I've been meaning to write something on this for a while, and a game I just played inspired me to sit down and do it.
As we all know the game of Dominion ends in one of two conditions (or three if you read WW's article on winning by taking 50%+VP available on the table):
- When all the Provinces/Colonies are gone
- When three piles are empty
The fast the game ends immediately when the provinces are gone makes for rules like PPR and when to break PPR important.
Three pile games can usually be divided into three types:
1- One player is rushing piles to end the game
2- Both players are building engines (especially mirror engines) and so driving piles low as they both wait before they move into VP cards. As that nears the end players have to start greening to be ahead on their turn. If they are the other guy is forced to get ahead on their turn. If someone doesn't end their turn ahead, the other guy can choose not to buy VP and just end it on piles.
3- Curse-heavy games (especially Sea Hag or IGG) where one pile is curses and the attacks make it harder to get to provinces, causing Duchies or Estate pile empties to end the game
There is a third time that I've been seeing more and more in a subset of games.
It's a situation similar to #2, but usually only 1-2 piles are empty (if only one then the second is running low). Both players have started moving into Provinces and the game doesn't look like it will end on piles.
In games like this there is another 3-pile ending you need to watch out for: The Estate Piledrive.
If two piles are empty the game can be ended at any time with $16 and +7 buys (assuming a 2p game). Obviously if any Estates have been depleted it won't even require that much (examples: Swindler or Baron games).
Now $16, +7 buys sounds like a lot (You can just buy 2 provinces which should put you ahead anyway!), but these situations usually come about in engine games. Most common: Wharf, Grand Market and Bridge engines. In these games the other guy is usually able to buy two provinces on his turn as well. So your PPR often turns into PPPR (penultimate-penultimate-province-rule).
The key thing about piledriving Estates to end on piles is that, unlike forcing other 3-pile endings, you can do it when you are behind.
Often even more important than PDing Estates itself, is watching to make sure you don't set up your opponent to do it to you.
Works with:
- Baron (which draws down Estates)
- Bridge (One Bridge halves the price of Estates. Two makes them free)
- Highway (same reason as bridge. But you need to get the buys somewhere else)
- Wharf (Piles are usually running low anyway, and Wharf is effectively a +2 buy card)
- Grand Market (if you can get trashing going to play multiples in a turn. Every GM = 1 Estate)
Counters:
- Multi-player games where orchestrating this is a lot harder. But still something to watch out for when the opportunity comes up
- Non-engine games
- Games without +buy
Some examples:
Imagine this scenario:
- He is ahead by 6 points
- You buy two provinces
- He buys two provinces
Your turn.
There are 4 provinces left. He's ahead by 6 points. If you buy two provinces, he can likely buy two provinces on his turn and end it in the lead. Instead you could buy a province and a duchy and be ahead by 3 points. Then he is forced to buy 3 Duchies - and he's ahead by 6 again. Pretty soon neither of you will be able to double-province as your decks get greener and it turns into a crap-shot on who gets the right draw at the right time.
In a situation like this you need to look for a way to end it on your turn if there is any way you can. Pile driving Estates would do it: You get 8 points and pull ahead by 2 and the game ends.
Another example:
You are building a wharf engine. All of the Wharves and Worker's Villages are gone. Usually you want to build up your Gold now so you can start hammering provinces in another turn. You've fallen a little behind on green - the other guy picked up a province already to stop your ability to end it on piles. But wait: You draw $16 and you have tons of buys... Grab those Estates and end it before the end game even begins.
Here is the game that inspired this write-up:
http://dominion.isotropic.org/gamelog/201211/04/game-20121104-094009-db0118e9.htmlIn the game I see the double province turns coming. I was actually afraid Qbert would end it on piles. I pick up a province for insurance. And leave a 2 Hunting Parties. The only way for him to end on piles is to get 6 VP, pick up two HP (which is possible with Smugglers in play) and still empty another pile. I'm safe.
He picks up two provinces to get +6VP ahead. He also picks up a HP with his Smuggler, which was his only real mistake.
My problem is I have 5 Grand Markets -> That gives me 6 buys. But I need to pick up a Hunting Party and 8 Estates - I need 9 buys.
I use my Smuggler to pick up the last Hunting Party, and then draw it into my hand. Now I'm only short 2 buys.
I play my Salvager on the HP for +1 buy, and then Spice Merchant a Silver for another.
+ 8 buys and enough $s to pick up all 8 Estates.
Here is another example where King's Courted Barons caused the Estate pile to empty:
http://dominion.isotropic.org/gamelog/201211/04/game-20121104-105402-7312fe6e.htmlAnd another example (Colony game with Bridge and Possession):
http://dominion.isotropic.org/gamelog/201211/04/game-20121104-130749-3c9fa767.htmlAnd another: (Grand Market + Conspirators)
http://dominion.isotropic.org/gamelog/201211/04/game-20121104-142759-13d30393.htmlI wish we had Council Room to pull up more games that end in an Estate piledrive. Anyone else have examples? Or types of games when this happens?
Ed