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'''Engine''' is an archetypical deck structure which aims to buy many [[Action]] cards and chain them together each turn. It is often contrasted with a [[Big Money]] strategy which seeks to buy mostly [[Treasure|Treasures]] and only a few supporting Actions. To build an engine you generally need a [[Village (card category)|village]], [[terminal draw]], and some sort of [[payload]], which can include cards that help you get more cards (either a [[gainer]] or card offering [[+Buy]]), as well as [[trasher|trashers]] and [[Attack]] cards. You can also build an engine from only buying [[non-terminal]] actions: these include {{Card|Hunting Party}} and {{Card|Minion}}.
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'''Engine''' is an archetypical deck structure which aims to buy many [[Action]] cards and chain them together each turn. It is often contrasted with a [[Big Money]] strategy which seeks to buy mostly [[Treasure|Treasures]] and only a few supporting Actions. To build an engine you generally need a [[Village (card category)|village]], [[terminal draw]], and either a [[gainer]] or card offering [[+Buy]]. For stronger engines any kind of [[trasher]] and [[Attack]] card is needed. But you can also build an engine from only buying [[non-terminal]] actions. These include [[Combo: Hunting Party and terminal silver|Hunting Party + X]] and {{Card|Minion}}.
  
 
== Types of Engines ==
 
== Types of Engines ==
[[Image:Hunting_Party.jpg|thumb|right|200px|[[Hunting Party]] is the exemplar of a single-card engine.]]
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=== Single Card Engines ===
=== Single-Card Engines ===
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These simple engines are typically powered by a single card. To achieve the required payload, they will often incorporate one or two Action cards, especially cards which trash, sift, or produce {{Cost|2}}.
These simple engines are typically powered by a single card. To achieve the required payload, they will often incorporate one or two other Action cards, especially cards which trash, sift, or produce {{Cost|2}}.
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* {{Card|Hunting Party}}
 
* {{Card|Hunting Party}}
 
* {{Card|Minion}}
 
* {{Card|Minion}}
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== Engine Strategy ==
 
== Engine Strategy ==
[[Image:King's_Court.jpg|thumb|right|200px|[[King's Court]] is a powerful megaturn enabler.]]
 
 
''[http://dominionstrategy.com/2013/01/23/the-five-fundamental-deck-types-the-engine/ Original article] by WanderingWinder. See [http://forum.dominionstrategy.com/index.php?topic=10754.0 here] for an article about a comparison between engine payloads.''
 
''[http://dominionstrategy.com/2013/01/23/the-five-fundamental-deck-types-the-engine/ Original article] by WanderingWinder. See [http://forum.dominionstrategy.com/index.php?topic=10754.0 here] for an article about a comparison between engine payloads.''
  
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=== The Village - Smithy Engine ===
 
=== The Village - Smithy Engine ===
[[Image:Village.jpg|thumb|right|200px|Most engines require +Action, such as through [[Village]].]]
 
 
This is the most basic kind of engine you can build. The idea is that you play some card which gives multiple actions ({{Card|Throne Room|Throne Rooms}}, {{Card|King's Court|King's Courts}}, and {{Card|Golem|Golems}} can also count here) to be able to play big [[terminal draw]] cards in order to draw large portions of your deck. Once this comes together a bit, you can generally string several, {{Card|Village}}-{{Card|Smithy}}-Village-Smithy-Village-Smithy plays together. You can do almost anything as a payload for this kind of engine – what you want, exactly, will depend on the Kingdom.
 
This is the most basic kind of engine you can build. The idea is that you play some card which gives multiple actions ({{Card|Throne Room|Throne Rooms}}, {{Card|King's Court|King's Courts}}, and {{Card|Golem|Golems}} can also count here) to be able to play big [[terminal draw]] cards in order to draw large portions of your deck. Once this comes together a bit, you can generally string several, {{Card|Village}}-{{Card|Smithy}}-Village-Smithy-Village-Smithy plays together. You can do almost anything as a payload for this kind of engine – what you want, exactly, will depend on the Kingdom.
  
