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WanderingWinder

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The Engine
« on: January 05, 2013, 04:57:53 pm »
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This is the fourth in my series of Articles on the five general Dominion Deck types; it covers Engines, which are highly powerful, plentiful, and popular, fitting between combo decks and Big Money decks.

What Defines an Engine?
The biggest thing that defines an engine is that it has massive cycling. This is generally in the form of card draw of some form - chancellor and scavenger do not engines make. This allows a deck to play its most important cards very often, and usually allows the deck to play large numbers of cards every turn. They are also typically fairly general and to some extent modular - you are looking more for types of cards than specific cards. In many instances, your engine won't work without ONE specific card; but if all or almost all of the important cards in your deck must be exactly as they are, you're probably looking at a combo more than an engine. Again, though, there's not a bright dividing line.

What Different Kinds of Engines are there?
Engines encompass a wide variety of decks. There are many ways of getting that engine-defining cycling, and there are many things to DO with it once you have it. Exactly how the deck works is going to vary from kingdom to kingdom, but there are some general categorizations which can be made.

The [Village] [Smithy] Engine
This is the most basic kind of engine you can build. The idea is that you play some card which gives multiple actions (throne rooms, King's Courts, and Golems can also count here) to be able to play big terminal draw cards in order to draw large portions of your deck. Once this comes together a bit, you can generally string several, village-smithy-village-smithy-village-smithy plays together. You can do almost anything as a payload for this kind of engine - what you want, exactly, will depend on the kingdom.

The Draw-to-X Engine
This is similar to a village/smithy type of engine, but instead of regular draw, it uses one of the draw-to-X cards - occasionally Jack of All Trades, but more often watchtower or Library, and most notably minion. Given the differences in how the draw works, this deck needs to behave a little bit differently than the village/smithy version talked about above - you would ideally want to play some of your payloads BEFORE your draw cards, but if your payloads and particularly draw cards are both terminals, you will need extra villages in order to make this happen. Disappearing villages (native and fishing, sometimes crossroads, university and festival) tend to be better here relative to the smithy versions, as the missed card draw isn't AS problematic here. Further, cards that give benefits for discarding (like Horse traders or warehouse) tend to shine a little extra in these decks, as you can draw past their downsides. Menagerie can sometimes work like the draw in these decks, bridging the gap between these and the next engine type. It's worth noting that these kinds of decks don't work nearly so well as the village/smithy variety when your payload has to be treasure (unless you have black market sitting around!).

Non-terminal Draw Engine
This engine depends on non-terminal drawing cards to go - things like Menagerie, Lab, Stables, Level 2-3 cities, Apothecary (and others). Non-terminal draw, to be balanced, tends to draw you less than terminal draw, but there are a couple advantages to this kind of deck compared with the previous engines: it can work even without villages, and if you do have some villages, you can have more payload cards without getting too much terminal collision. Sifters are also fairly decent here, if they are non-terminal, and even something like a large stack of cartographers can make this kind of engine work, possibly without ever getting a handsize over 5 cards. Hunting party famously often works differently than the rest of these, with HP/X decks. Apprentice can work here, but you either need some mega-turn mechanism to go off, or the ability to gain very expensive cards for fuel, or the engine isn't going to be running all that long.

Specialty Draw
There are basically two cards that work very well here: Crossroads and Scrying pool. They have amongst the highest drawing potential in the game (being unbounded in the amount they can draw you), and if you are going for this as the basis of your deck (certainly you can at least use crossroads without it being the focus), you need to prioritize the requisite cards more highly than normal. For instance, in a crossroads-based engine, if you play something like warehouse, you want to discard coppers, usually silvers, and even golds, in order to be able to draw more off of the crossroads.

Double Tactician
This is much more specialized than other kinds of engines, and along with the next kind of deck, lies between engine and combo. These work somewhat similarly to the draw-to-X engines actually - you need virtual money (or black market!), and then you need to play the second tactician at the end of the turn. Cards that need large handsizes to reach their full benefit can really shine here, as this can get set up to draw more cards faster than most other engines, though the upside is potentially smaller; in any case, this includes things like forge, and cellar.

