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 Gardens and Silk Road.
Sometimes, the term "rush" will refer to a "Province rush" in a Colony game. In a Province game, such a strategy is just Big Money.
For a strategy article about rushes, see WanderingWinder's article