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{{main|Mine}}
 
{{main|Mine}}
  
A card costing {{Cost|5}} that is a [[trash for benefit]] card applying only to [[Treasure|Treasures]], allowing you to trash your {{Card|Copper|Coppers}} to gain {{Card|Silver|Silvers}} and trash your {{Card|Silver|Silvers}} to gain {{Card|Gold|Golds}}, gaining the upgraded treasures directly to your hand for immediate use.
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A card costing {{Cost|5}} that is a [[trash for benefit]] card applying only to [[Treasures]], allowing you to trash your {{Card|Copper|Coppers}} to gain {{Card|Silver|Silvers}} and trash your {{Card|Silver|Silvers}} to gain {{Card|Gold|Golds}}, gaining the upgraded treasures directly to your hand for immediate use.
 
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===Moat===
 
===Moat===
 
{{main|Moat}}
 
{{main|Moat}}
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{{main|Big Money}}
 
{{main|Big Money}}
  
At its simplest, Big Money can be played as follows: buy {{Card|Province}} with {{Cost|8}}, buy {{Card|Gold}} with {{Cost|6}}-{{Cost|7}}, buy {{Card|Silver}} with {{Cost|3}}-{{Cost|5}}, and don't buy anything else. It will not take many Dominion players long to learn that this is a reasonably mediocre and fairly boring strategy, however its key feature is that the possibility of doing it will be present in every single game of Dominion, no matter how many expansions are used or how complex the kingdom is. It therefore provides two key learning opportunities: (i) learning how Big Money be optimised by including complementary Action cards within one's deck and choosing the opportune moment to buy {{Card|Duchy|Duchies}}, and (ii) providing a barometer against which all other strategy ideas can be judged - if it won't beat Big Money, then you should just play Big Money (or better still, develop a strategy that is stronger).
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At its simplest, Big Money can be played as follows: buy {{Card|Province}} with {{Cost|8}}, buy {{Card|Gold}} with {{Cost|6}}-{{Cost|7}}, buy {{Card|Silver}} with {{Cost|3}}-{{Cost|5}}, and don't buy anything else. It will not take many Dominion players long to learn that this is a reasonably mediocre and fairly boring strategy, however its key feature is that the possibility of doing it will be present in every single game of Dominion, no matter how many expansions are used or how complex the kingdom is. It therefore provides two key learning opportunities: (i) learning how Big Money be optimised by including complementary Action cards within one's deck and choosing the opportune moment to buy {{Card|Duchy|Duchies}}, and (ii) providing a barometer against which all other strategy ideas can be judged - if it won't beat Big Money, then you should just play Big Money (or better still, develop a strategy that is better still).
  
 
In this kingdom, the most likely choices of Action card to buy that will assist with playing a Big Money strategy are:
 
In this kingdom, the most likely choices of Action card to buy that will assist with playing a Big Money strategy are:
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*{{Card|Mine}}, allowing you to speed up the process of acquiring {{Card|Silver|Silvers}} and {{Card|Gold|Golds}}; and
 
*{{Card|Mine}}, allowing you to speed up the process of acquiring {{Card|Silver|Silvers}} and {{Card|Gold|Golds}}; and
 
*{{Card|Cellar}}, allowing you to bypass Victory cards in your deck (particularly useful if you do not trash your initial {{Card|Estate|Estates}},
 
*{{Card|Cellar}}, allowing you to bypass Victory cards in your deck (particularly useful if you do not trash your initial {{Card|Estate|Estates}},
but most of the other cards can also be incorporated into what is essentially a Big Money deck ({{Card|Merchant}} will give you money for playing Silver, {{Card|Remodel}} may allow you to quickly speed up the endgame etc.).
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but most of the other cards can also be incorporated into what is essentially a Big Money deck ({{Card|Merchant will give you money for playing Silver, {{Card|Remodel}} may allow you to quickly speed up the endgame etc.).
  
 
Cards that it is probably unwise to purchase if attempting a Big Money strategy are:
 
Cards that it is probably unwise to purchase if attempting a Big Money strategy are:
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Contrasting with a Big Money deck and its one or two choice [[Action]] cards, an engine aims to buy many Action cards and chain them together each turn. Every successful engine will likely need several components, breaking down into three key categories:
 
Contrasting with a Big Money deck and its one or two choice [[Action]] cards, an engine aims to buy many Action cards and chain them together each turn. Every successful engine will likely need several components, breaking down into three key categories:
*[[Village (card category)|Villages]], that is to say cards offering +2 Actions (or more);
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*{{Village (card category)|Villages}}, that is to say cards offering +2 Actions (or more);
*Something allowing you to draw more cards (most typically [[terminal draw]] since you will already have sufficient Actions); and
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*Something allowing you to draw more cards (most typically [[terminal draw]] since you will already have sufficient Actions; and
 
*Some sort of [[payload]], i.e. something that you are aiming to play as frequently as possible in order to achieve an effect that cannot be achieved by Big Money - this could be + Buy, it could be playing a [[gainer]] to acquire more cards, it could be an Attack - as you go on in Dominion and play with more expansions, the possibilities become (almost) endless.
 
