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− | + | 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. | |
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− | 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 [[Coffers | + | If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coffers]], allowing openings of {{Split|6|2}}, {{Split|5|3}}, or {{Split|4|4}} if the Coffers 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. {{Debt}}-costing cards also mess with opening strategy. {{Event|Tax}} forces the player to spend one {{Cost|1}} on their second turn. |
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− | [[ | + | [[Way|Ways]], in games using [[Shelter|Shelters]] can result in some unusual openings, as [[Necropolis]] can be played to produce {{Cost|}} or have other effects. |
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: | ||
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* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split. | * {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split. | ||
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum. | * {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum. | ||
− | * {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}} | + | * {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}. |
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− | With Baker, Lost City, Borrow and | + | With Baker, Lost City, Borrow and Pooka (which comes with the {{Card|Cursed Gold}} Heirloom) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {{Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a Colony on your first turn. |
== Examples of strong openers == | == Examples of strong openers == |