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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 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 [[Combo: Hunting Party and terminal silver|Hunting Party + X]] and {{Card|Minion}}.
  
 
== Types of Engines ==
 
== Types of Engines ==
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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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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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