Rush (strategy)
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− | A '''rush''' strategy is one which attempts to end the game as quickly as possible, typically with a [[three-pile ending]]. These are typically associated with [[alt-VP|alternate VP]] approaches such as {{Card|Gardens}} and {{Card|Silk Road}}. | + | A '''rush''' strategy is one which attempts to end the game as quickly as possible, typically with a [[three-pile ending]]. These are typically associated with [[alt-VP|alternate VP]] approaches such as {{Card|Gardens}} and {{Card|Silk Road}}, and are facilitated by [[gainer]]s such as {{card|Workshop}} and {{card|Ironworks}}. |
Sometimes, the term "rush" will refer to a "{{Card|Province}} rush" in a {{Card|Colony}} game. In a Province game, such a strategy is just [[Big Money]]. | Sometimes, the term "rush" will refer to a "{{Card|Province}} rush" in a {{Card|Colony}} game. In a Province game, such a strategy is just [[Big Money]]. |
Revision as of 23:51, 26 November 2014
A rush strategy is one which attempts to end the game as quickly as possible, typically with a three-pile ending. These are typically associated with alternate VP approaches such as Gardens and Silk Road, and are facilitated by gainers such as Workshop and Ironworks.
Sometimes, the term "rush" will refer to a "Province rush" in a Colony game. In a Province game, such a strategy is just Big Money.
For a strategy article about rushes, see WanderingWinder's article