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=== Non-terminal Draw Engine ===
 
=== Non-terminal Draw Engine ===
This engine depends on non-terminal drawing cards to go – things like {{Card|Menagerie}}, {{Card|Laboratory}}, {{Card|Stables}}, a level 2-3 {{Card|City}}, {{Card|Apothecary}}, and others. Non-terminal draw, to be balanced, tends to draw you fewer cards than terminal draw, but there are a couple advantages to this kind of deck compared with the previous engines: it can work even without [[Village (card category)|villages]], and if you do have some villages, you can have more payload cards without getting too much terminal collision.
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This engine depends on non-terminal drawing cards to go – things like {{Card|Menagerie}}, {{Card|Laboratory}}, {{Card|Stables}}, a level 2-3 {{Card|City}}, {{Card|Apothecary}}, and others. Non-terminal draw, to be balanced, tends to draw you less than terminal draw, but there are a couple advantages to this kind of deck compared with the previous engines: it can work even without [[Village (card category)|villages]], and if you do have some villages, you can have more payload cards without getting too much terminal collision.
  
 
[[Sifter|Sifters]] are also fairly decent here, if they are non-terminal, and even something like a large stack of {{Card|Cartographer|Cartographers}} can make this kind of engine work, possibly without ever getting a handsize over 5 cards.
 
[[Sifter|Sifters]] are also fairly decent here, if they are non-terminal, and even something like a large stack of {{Card|Cartographer|Cartographers}} can make this kind of engine work, possibly without ever getting a handsize over 5 cards.
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=== Speciality Draw ===
 
=== Speciality Draw ===
[[Image:Scrying_Pool.jpg|thumb|right|200px|[[Scrying Pool]] is the engine card ''par excellence'', often able to draw your entire deck in one play.]]
 
 
There are basically two cards that work very well here: {{Card|Crossroads}} and {{Card|Scrying Pool}}. They have among the highest drawing potential in the game (being unbounded in the amount they can draw), and if you are going for this as the basis of your deck (certainly you can at least use Crossroads without it being the focus), you need to prioritize the requisite cards more highly than normal. For instance, in a Crossroads-based engine, if you play something like {{Card|Warehouse}}, you want to discard Coppers, usually Silvers, and even Golds, in order to be able to draw more off of the Crossroads.
 
There are basically two cards that work very well here: {{Card|Crossroads}} and {{Card|Scrying Pool}}. They have among the highest drawing potential in the game (being unbounded in the amount they can draw), and if you are going for this as the basis of your deck (certainly you can at least use Crossroads without it being the focus), you need to prioritize the requisite cards more highly than normal. For instance, in a Crossroads-based engine, if you play something like {{Card|Warehouse}}, you want to discard Coppers, usually Silvers, and even Golds, in order to be able to draw more off of the Crossroads.
  
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* Trashing, particularly strong trashing, is very good. Thinner decks turn into an engine faster than fatter decks. So {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Ambassador}} shine most in these, and cards like {{Card|Upgrade}} are slightly worse but generally strongest in these kinds of decks as well.
 
* Trashing, particularly strong trashing, is very good. Thinner decks turn into an engine faster than fatter decks. So {{Card|Chapel}}, {{Card|Remake}}, and {{Card|Ambassador}} shine most in these, and cards like {{Card|Upgrade}} are slightly worse but generally strongest in these kinds of decks as well.
 
* Attacks to slow your opponents down or sometimes to hurt their point totals give you extra time to get set up and dominate the game. Discard attacks and {{Card|Saboteur}} find their best homes in these kinds of decks. Cursing attacks CAN be very good for these decks, too, IF you have the trashing (usually needs to be strong trashing) and draw in order to be able to clean them up – a non-engine opponent won’t be able to do the same. Otherwise your engine pieces will never connect.
 
