Collision

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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 actions 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.

When buying cards, care must be taken to avoid overloading your deck with too many terminal actions, as this will increase the likelihood of a collision. Cards that can give two or more bonus actions can be used to reduce the likelihood of a terminal collision by allowing you to play both actions in one turn. Haven can be used to move one of the terminal actions to your next hand, thereby removing the collision (at least for the current hand); likewise, Courtyard is a terminal draw card that can be used to move a terminal action from your current hand to the next. Discard-for-benefit cards, like Vault or Cellar, can allow you to get some value from the dead card, but this is probably less effective than being able to use the action card as intended.


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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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