Rush (strategy)

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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]].
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For a strategy article about rushes, see [http://dominionstrategy.com/2013/01/24/the-five-fundamental-deck-types-the-rush/ WanderingWinder's article]
  
 
[[Category:Strategies]]
 
[[Category:Strategies]]

Revision as of 17:10, 13 June 2013

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 alternate VP approaches such as GardensGardens.jpg and Silk RoadSilk Road.jpg.

Sometimes, the term "rush" will refer to a "ProvinceProvince.jpg rush" in a ColonyColony.jpg game. In a Province game, such a strategy is just Big Money.

For a strategy article about rushes, see WanderingWinder's article

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