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}}. | 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 " | + | 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 04:38, 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 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.