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A '''three-pile ending''' is when the game ends by emptying three Supply piles, rather than the {{Card|Province}} (or {{Card|Colony}}) pile.  When this is done as an intentional, strategic move by a player, it is called '''three-piling'''.
 
A '''three-pile ending''' is when the game ends by emptying three Supply piles, rather than the {{Card|Province}} (or {{Card|Colony}}) pile.  When this is done as an intentional, strategic move by a player, it is called '''three-piling'''.
  
A few cards, usually [[Alt-VP]] cards in [[rush (strategy)|rush]] games, play best when a three-pile ending is the goal, and there are many cards, including [[+Buy]], [[gainer|gainers]], and [[curser|cursers]], that can be very useful in achieving such an ending.
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A few cards, usually [[Alt-VP]] cards in [[rush]] games, play best when a three-pile ending is the goal, and there are many cards, including [[+Buy]], [[gainer|gainers]], and [[curser|cursers]], that can be very useful in achieving such an ending.
  
 
In games with more than four players, four empty Supply piles are required to end the game.
 
In games with more than four players, four empty Supply piles are required to end the game.
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The second necessary part to three-piling is the actual means to emptying Supply piles.  The most obvious way to do that is through +Buy or gainers, though some are better than others.  Cheap, preferably [[non-terminal]] +Buy, like {{Card|Candlestick Maker}} or {{Card|Market Square}}, works well, as do gainers that are either cheap, like Workshop, or otherwise useful, like Ironworks.  Both of these groups do well emptying out their own piles; including the Alt-VP card in question, that just leaves one Supply pile left to empty, usually the {{Card|Estate|Estates}} or {{Card|Duchy|Duchies}}.  Curser games often lead naturally to three-piling, as the {{Card|Curse}} pile usually quickly empties.
 
The second necessary part to three-piling is the actual means to emptying Supply piles.  The most obvious way to do that is through +Buy or gainers, though some are better than others.  Cheap, preferably [[non-terminal]] +Buy, like {{Card|Candlestick Maker}} or {{Card|Market Square}}, works well, as do gainers that are either cheap, like Workshop, or otherwise useful, like Ironworks.  Both of these groups do well emptying out their own piles; including the Alt-VP card in question, that just leaves one Supply pile left to empty, usually the {{Card|Estate|Estates}} or {{Card|Duchy|Duchies}}.  Curser games often lead naturally to three-piling, as the {{Card|Curse}} pile usually quickly empties.
  
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.
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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]] 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.
 
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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