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 [[Gardens]] and [[Silk Road]].
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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}}.
  
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]].
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Sometimes, the term "rush" will refer to a "[[Province]] rush" in a {{Card|Colony}} game. In a Province game, such a strategy is just [[Big Money]].

Revision as of 03:43, 13 November 2012

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 "Province rush" in a ColonyColony.jpg game. In a Province game, such a strategy is just Big Money.

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