Terminal
(→Types of terminals) |
(→Types of terminals) |
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== Types of terminals == | == Types of terminals == | ||
− | Terminals that provide draw support, such as the {{Card|Smithy}} and {{Card| | + | Terminals that provide draw support, such as the {{Card|Smithy}} and {{Card|Council Room}}, form an important class of terminals known as draw terminals. Caution must be exercised with draw terminals, as they make it possible to draw Action cards without the actions to use them. This pitfall must be considered when optimizing the action-density of a deck with terminal draw (e.g. [[Big Money]] variants). |
While the {{Card|Library}} and {{Card|Courtyard}} avoid this pitfall, they are nevertheless draw terminals. | While the {{Card|Library}} and {{Card|Courtyard}} avoid this pitfall, they are nevertheless draw terminals. |
Revision as of 03:11, 22 June 2013
A terminal action is an Action card that does not give +Action when played. Terminals tend to have powerful effects, but only one can be played per turn without the use of villages. A central strategic principle, therefore, revolves around understanding how many terminals your deck can support and not overbuying them.
Types of terminals
Terminals that provide draw support, such as the Smithy and Council Room, form an important class of terminals known as draw terminals. Caution must be exercised with draw terminals, as they make it possible to draw Action cards without the actions to use them. This pitfall must be considered when optimizing the action-density of a deck with terminal draw (e.g. Big Money variants).
While the Library and Courtyard avoid this pitfall, they are nevertheless draw terminals.
Strategy
Opening two terminals
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