Piledriving

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'''Piledriving''' occurs when one player buys or gains all the cards in a [[supply]] pile. Piledriving is more likely to happen when only one player is pursuing a certain card and wants as many possible copies of the card in their deck, or a player executes a [[megaturn]] such as [[Combo: King's Court and Bridge|King's Court-King's Court-Bridge-Bridge-Bridge]] to deplete the {{Card|Province}} or {{Card|Colony}} pile before any other player can get even one.
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'''Piledriving''' occurs when one player buys or gains all the cards in a [[supply]] pile (esp. {{Card|Province|Provinces}} and {{Card|Colony|Colonies}}, signifying an avalanche victory of one player). Piledriving is more likely to happen when only one player is pursuing a certain card and wants as many possible copies of the card in their deck, or a player executes a [[megaturn]] such as [[Combo: King's Court and Bridge|King's Court-King's Court-Bridge-Bridge-Bridge]] to deplete the Provinces or Colonies pile before any other player can get even one.
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If a player has a big enough lead, they may even piledrive {{Card|Curse|Curses}} to get a [[three-pile ending]].
  
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[[Category:Strategic concepts]]

Latest revision as of 10:52, 13 January 2018

Piledriving occurs when one player buys or gains all the cards in a supply pile (esp. ProvincesProvince.jpg and ColoniesColony.jpg, signifying an avalanche victory of one player). Piledriving is more likely to happen when only one player is pursuing a certain card and wants as many possible copies of the card in their deck, or a player executes a megaturn such as King's Court-King's Court-Bridge-Bridge-Bridge to deplete the Provinces or Colonies pile before any other player can get even one. If a player has a big enough lead, they may even piledrive CursesCurse.jpg to get a three-pile ending.


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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