There seem to be a lot of Rebuild games going up here, so I thought I'd post an interesting and educational one of my own. The kingdom cards are:
Crossroads, Scrying Pool, Fishing Village, Oasis, Wishing Well, Caravan, Coppersmith, Inn, Rebuild, VaultThere are a couple cards here that you might look at and think "power card": Rebuild and Scrying Pool (and maybe Vault). Scrying Pool + Vault is a great combo, but there's no +buy, and perhaps more importantly, Rebuild can probably drain enough VPs off the board that that type of engine won't have time to set up. So it looks like Rebuild has to be the "key" card to the kingdom. But how do you go about using the power of Rebuild?
I think there is some confusion about the strength of Rebuild. It is
not good at scoring. It's strengh lies in its ability to shorten the game.
So when you're going with Rebuilds, you want a strategy that scores fast. Sometimes this is Duchy rushing, but this not always the case!Here, I see that Caravan, Wishing Well, and Crossroads are all good for Coppersmith, and with that assistance, Coppersmith can score pretty fast. Vault is also pretty fast, but doesn't go too well with Rebuild because the cost conflicts, and because the Rebuild decreases your hand size. So I go with Coppersmith.
Here's the log:
http://dom.retrobox.eu/?/20130715/log.5135b68ce4b07f4f52107e0e.1373903603213.txtMy opponent goes for a "standard" Rebuild+Duchy rush. After 10 turns, the Duchies are gone, and I've lost the split 6-2, but I don't care! After turn 11, the game is effectively over, and I've won. I'm up 10 points with only 3 Provinces left (I have already trashed one with Rebuild), and basically no economy in my opponent's deck. Even if he Rebuilds into the last 3 Provinces, that's only 9 points, and there's no +buy to out-Estate me. The only way for him to win is to
buy a Province and gain the other two before I drain one, which can't realistically happen.
The moral of the story is that (I think) it's better to think of Rebuild as a game-accelerator, and not as a scoring card. It's non-terminal, so you can tack one on to nearly any other fast-scoring strategy and use it to close out the game before your slower-scoring opponent can catch up.