* Attacks to slow your opponents down or sometimes to hurt their point totals give you extra time to get set up and dominate the game. Discard attacks and {{Card|Saboteur}} find their best homes in these kinds of decks. Cursing attacks CAN be very good for these decks, too, IF you have the trashing (usually needs to be strong trashing) and draw in order to be able to clean them up – a non-engine opponent won’t be able to do the same. Otherwise your engine pieces will never connect.
* [[alt vp|Alternate VP]] cards lengthen the game to give you time to get your engine up and running, provided that the engine is able to go for either the alt VP cards or {{Card|Province|Provinces}}; certain alt VP cards can help our your opponent more than you in some cases, particularly if it’s a [[slog]] you’re up against. But most especially {{Card|Colony|Colonies}}, {{Card|Vineyard|Vineyards}}, {{Card|Fairgrounds}}, and [[Victory token|VP chips]] are big, big-time engine cards.
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* [[alt vp|Alternate VP]] cards lengthen the game to give you time to get your engine up and running, provided that the engine is able to go for either the alt VP cards or {{Card|Province|Provinces}}; certain alt VP cards can help our your opponent more than you in some cases, particularly if it’s a [[slog]] you’re up against. But most especially {{Card|Colony|Colonies}}, {{Card|Vineyard|Vineyards}}, {{Card|Fairgrounds}}, and [[Victory point tokens|VP chips]] are big, big-time engine cards.
 
* [[Gainers]]. Most engines need some way of gaining more than one card in a turn in order to come out well. This helps to be able to get a critical mass of components, as well as extra payloads and very often multiple [[Victory card|Victory cards]] at once as well. For this, straight +Buy is usually important as well.
 
* [[Gainers]]. Most engines need some way of gaining more than one card in a turn in order to come out well. This helps to be able to get a critical mass of components, as well as extra payloads and very often multiple [[Victory card|Victory cards]] at once as well. For this, straight +Buy is usually important as well.
 
* +Actions like {{Card|Village}}.  Not always necessary, but they are commonly the only way to get all those cards into your hand (by giving you the Actions to play your +Cards cards) and/or the only way to play all those Actions you’ve drawn into your hand.
 
* +Actions like {{Card|Village}}.  Not always necessary, but they are commonly the only way to get all those cards into your hand (by giving you the Actions to play your +Cards cards) and/or the only way to play all those Actions you’ve drawn into your hand.
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=== How do I play an Engine? ===
 
=== How do I play an Engine? ===
[[Image:Steward.jpg|thumb|right|200px|[[Steward]] is able to both help engines trash down, as well as help buy expensive engine parts.]]
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The biggest thing about playing the engine is to get the engine up and running first, before worrying about other things. This means not focusing on Treasure — you will need a little amount of money to get this going but not all that much. And then just focus very very hard on getting the cycling up to speed before worrying too much about other things. You often will want to pick up one attack early on to slow your opponent down, and at some point you may start to get hampered in your ability to buy more components because you can’t generate enough buying power – this should be your cue to get more payload; usually, you want to prioritize a nice {{Cost|5}} (or even a {{Cost|4}} or a {{Cost|3}}) engine piece over {{Card|Gold}}, unless you really need extra money.
 
The biggest thing about playing the engine is to get the engine up and running first, before worrying about other things. This means not focusing on Treasure — you will need a little amount of money to get this going but not all that much. And then just focus very very hard on getting the cycling up to speed before worrying too much about other things. You often will want to pick up one attack early on to slow your opponent down, and at some point you may start to get hampered in your ability to buy more components because you can’t generate enough buying power – this should be your cue to get more payload; usually, you want to prioritize a nice {{Cost|5}} (or even a {{Cost|4}} or a {{Cost|3}}) engine piece over {{Card|Gold}}, unless you really need extra money.
  
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In any case, watch out for a three pile ending.
 
In any case, watch out for a three pile ending.
  
'''Against [[rush (strategy)|Rush]]'''
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'''Against [[Rush]]'''
  
 
This is a difficult matchup for engines – you need to be able to get a lot of {{VP}} before they can end the game. The strongest engines can do this, of course, but they need to be very strong. Once you get the lead, and stabilize it against them grabbing {{Card|Estate|Estates}} or hitting a new plateau on their scaling alt VP card, you’ve very often won, because they won’t have a lot of other ways to gain points. But surviving long enough to have this happen can be a problem. And three pile endings can KILL you here.
 
