Editing Rush (strategy)
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: | ||
− | A '''rush''' strategy is one which attempts to end the game as quickly as possible, typically with a [[three-pile ending]]. These are typically associated with [[alt-VP|alternate VP]] approaches such as {{Card|Gardens}} and {{Card|Silk Road}}, and are facilitated by [[gainer|gainers]] such as {{ | + | A '''rush''' strategy is one which attempts to end the game as quickly as possible, typically with a [[three-pile ending]]. These are typically associated with [[alt-VP|alternate VP]] approaches such as {{Card|Gardens}} and {{Card|Silk Road}}, and are facilitated by [[gainer|gainers]] such as {{card|Workshop}} and {{card|Ironworks}}. |
Sometimes, the term "rush" will refer to a "{{Card|Province}} rush" in a {{Card|Colony}} game. In a Province game, such a strategy is just [[Big Money]]. | Sometimes, the term "rush" will refer to a "{{Card|Province}} rush" in a {{Card|Colony}} game. In a Province game, such a strategy is just [[Big Money]]. |