*Some sort of [[payload]], i.e. something that you are aiming to play as frequently as possible in order to achieve an effect that cannot be achieved by Big Money - this could be + Buy, it could be playing a [[gainer]] to acquire more cards, it could be an Attack - as you go on in Dominion and play with more expansions, the possibilities become (almost) endless.
  
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*{{Card|Workshop}}, which especially if bought early on can gain {{Card|Village}} and {{Card|Smithy}} to build up your stack of engine pieces much more quickly;
 
*{{Card|Workshop}}, which especially if bought early on can gain {{Card|Village}} and {{Card|Smithy}} to build up your stack of engine pieces much more quickly;
 
*{{Card|Militia}}, to provide +{{Cost|2}} towards buying other cards as well as slowing down your opponent through its strong handsize attack; and
 
*{{Card|Militia}}, to provide +{{Cost|2}} towards buying other cards as well as slowing down your opponent through its strong handsize attack; and
*{{Card|Remodel}}, which can upgrade your engine pieces throughout the game (e.g. turning your starting {{Card|Estate|Estates}} into {{Card|Village}} or {{Card|Smithy}}, {{Card|Moat}} into {{Card|Smithy}}, or {{Card|Village}} into {{Card|Market}}, as well as being a very useful endgame card for converting as much of your deck into {{VP}} when you anticipate the final turns arising (it can turn any {{Cost|3}} or {{Cost|4}}-cost card into a {{Card|Duchy}}, and most notably can convert {{Card|Gold}} into {{Card|Province}}). Choosing the right time to pull off these exchanges can often be the difference between winning and losing - too early and you risk stalling your engine, too late and your opponent may end the game before you get the chance.
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*{{Card|Remodel}}, which can upgrade your engine pieces throughout the game (e.g. turning your starting {{Card|Estate|Estates}} into {{Card|Village}} or {{Card|Smithy}}, {{Card|Moat}} into {{Card|Smithy}}, or {{Card|Village}} into {{Card|Market}}, as well as being a very useful endgame card for converting as much of your deck into {{VP}} when you anticipate the final turns arising (it can turn any {{Cost|3}} or {{Cost|4}}-cost card into a {{Card|Duchy}}, and most notably can convert {{Card|Gold}} into {{Card|Province}}. Choosing the right time to pull off these exchanges can often be the difference between winning and losing - too early and you risk stalling your engine, too late and your opponent may end the game before you get the chance.
  
 
===Cantrip Rush===
 
===Cantrip Rush===
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*{{Card|Market}} offers +1 Buy and +{{Cost|1}}.
 
*{{Card|Market}} offers +1 Buy and +{{Cost|1}}.
  
Since cantrips are "invisible" in one's deck in most cases, one simple strategy is also to simply buy as many of them as possible for the incremental benefits they provide. Of these benefits, +1 Action on its own is of no use (hence why {{Card|Village}} should be combined with an engine strategy). However, each of {{Card|Merchant}} and {{Card|Market}} can, in theory at least, be used to build up a deck solely by buying as many copies of those cards as possible (perhaps with some supplementary Villages or terminals).
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Since cantrips are "invisible" in one's deck in most cases, one simple strategy is also to simply buy as many of them as possible for the incremental benefits they provide. Of these benefits, +1 Action on its own is of no use (hence why {{Card|Village}} should be combined with an engine strategy. However, each of {{Card|Merchant}} and {{Card|Market}} can, in theory at least, be used to build up a deck solely by buying as many copies of those cards as possible (perhaps with some supplementary Villages or terminals).
 
*{{Card|Merchant}}'s benefit is reasonably marginal, however it is cheap to buy, and gain be gained by {{Card|Workshop}} - so it may be possible to gain a large number of them and play several in a single turn for a large {{Cost}} benefit when playing a Silver.
 
*{{Card|Merchant}}'s benefit is reasonably marginal, however it is cheap to buy, and gain be gained by {{Card|Workshop}} - so it may be possible to gain a large number of them and play several in a single turn for a large {{Cost}} benefit when playing a Silver.
 
