Stop card

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A '''stop card''' is any card that does not draw more cards.  The term is typically used in the context of [[engine|engines]]; such strategies usually aim to draw all or almost all of the deck each turn once the engine is running, so adding too many cards that don't draw—even the powerful [[payload]] cards that you do want in the deck, such as valuable [[Treasure]]s or strong non-drawing [[terminal]] Actions—can get in the way of the engine's functioning.  
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A '''stop card''' is any card that does not draw more cards.  The term is typically used in the context of [[engine|engines]]; such strategies usually aim to draw all or almost all of the deck each turn once the engine is running, so adding too many cards that don't draw—even the powerful [[payload]] cards that you do want in the deck, such as valuable [[Treasure|Treasures]] or strong non-drawing [[terminal]] Actions—can get in the way of the engine's functioning.  
  
 
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Revision as of 03:36, 30 April 2015

A stop card is any card that does not draw more cards. The term is typically used in the context of engines; such strategies usually aim to draw all or almost all of the deck each turn once the engine is running, so adding too many cards that don't draw—even the powerful payload cards that you do want in the deck, such as valuable Treasures or strong non-drawing terminal Actions—can get in the way of the engine's functioning.


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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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