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 alternate VP approaches such as GardensGardens.jpg and Silk RoadSilk Road.jpg, and are facilitated by gainers such as WorkshopWorkshop.jpg and IronworksIronworks.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


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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