Editing Orchard

Jump to: navigation, search

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 17: Line 17:
 
Orchard ranges from a modest bonus to a board-defining strategy of its own. In the absence of solid gaining and +Actions, it draws out the lategame by offering an alternative to Duchy buys, and encourages committing to at least three of whatever terminal you pick. Likewise, a strong single-card engine like Governor or Minion will end the game too directly to produce three of many actions. But on a board with numerous cantrips, or a solid multi-part engine, it's possible to win by focusing on Orchard to the near-exclusion of Victory cards. This generally starts like normal engine construction, and then simply continues adding cantrips and pushing for a three-pile ending rather than building up a strong payload or greening.
 
Orchard ranges from a modest bonus to a board-defining strategy of its own. In the absence of solid gaining and +Actions, it draws out the lategame by offering an alternative to Duchy buys, and encourages committing to at least three of whatever terminal you pick. Likewise, a strong single-card engine like Governor or Minion will end the game too directly to produce three of many actions. But on a board with numerous cantrips, or a solid multi-part engine, it's possible to win by focusing on Orchard to the near-exclusion of Victory cards. This generally starts like normal engine construction, and then simply continues adding cantrips and pushing for a three-pile ending rather than building up a strong payload or greening.
  
The best realistic case for Orchard is around 20 points on a normal 10-card board. That's sufficient to offset a couple of provinces, but an opponent with a traditional engine will usually have three of several actions themselves. As a result, you'll generally need to stay within 1-2 provinces of your opponent, or else find several additional VP sources: look for Travellers, {{card|Imp}}, unspent {{card|Horse}}, and so on. Split piles are particularly potent, since you can assure a 2/3 breakdown and many of them offer alt-VP of their own.
+
The best realistic case for Orchard is around 20 points on a normal 10-card board. That's sufficient to offset a couple of provinces, but an opponent with a traditional engine will usually have three of several actions themselves. As a result, you'll generally need to stay within 1-2 provinces of your opponent, or else find several additional VP sources: look for Travellers, {{card|Imp}}, unspent {card|Horse}}, and so on. Split piles are particularly potent, since you can assure a 2/3 breakdown and many of them offer alt-VP of their own.
  
 
===Synergies===
 
===Synergies===

Please note that all contributions to DominionStrategy Wiki are considered to be released under the Creative Commons Attribution Non-Commercial Share Alike (see DominionStrategy Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox