Synergy

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
(clarify that combo > synergy)
(removing links to removed ill-advised combos and counters)
 
Line 1: Line 1:
 
'''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.
 
'''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 ==
 
* [[Combo: Baron and Inheritance|Baron/Inheritance]]
 
* [[Combo: Guide and Outpost|Guide/Outpost]]
 
* [[Combo: Horse Traders and Duke|Horse Traders/Duke]]
 
* [[Combo: Vault and Grand Market|Vault/Grand Market]]
 
* [[Combo: Worker's Village and Peddler|Worker's Village/Peddler]]
 
  
 
== Split pile synergies ==
 
== Split pile synergies ==

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
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox