total terminal space would typically dictate.

Similar techniques to those that promote helpful collisions, including careful management of shuffle timing, play order, and the balance of your deck’s contents, can help you minimize the risk of harmful collisions. The discarding component of sifters and cards such as MillMill.jpg can also be particularly helpful here.


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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