Collision

From DominionStrategy Wiki
Revision as of 20:29, 23 February 2015 by Murphy (Talk | contribs)

Jump to: navigation, search

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.

Preventing collisions

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 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 Non-terminal Draw Engine.

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.

  • HavenHaven.jpg 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).
  • Cards that allow you to put a card on top of your deck (like CourtyardCourtyard.jpg, MandarinMandarin.jpg, or CountCount.jpg) allow you to save one of the terminal Action cards for next turn.
  • If one of the terminal Actions cards is no longer needed, it can be used as fodder for trash for benefit cards. Cards like ApprenticeApprentice.jpg and SalvagerSalvager.jpg benefit from trashing high-cost cards.
  • Discard for benefit cards, like VaultVault.jpg or CellarCellar.jpg, allow you to get some value from the dead card by discarding if for $ or cards.
  • Buy a 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.


This article or section is a stub. Please help by expanding it



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
Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox