Victory point

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(Victory point tokens)
(Variable)
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* {{Landmark|Wolf Den}}
 
* {{Landmark|Wolf Den}}
  
Variable VP cards typically give {{VP}} based on the cards in your own deck, always rounded down if they count in multiples larger than 1. Many of them benefit from large decks. Wolf Den is the only means of receiving negative victory points other than Curses.
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Variable VP cards typically give {{VP}} based on the cards in your own deck, always rounded down if they count in multiples larger than 1. Many of them benefit from large decks. Wolf Den and Wall are the only means of receiving negative victory points other than Curses.
  
 
=== [[Victory token|Victory point tokens]] ===
 
=== [[Victory token|Victory point tokens]] ===

Revision as of 01:58, 10 June 2016

The object of Dominion is to have the most victory points (VP) at the end of the game. These are chiefly obtained by having Victory cards in one's deck at the end of the game. CurseCurse.jpg cards are worth negative victory points. Several cards, Events and Landmarks from Prosperity and Empires produce victory point tokens, which are also worth victory points and don't take up space in the deck themselves, while other Landmarks provide bonus or penalty victory points at the end of the game based on various criteria. Sources of victory points excluding basic cards are called alt-VP.

Contents

Victory point sources

-1 VP

0 VP

1 VP

2 VP

3 VP

4 VP

5 VP

6 VP

10 VP

15 VP

  • FountainFountain.jpg (if you have 10 or more Coppers in your deck)

Variable

Variable VP cards typically give VP based on the cards in your own deck, always rounded down if they count in multiples larger than 1. Many of them benefit from large decks. Wolf Den and Wall are the only means of receiving negative victory points other than Curses.

Victory point tokens


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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