Editing Opening
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter|Shelters]]. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time. | |
− | + | ||
− | An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player | + | |
== Openers == | == Openers == | ||
− | An '''opener''' is a card that a player buys on | + | An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] tend to be good openers, and opening with a {{Card|Silver}} or a [[terminal Silver]] is also usually a good idea in order to build up buying power early. Some cards, like {{Card|Moneylender}}, {{Card|Coppersmith}}, or {{Card|Baron}}, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, {{Card|Village|Villages}} are poor openers because there are no terminal actions in your deck at first. |
== Unusual openings == | == Unusual openings == | ||
− | If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[ | + | If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coin token]], allowing openings of {{Split|6|2}}, {{Split|5|3}}, or {{Split|4|4}} if the Coin token is spent immediately. {{Event|Borrow}} gives a similar effect, by letting you "steal" a card from your next turn for +{{Cost|1}} now. [[Event|Events]] in general, particularly in combination with the cards listed below, can produce many weird and varied openings. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn: | Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn: | ||
* {{Card|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings. | * {{Card|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings. | ||
− | * {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a Nomad Camp/{{ | + | * {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a Nomad Camp/{{Coin|5}} or Nomad Camp/{{Coin|4}} split. |
* {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Split|5|3}} split. | * {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Split|5|3}} split. | ||
* {{Card|Mandarin}}: Puts the five Coppers you played back on top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Split|5|2}} opening into a {{Split|5|5|2}} opening. | * {{Card|Mandarin}}: Puts the five Coppers you played back on top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Split|5|2}} opening into a {{Split|5|5|2}} opening. | ||
Line 23: | Line 17: | ||
* {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle. | * {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle. | ||
* {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns. | * {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | With Baker, Lost City | + | With Baker, Lost City and Borrow in a game, it's possible to field {{Cost|8}} on an opening turn. |
== Examples of strong openers == | == Examples of strong openers == | ||
Line 47: | Line 35: | ||
== Examples of strong openings == | == Examples of strong openings == | ||
− | According to [ | + | According to [[CouncilRoom.com]], the top 20 openings (pre-[[Dark Ages]]) are as follows:<ref>http://councilroom.com/openings</ref> |
# {{Card|Mountebank}} / {{Card|Chapel}} | # {{Card|Mountebank}} / {{Card|Chapel}} | ||
Line 69: | Line 57: | ||
# Mountebank / {{Card|Native Village}} | # Mountebank / {{Card|Native Village}} | ||
# Mountebank / Haven | # Mountebank / Haven | ||
− | |||
− | |||
− | |||
== References == | == References == | ||
Line 78: | Line 63: | ||
{{Navbox Strategy}} | {{Navbox Strategy}} | ||
− |