Endgame

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(condition is only met at end of turn; Supply piles not just piles)
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The '''endgame''' is the stage of a game where one of the game's ending conditions is about to be met. The game ends if the {{Card|Province}} or {{Card|Colony}} pile is depleted or if [[three-pile ending|three piles are run out]] (four piles in a game of at least five players). In this stage of the game, players are [[greening]] as much as possible and trying to prevent a [[reshuffle]] from circulating dead [[Victory card|Victory cards]] into their decks.
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The '''endgame''' is the stage of a game where one of the game's ending conditions is about to be met. The game ends if—at the end of a player's turn—the {{Card|Province}} or {{Card|Colony}} pile is depleted, or if [[three-pile ending|three or more Supply piles are run out]] (four or more Supply piles in a game of at least five players). In this stage of the game, players are [[greening]] as much as possible and trying to prevent a [[reshuffle]] from circulating dead [[Victory card|Victory cards]] into their decks.
  
 
== Trivia ==
 
== Trivia ==

Revision as of 06:44, 18 April 2022

The endgame is the stage of a game where one of the game's ending conditions is about to be met. The game ends if—at the end of a player's turn—the ProvinceProvince.jpg or ColonyColony.jpg pile is depleted, or if three or more Supply piles are run out (four or more Supply piles in a game of at least five players). In this stage of the game, players are greening as much as possible and trying to prevent a reshuffle from circulating dead Victory cards into their decks.

Trivia

In the outtakes, some cards have "Endgame" as a type, and have an effect at the end of the game (that is, once the game is over but before Victory points are tallied). Normally, as described on this page, the term "endgame" is used by players to describe the stage of the game before is it over.


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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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