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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.
+
* [[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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