Editing Slog
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
A '''Slog''' is a strategy characterized by a long game in which a typical turn has weak buying and drawing power. Sometimes a slog occurs when a player deliberately lets the game continue for a long time to make [[Alt-VP]] cards like {{Card|Feodum}} or {{Card|Gardens}} worth as much as possible. Often players are forced into slogs when there are strong [[curser|cursers]] or other strong [[junker|junkers]] available, creating hands filled with [[dead]] or weak cards. | A '''Slog''' is a strategy characterized by a long game in which a typical turn has weak buying and drawing power. Sometimes a slog occurs when a player deliberately lets the game continue for a long time to make [[Alt-VP]] cards like {{Card|Feodum}} or {{Card|Gardens}} worth as much as possible. Often players are forced into slogs when there are strong [[curser|cursers]] or other strong [[junker|junkers]] available, creating hands filled with [[dead]] or weak cards. | ||
− | Slogs are slow and generally lead to long games. Treasures are generally bigger parts of your economy, but rarely do you build up to have any kind of consistency in being able to get something as expensive as a Province. They are between [[Big Money]] and [[ | + | Slogs are slow and generally lead to long games. Treasures are generally bigger parts of your economy, but rarely do you build up to have any kind of consistency in being able to get something as expensive as a Province. They are between [[Big Money]] and [[Rush|Rushes]] – this is because like a Rush, they want to get a big point load off of alternate Victory Cards (say, {{Card|Gardens}}) a lot of the time. A Rush wants to get to that as soon as can be whereas Slogs want to make them as large as can be, but there is some middle-point where the distinction is not so clear. |
== Slog strategy == | == Slog strategy == | ||
Line 7: | Line 7: | ||
''[http://dominionstrategy.com/2013/01/22/the-five-fundamental-deck-types-the-slog/ Original strategy article] by WanderingWinder'' | ''[http://dominionstrategy.com/2013/01/22/the-five-fundamental-deck-types-the-slog/ Original strategy article] by WanderingWinder'' | ||
− | Everyone always talks about there being two kinds of decks – [[Big Money]] and [[Engine]]. But I think there are really 5 general kinds of deck, and I want to talk about the 3rd most prevalent in this article – the Slog – which falls in place between Big Money and The [[ | + | Everyone always talks about there being two kinds of decks – [[Big Money]] and [[Engine]]. But I think there are really 5 general kinds of deck, and I want to talk about the 3rd most prevalent in this article – the Slog – which falls in place between Big Money and The [[Rush]]. |
==== What characterizes the Slog? ==== | ==== What characterizes the Slog? ==== | ||
Line 43: | Line 43: | ||
==== Against the Rush ==== | ==== Against the Rush ==== | ||
− | This is another tough match-up. If it’s a poor [[ | + | This is another tough match-up. If it’s a poor [[rush]], you can just grab enough VP early enough for them not to be able to end the game, and then you’ve basically won. Alternatively, if they are going for the same alt-VP card as you, if you can manage to hold your own on the split, you’re often able to outlast them on secondary VP cards (i.e. against a player who is going for a gardens rush, if you can hold off the split well enough, you can hope to come out ahead by being able to get more Duchies). Generally, though, a viable rush is going to own a slog pretty badly. |
==== Against Combo ==== | ==== Against Combo ==== |