This is a difficult matchup for engines – you need to be able to get a lot of {{VP}} before they can end the game. The strongest engines can do this, of course, but they need to be very strong. Once you get the lead, and stabilize it against them grabbing {{Card|Estate|Estates}} or hitting a new plateau on their scaling alt VP card, you’ve very often won, because they won’t have a lot of other ways to gain points. But surviving long enough to have this happen can be a problem. And three pile endings can KILL you here.
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'''Against Engine (mirror)'''
 
'''Against Engine (mirror)'''
  
This plays differently than all the other matchups, and particularly different than the Big Money matchup. Usually, you need a lot of engine components, and they do too, so you end up going for many copies of the same thing… which does a couple things. First of all, winning splits becomes rather important in many cases – to figure out when, look for what makes your engine go, what it needs to survive. Generally, you will need multiples of at least draw cards and some form of extra actions (i.e. villages). If there’s only one draw card or only one village, winning that split can be massive. This is probably most true on the village front – villages let you play your terminals; if you win even 6-4, you can play 7 terminals on a turn, and they can only get 5 – this is massive. +buy or gaining cards CAN also work this way, though this is somewhat more rare, as usually you don’t need more than 4 buys in a turn that badly.
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This plays differently than all the other matchups, and particularly different than the Big Money matchup. Usually, you need a lot of engine components, and they do too, so you end up going for many copies of the same thing… which does a couple things. First of all, winning splits becomes rather important in many cases – to figure out when, look for what makes your engine go, what it needs to survive. Generally, you will need multiples of at least draw cards and some form of extra actions (i.e. villages). If there’s only one draw card or only one village, winning that split can be massive. This is probably most true on the village front – villages let you play your terminals; if you win even 6-4, you can play 7 terminals on a turn, and they can only get 4 – this is massive. +buy or gaining cards CAN also work this way, though this is somewhat more rare, as usually you don’t need more than 4 buys in a turn that badly.
  
 
The other thing is that this makes three pile endings much more common. WATCH OUT FOR THEM. This in turn, makes having a lead more important, so that you can three pile end it on them, and so they can’t do the same to you. In fact, you can use something like a Duchy as a weapon against them – not only does it give you points, but it can actually stop them from picking up engine components, as you threaten to three pile end it if they do.
 
The other thing is that this makes three pile endings much more common. WATCH OUT FOR THEM. This in turn, makes having a lead more important, so that you can three pile end it on them, and so they can’t do the same to you. In fact, you can use something like a Duchy as a weapon against them – not only does it give you points, but it can actually stop them from picking up engine components, as you threaten to three pile end it if they do.
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If there are gains to be had, remember that they can happen mid-turn and then those gained cards can be used mid-turn in a lot of cases – watch out for it. Always keep your eye out on potential. If they won’t be able to three pile you, generally keep building, unless you reach the other stop criteria, which is that if you can just straight buy enough {{VP}} to end the game with a win, should you start buying green right now, then go ahead and green. That is, if you can buy 5 Provinces easily starting now, without gumming too much, and this won’t gum you too much to be able to maintain the lead, then go for it.
 
If there are gains to be had, remember that they can happen mid-turn and then those gained cards can be used mid-turn in a lot of cases – watch out for it. Always keep your eye out on potential. If they won’t be able to three pile you, generally keep building, unless you reach the other stop criteria, which is that if you can just straight buy enough {{VP}} to end the game with a win, should you start buying green right now, then go ahead and green. That is, if you can buy 5 Provinces easily starting now, without gumming too much, and this won’t gum you too much to be able to maintain the lead, then go for it.
  
 
== Terminology ==
 
 
The term 'Engine' in the context of Dominion is a controversial one. As this page shows, the word ''Engine'' can describe a number of different deck types. Adam Horton is one of the notable adversaries of the 'E-word', since it severely lacks specificity and therefore is not really an instructive term to use. The idea is not to depricate the usage of certain words, but rather to add more value and transparency to the discussion of Dominion by using more specific terminology. See the [https://adamhorton.com/flog/dominion-what-is-an-engine-revisited/ Article] by Adam Horton for the full discussion.
 
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}
  
[[Category:Deck archetypes]]
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[[Category:Strategies]]

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