*{{Card|Market}} is more expensive, but gives the same {{Cost|1}} regardless of whether you have a Silver to play, and also gives +1 Buy to enable the purchase of multiple cards in one turn.
 
*{{Card|Market}} is more expensive, but gives the same {{Cost|1}} regardless of whether you have a Silver to play, and also gives +1 Buy to enable the purchase of multiple cards in one turn.
 
Several copies of these cards, combined with either [[Treasure]] or engine components, are also capable of forming a decent deck.
 
Several copies of these cards, combined with either [[Treasure]] or engine components, are also capable of forming a decent deck.
 
===Optimal strategy===
 
[http://dominionstrategy.com/2012/07/30/building-the-first-game-engine/ This blog post] by ''Geronimoo'' and [http://forum.dominionstrategy.com/index.php?topic=3779.msg101829#msg101829 this forum post] by ''michaeljb'' aim to find the best possible strategy for the First Game set with help of a simulator and describe some of the considerations expert players make on determining the key components required for a successful engine.
 
  
 
==Openings==
 
==Openings==
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===4 / 3 split===
 
===4 / 3 split===
*{{Card|Silver}}/{{Card|Silver}} - the opening of choice for a pure Big Money strategy, but also maximises the chance of obtaining {{Cost|5}} or {{Cost|6}} on the first reshuffle.
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*Silver/Silver
*{{Card|Silver}}/{{Card|Moat}} - if your opponent opens {{Card|Militia}}, you may want Moat's defensive capability, but it is unlikely to be a better opening than simply fighting fire with fire and buying Militia.
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*Silver/Moat
*{{Card|Silver}}/{{Card|Merchant}} - this is a nice symbiotic opening if you are playing an engine / cantrip strategy, if a little luck-based - but if you can draw both in the same turn then your Silver is effectively playing as a {{Card|Gold}}.
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*Silver/Merchant
*{{Card|Silver}}/{{Card|Workshop}} - possibly a useful opening if your target is to gain as many {{Cost|3}} and {{Cost|4}} cards as possible.
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*Silver/Workshop
*{{Card|Silver}}/{{Card|Smithy}} - probably the classic opening for Smithy-Big Money, allowing you to realise the handsize benefit as soon as possible.
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*Silver/Smithy
*{{Card|Silver}}/{{Card|Militia}} - this is typically a strong opening, giving exactly the same benefits as Silver/Silver whilst you only have a single Action, plus allowing you to attack your opponent.
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*Silver/Militia
*{{Card|Silver}}/{{Card|Remodel}} - a decent opening for an engine deck that aims to trash as many of your starting cards as possible.
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*Silver/Remodel
  
 
The following are probably lesser-advised:
 
The following are probably lesser-advised:
*Opening with {{Card|Village}} - the extra Action will definitely be useless on the first reshuffle since you will have at most one other Action - so save buying Village until Turn 3 at least.
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*Opening with Village
*Opening with {{Card|Cellar}} - again, given you should be able to avoid terminal clash, Cellar can only skip past {{Card|Estate|Estates}}, which is likely not worth spending an opening Buy for.
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*Opening with Cellar
*Opening with {{Card|Merchant}} and not {{Card|Silver}} - Merchant without Silver is simply a +1 Card, +1 Action - totally invisible in your deck.
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*Opening with Merchant and not Silver
*Opening with {{Card|Workshop}} and another terminal Action - terminal clash is best avoided, especially early on. Having two Actions when you can only play one is both a waste of a card in your deck and a waste of the opportunity to buy something else you could have played.
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*Opening with Workshop and another terminal Action
  
 
===5 / 2 split===
 
===5 / 2 split===
*{{Card|Market}}/{{Card|Moat}} - Moat gives some handsize benefit and Market some {{Cost}}, though not as much as {{Card|Smithy}} and {{Card|Silver}} in each case, but additionally Market allows you to cycle through an additional card each turn, and gives you +Buy.
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*Market / Moat
*{{Card|Mine}}/{{Card|Moat}} - this is probably a poor opening, as the terminals could collide, and relying on Mine alone to upgrade Treasures is likely too slow.
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*Mine / Moat
*{{Card|Market}}/{{Card|Cellar}} - these two cards together will allow you to seriously mitigate the {{Card|Estate|Estates}} in your starting deck and allow you to cycle round to newly-bought cards more early, but would probably need supplementing with [[Treasure]] fairly early.
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*Market/Cellar
*{{Card|Mine}}/{{Card|Cellar}} - slightly better than pairing {{Card|Moat}} with Mine since there is no terminal collision.
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*Mine/Cellar
 
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{{Navbox Base set}}
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{{Template:Navbox expansions}}
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[[Category:Base]]
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