Split advantage

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({{Split|5|2}})
m (Tiedy up Coin/Potion/Card-Template and internal links, lists and headlines)
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* {{Split|4|3}} turns into  {{Split|4|4}} for double {{Card|Treasure Map}}.
 
* {{Split|4|3}} turns into  {{Split|4|4}} for double {{Card|Treasure Map}}.
 
=== Nomad Camp ===
 
=== Nomad Camp ===
*  {{Split|4|3}} turns into {{Split|4|4}} (2 buys), and is useful to get 2 {{Card|Chapel}}s or {{Card|Fool's Gold}}s
+
*  {{Split|4|3}} turns into {{Split|4|4}} (2 buys), and is useful to get 2 {{Card|Chapel|Chapels}} or {{Card|Fool's Gold|Fool's Golds}}
 
=== Mandarin ===
 
=== Mandarin ===
 
* Allows you to get another {{Cost|5}} card before the reshuffle.
 
* Allows you to get another {{Cost|5}} card before the reshuffle.
 
{{Stub}}
 
{{Stub}}
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}

Revision as of 03:08, 23 July 2015

Split advantage is when a card benefits a player with a certain opening split more than another with a different split.

Contents

$5/$2

$4/$3

Special Cases

Sometimes, due to BakerBaker.jpg, Nomad CampNomad Camp.jpg, and MandarinMandarin.jpg, a player can have a split other than $5/$2 or $4/$3 See the card pages and more below. Please add more examples here.

Baker

Nomad Camp

Mandarin

  • Allows you to get another $5 card before the reshuffle.
This article or section is a stub. Please help by expanding it


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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