Rush (strategy)
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− | 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]]. |
Revision as of 07:30, 25 April 2015
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, and are facilitated by gainers such as Workshop and Ironworks.
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