The Mega-Turn Engine
Again, this plays, at least in terms of endings, almost closer to a combo deck than an engine. This is also more of a payload type than it is the actual driving force of the engine. Mega-turn engines seek to gain all of their points in one massive turn at the end of the game (or occasionally two or three). In these decks, you usually don't want to green at all until the very very end, unless you have to green sooner to stop your opponent from being able to end in the lead. Embargo is particularly potent in these kinds of decks, as you can shrug off the clogging effects of the curses - they'll never cycle through your deck.

What's Good For Engines?
In any engine you are going to need components to make it go, but that will vary from engine to engine. There are some general points though.
  • Trashing, particularly strong trashing, is very good. Thinner decks set up to engine up much faster than others. So chapel, remake, ambassador shine most in these, and things like upgrade and lookout are generally strongest in these kinds of decks as well, though they aren't *always* the best way to get the engine up and running.
  • Attacks to slow your opponents down or sometimes to hurt their point totals give you extra time to get set up and dominate the game, so discard attacks and i.e. saboteur find their best homes in these kinds of decks. Cursing attacks CAN be very good for these decks, too, IF (and usually ONLY if, though there's the rare exception a la scrying pool stack) you have the trashing (usually needs to be strong trashing) and draw in order to be able to clean them up - a non-engine opponent won't be able to do the same.
  • Alternate VP cards lengthen the game to give you time to get your engine up and running, provided that the engine is able to go for either the alt VP cards or provinces; certain alt VP cards can help our your opponent more than you in some cases, particularly if it's a slog you're up against. But most especially colonies, vineyards, and VP chips are big, big-time engine cards.
  • Gains. Most engines need some way of gaining more than one card in a turn in order to come out well. This helps to be able to get a critical mass of components, as well as extra payloads and very often multiple victory cards at once as well. For this, straight +buy is usually important as well.

On most boards, you will need a couple of these things, or more, along with some way of getting the cycling down, in order to come out on top. But there are also a large number where some of the more extreme of them (i.e. the best alternate VP, the very best strong trashing) along with the cycling will be good enough.

How do I play an Engine?
The biggest thing about playing the engine is to get the engine up and running first, before worrying about other things. You will need a little amount of money to get this going, usually, but not all that much. And then just focus very very hard on getting the cycling up to speed before worrying too much about other things. You often will want to pick up one attack early on to slow your opponent down, and at some point you may start to get hampered in your ability to buy more components because you can't generate enough buying power - this should be your cue to get more payload; usually, you want to prioritize a nice 5-cost (or even a 4 or a 3) engine piece over gold, unless you really need extra money. Eventually, you will have to turn for points, but you want to make sure that you are very well prepared to do so first. Generally it's a bad idea to pick up any provinces before you go virtually straight for green, green, and only green; if you green too early, your engine can gum up, and you will almost never have time to repair it afterwards. As for villages vs terminals, you generally want to get the a terminal before you get a village to support it, while you are building up, though at some point you will switch over to over-villaging in order to make sure your initial hand can get off the ground. This gets skewed a little more when the village is giving you something else useful, a la hamlet in a draw-to-X, Festival or Bazaar, or Worker's Village where you are desperate for more +buy.
Endgames usually depend a bit on the specific matchups, so...

Matchups
Vs Big Money
Against a big money deck, the money deck will usually be faster than you (or just bad, in which case this won't matter). Wait for quite a while before you go green, and when you do, be able to close the game out. Decently often, you will need to be able to get smaller VP in order to mount a comeback; keep this in mind, but also keep in mind that if you're building a decent engine, you WILL be able to do this. Don't get scared because you're behind and start reaching for provinces to close the gap - this is only sealing yourself in.

