Synergy

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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]]s", 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 (as with [[combo]]s). The [[Split pile|split pile]] cards in [[Empires]] are designed to synergise with each other.
  
== Examples of notable synergies ==
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== Split pile synergies ==
* [[Combo: Baron and Inheritance|Baron/Inheritance]]
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* {{Card|Encampment}}/{{Card|Plunder}}
* [[Combo: Guide and Outpost|Guide/Outpost]]
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* {{Card|Patrician}}/{{Card|Emporium}}
* [[Combo: Horse Traders and Duke|Horse Traders/Duke]]
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* {{Card|Settlers}}/{{Card|Bustling Village}}
* [[Combo: Vault and Grand Market|Vault/Grand Market]]
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* {{Card|Castles}}
* [[Combo: Worker's Village and Peddler|Worker's Village/Peddler]]
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* {{Card|Catapult}}/{{Card|Rocks}}
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* {{Card|Gladiator}}/{{Card|Fortune}}
  
 
{{Navbox Strategy}}
 
{{Navbox Strategy}}
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[[Category:Strategic concepts]]

Latest revision as of 07:56, 3 March 2022

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 (as with combos). The split pile cards in Empires are designed to synergise with each other.

[edit] 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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