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While Alt-VP rushes are most commonly associated with three-piling, engines can often end up three-piling as well.  Engine players will often try to gain as many engine parts as possible, usually contesting certain piles in [[mirror (strategy)|mirror]] matches, such as {{Card|Fishing Village}}, {{Card|Grand Market}}, and {{Card|Laboratory}}.  With +Buy and cheap engine parts, more than one pile can empty without either player gaining a single [[Victory]] card.  Such games will often end with one player buying one Province or Colony, and then finishing off a third Supply pile, squeaking a win.  {{Card|City}} is notorious for this, as it requires two Supply piles to be empty in order to give its full effect in the first place.  This can be frustrating when a player is trying to build their engine toward a hard to get card, such as {{Card|Teacher}} or {{Card|Prince}}, and the game ends before they can even make use of it.
 
While Alt-VP rushes are most commonly associated with three-piling, engines can often end up three-piling as well.  Engine players will often try to gain as many engine parts as possible, usually contesting certain piles in [[mirror (strategy)|mirror]] matches, such as {{Card|Fishing Village}}, {{Card|Grand Market}}, and {{Card|Laboratory}}.  With +Buy and cheap engine parts, more than one pile can empty without either player gaining a single [[Victory]] card.  Such games will often end with one player buying one Province or Colony, and then finishing off a third Supply pile, squeaking a win.  {{Card|City}} is notorious for this, as it requires two Supply piles to be empty in order to give its full effect in the first place.  This can be frustrating when a player is trying to build their engine toward a hard to get card, such as {{Card|Teacher}} or {{Card|Prince}}, and the game ends before they can even make use of it.
  
A few cards are exceptionally good at emptying piles.  {{Card|Border Village}}, {{Card|Stonemason}}, and {{Card|Messenger}} all gain either on-gain or on-buy; since you can buy a card once every turn, but can only play a card once every shuffle (usually), these cards usually empty piles faster than conventional gainers.  {{Card|Masterpiece}} is an interesting case; the only pile it can empty is the {{Card|Silver}} pile, and so [[Combo: Masterpiece and Feodum|works beautifully with]] {{Card|Feodum}}, but is less useful with the other counting Victory cards.
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A few cards are exceptionally good at emptying piles.  {{Card|Border Village}}, {{Card|Stonemason}}, and {{Card|Messenger}} all gain either on-gain or on-buy; since you can buy a card once every turn, but can only play a card once every shuffle (usually), these cards usually empty piles faster than conventional gainers.  {{Card|Masterpiece}} is an interesting case; the only pile it can empty is the {{Card|Silver}} pile, and so works beautifully with {{Card|Feodum}}, but is less useful with the other counting Victory cards.
  
 
Ill-Gotten Gains is the ultimate three-piler, as it provides both the {{VP}} (in this case simply relative to your opponents due to all the Curses they've been given) and the pile emptying; once all the Ill-Gotten Gains are gone (barring any {{Card|Ambassador}} or {{Card|Trader}} shenanigans), two Supply piles are empty, and the Ill-Gotten Gains player just needs to empty a third.
 
Ill-Gotten Gains is the ultimate three-piler, as it provides both the {{VP}} (in this case simply relative to your opponents due to all the Curses they've been given) and the pile emptying; once all the Ill-Gotten Gains are gone (barring any {{Card|Ambassador}} or {{Card|Trader}} shenanigans), two Supply piles are empty, and the Ill-Gotten Gains player just needs to empty a third.

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