Vs Slog
The nice thing here is that the game will already be longer based on their deck choice, which gives you longer to get going than against a big money deck, and you sometimes need that. Against a slog, you need to be aware of what they're going for. You don't want to deny in most cases, at least early on, because you will gum up much worse than they will. Make sure you don't green until you can consistently buy out the big VP cards, take the lead and win. Alternatively, if they are playing slower, and building up to get an insurmountable VP matrix that you won't be able to overcome, then they will probably need to start greening later, in order to have enough economy to finish this out. In these cases, you can look to see if you can green early and actually go for some late blockage, after you have a decent amount of bigger VP. This can lock them out of their VP matrix, and in fact, there are some cases where you just win right there, since they won't be in a position to go after the expensive VP to come back, so it won't matter that you've gummed yourself up.
In any case, watch out for a three pile ending.

Vs the Rush
This is a difficult matchup for engines - you need to be able to get a lot of VP before they can end the game. The strongest engines can do this, of course, but they need to be very strong. Once you get the lead, ad stabilize it against them grabbing estates or hitting a new plateau on their scaling VP card, you've very often won, because they won't have a lot of other ways to gain points. But surviving long enough to have this happen can be a problem. And three pile endings can KILL you here.

Vs the Combo Deck
You would play this very similar to the Rush. Watch out for three pile endings. Here, you also want to look to try to make your own happen. Most of all, you want to either have the game ended, or be about to end it, by the time they establish their combo. Because if they get it up fast enough, you can well be dead.

Vs Engine (Mirror)
This plays differently than all the other matchups, and particularly different than the big money matchup. Usually, you need a lot of engine components, and they do too, so you end up going for many copies of the same thing... which does a couple things. First of all, winning splits becomes rather important in many cases - to figure out when, look for what makes your engine go, what it needs to survive. Generally, you will need multiples of at least draw cards and some form of extra actions (i.e. villages). If there's only one draw card or only one village, winning that split can be massive. This is probably most true on the village front - villages let you play your terminals; if you win even 6-4, you can play 7 terminals on a turn, and they can only get 4 - this is massive. +buy or gaining cards CAN also work this way, though this is somewhat more rare, as usually you don't need more than 4 buys in a turn that badly.
The other thing is that this makes three pile endings much more common. WATCH OUT FOR THEM. This in turn, makes having a lead more important, so that you can three pile end it on them, and so they can't do the same to you. In fact, you can use something like a duchy as a weapon against them - not only does it give you points, but it can actually stop them from picking up engine components, as you threaten to three pile end it if they do. One of the things you have to watch out for when winning splits is that you don't go too crazy - if you win a village split 8-2, you need to make sure they can't end it so fast that you won't get to enjoy the advantage, i.e. you need to be able to do something with it at some point. So here, you want to green earlier than you would in any other matchup where you are playing an engine. Only, you need to take care that you aren't greening too early, as they will be able to play the long game and grab LOTS of points to wipe you out. To figure out the timing right, keep watch of each of your decks to see how reliable they are, and more importantly, how much they can get in terms of money and buys. If there are gains to be had, remember that they can happen mid-turn and then those gained cards can be used mid-turn in a lot of cases - watch out for it. Always keep your eye out on potential. If they won't be able to three pile you, generally keep building, unless you reach the other stop criteria, which is that if you can just straight buy enough VP to end the game with a win, should you start buying green right now, then go ahead and green. I.e. if you can buy 5 provinces easily starting now, without gumming too much, and this won't gum you too much to be able to maintain the lead, then go for it.
« Last Edit: January 14, 2013, 08:21:00 pm by WanderingWinder »
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soulnet

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Re: The Engine
« Reply #1 on: January 05, 2013, 05:12:40 pm »
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Nice overview!

I wish you mentioned Apprentice as non-terminal Draw. I think with Apprentice especially, but also with other trash-for-benefit (like Salvager) you may WANT to green early, especially against an alt-VP opponent. Just deny the Gardens/Silk Roads and use them as fuel early. Also, Apprentice likes you buy the most expensive cards, and its really hard to gum-up once you have several Apprentices as long as you don't mind trashing your big cards.
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Tdog

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Re: The Engine
« Reply #2 on: January 05, 2013, 05:31:48 pm »
+1

In your "what defines an engine" section I think you want to say "the biggest thing that defines an engine" instead of "the biggest thing that defines an action".
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WanderingWinder

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Re: The Engine
« Reply #3 on: January 05, 2013, 05:37:54 pm »
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I took out some of the non-terminal draw, leaving the things that are most reliable and pushing towards this kind of strategy - apprentice can work, but usually not as the basis draw. But it's not supposed to be an exhaustive list.

