Synergy

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'''Synergy''' describes any time two or more cards make effective use of each other's abilities ([[Split pile|Split pile]]), or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone.  Despite this, notable synergistic pairings are often called "[[combo|combos]]", and can be discussed as much as card combinations that dominate boards.
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'''Synergy''' describes any time two or more cards make effective use of each other's abilities, or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone.  Despite this, notable synergistic pairings are often called "[[combo|combos]]", and can be discussed as much as card combinations that dominate boards. The [[Split pile|split pile]] cards in [[Empires]] are designed to synergise with each other.
  
 
== Examples of notable synergies ==
 
== Examples of notable synergies ==

Revision as of 00:00, 1 July 2016

Synergy describes any time two or more cards make effective use of each other's abilities, or cover for each other's disadvantages, but not in a powerful enough way to win a game with just those cards alone. Despite this, notable synergistic pairings are often called "combos", and can be discussed as much as card combinations that dominate boards. The split pile cards in Empires are designed to synergise with each other.

Examples of notable synergies

Split pile synergies


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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