Also fixed the issue Tdog pointed out - thanks.

jomini

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Re: The Engine
« Reply #4 on: January 07, 2013, 03:17:37 pm »
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I would dispute wanting exactly one attack; I would go so far as to say that you may want one of each TYPE of attack. Getting a militia - good for mucking up the other guy's trashing/gold buying hands and one curser is quite nice. It is particularly devastating to be forced to either have no gain this turn or to discard your curses rather than trash them.

On a lesser note, non-terminal attacks, like Familiar, Sp, and Spy can be fine if massed - particularly if you have nothing better to do with your money/gain at that price point (e.g. you are building a Minion/Grand Market engine and hit an early 4 without wanting more silver). Likewise, I know you know this, but you might want to be clearer about smithy-type attacks. Oracle, Margrave, and Rabble can all do a good job of being a smithy and should be massed like any other smithy (Rabble being particularly strong for engines vs most non-engines).

I might make mention of apothecary as another form of conditional draw, yes you get the basic +1 car, but its real draw potential is from vacuuming up coppers - this can be strong, particularly with something like cellar/apoth/colonies. Scout, pathetic as it is, is also a conditional draw. Yeah, it is pretty much useless, but if you are doing a Xroads deck, a Nobles deck, or better both, you can use scout as a conditional draw; it is actually quite useful in some vineyard engines both as cheap payout padding and to draw past deck clogging vineyards, which you often do want to buy one at a time, even in an engine.

A few other things:
1. Engines, more than any other deck type allow for "gain it and play it". Particularly in mirrors you have to watch out for the opponent drawing his deck, gaining some strong cards, and then doing nasty things like piling out (e.g. developing a gold into Kc/Governor or remodeling a few cards into Talismen to multiply +buys for piling out, mass graverobbing, etc.). You simply have to got be more careful not to overlook the ability of engines to radically shift their composition and play a very different game very quickly.
2.  You mention gainers, but engines, again more than a lot of decks, really like cards from the scaling Tfb family. Remodel away estates into smithies, remodel province -> province to force game end on your turn, down-model a young-witch to a village once curses are gone, and of course, steal away slog-VP cards to turn into something better once your engine is deck drawing. You can get a surprising amount of versatility out of Remodel type cards in engines. Bishop also works well here, allowing you gain points without overly slowing down your deck. Salvager and forge are less flexible, but still can lead to early game end. Almost scaling TfB tend to help the engine player cannibalize at game end to cash out components for VP.
3. Minor thing, but you rarely need 8 Ventures. 5 ventures and a gold works nearly as well (you are no longer assured a reshuffle every turn).
4. One big thing about engine play that a lot of players (though not you) should be reminded about is deck balance. When building an engine you have to be disciplined about picking up what you need, when you need it. The infamous 11 coin Herbalist is the obvious example, but more often you may need to forego buying a power card, like Goons, at 6 just to keep the deck humming with enough +actions with a cheap village (e.g. Hamlet).
5. The converse of point 4 is also something to be careful about when building an engine. You can be majorly hurt if you are running engine and they swipe 6 or 7 villages - letting you only get 4 or 5 live actions to play. This is particularly true if you aiming at a megaturn. Even something as simple as a Highway engine can be blocked if they can't get enough +buy to megaturn out and you have other options. Sometimes, draw, action balance, +gain, and payload are all on the same card (e.g. City when fully activated) and the key split is obvious. Other times, like with Goons or Monument, two cards can be the key split (village and Monument).
6. Another minor point. Should you mentioned Black Market in limited draw like you did in Tactician? Yeah, you need +action, but it is a very good way to reduce hand size, get payload, and enable the engine.

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WanderingWinder

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Re: The Engine
« Reply #5 on: January 07, 2013, 03:51:25 pm »
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I would dispute wanting exactly one attack; I would go so far as to say that you may want one of each TYPE of attack. Getting a militia - good for mucking up the other guy's trashing/gold buying hands and one curser is quite nice. It is particularly devastating to be forced to either have no gain this turn or to discard your curses rather than trash them.

On a lesser note, non-terminal attacks, like Familiar, Sp, and Spy can be fine if massed - particularly if you have nothing better to do with your money/gain at that price point (e.g. you are building a Minion/Grand Market engine and hit an early 4 without wanting more silver). Likewise, I know you know this, but you might want to be clearer about smithy-type attacks. Oracle, Margrave, and Rabble can all do a good job of being a smithy and should be massed like any other smithy (Rabble being particularly strong for engines vs most non-engines).
Yeah, my intention here is to say that you can take one buy/gain's worth of time out of actually building your engine up in order to get attacks - if they do both, so much the better! But I definitely need to make that more explicit.

Quote
I might make mention of apothecary as another form of conditional draw, yes you get the basic +1 car, but its real draw potential is from vacuuming up coppers - this can be strong, particularly with something like cellar/apoth/colonies.
Yeah, I mention it along with stables et al. for this reason.
Quote
Scout, pathetic as it is, is also a conditional draw. Yeah, it is pretty much useless, but if you are doing a Xroads deck, a Nobles deck, or better both, you can use scout as a conditional draw; it is actually quite useful in some vineyard engines both as cheap payout padding and to draw past deck clogging vineyards, which you often do want to buy one at a time, even in an engine.
Sure, except that I am not trying to make an exhaustive list, and I have virtually NEVER found it to be 'quite useful'; I mean, I think it is the very last card I would list. Maybe adventurer is worse for an engine. Anyway, point is, technically correct, but not good for the article.

Quote
A few other things:
1. Engines, more than any other deck type allow for "gain it and play it". Particularly in mirrors you have to watch out for the opponent drawing his deck, gaining some strong cards, and then doing nasty things like piling out (e.g. developing a gold into Kc/Governor or remodeling a few cards into Talismen to multiply +buys for piling out, mass graverobbing, etc.). You simply have to got be more careful not to overlook the ability of engines to radically shift their composition and play a very different game very quickly.
This is true, but I don't find that it is important enough to be in this, which is really supposed to be an overview article.
Quote
2.  You mention gainers, but engines, again more than a lot of decks, really like cards from the scaling Tfb family. Remodel away estates into smithies, remodel province -> province to force game end on your turn, down-model a young-witch to a village once curses are gone, and of course, steal away slog-VP cards to turn into something better once your engine is deck drawing. You can get a surprising amount of versatility out of Remodel type cards in engines. Bishop also works well here, allowing you gain points without overly slowing down your deck. Salvager and forge are less flexible, but still can lead to early game end. Almost scaling TfB tend to help the engine player cannibalize at game end to cash out components for VP.
I actually find that in general, big money does these better than engines do. There are exceptions, but I don't really think that these, which promote fast games, are really good enough to give special mention in engines. They're fine, but not great.
Quote
3. Minor thing, but you rarely need 8 Ventures. 5 ventures and a gold works nearly as well (you are no longer assured a reshuffle every turn).
Well, but 5 venture and a gold is not NEARLY so reliable - you have to have 2 treasures in hand. Well, in any case, I think that's more of a combo anyway, and probably shouldn't be mentioned at all.
Quote
4. One big thing about engine play that a lot of players (though not you) should be reminded about is deck balance. When building an engine you have to be disciplined about picking up what you need, when you need it. The infamous 11 coin Herbalist is the obvious example, but more often you may need to forego buying a power card, like Goons, at 6 just to keep the deck humming with enough +actions with a cheap village (e.g. Hamlet).
Yeah, I cover this already with my explanation of how to build it - only go for one attack, but mostly get that engine humming, to the exclusion, remember?
Quote
5. The converse of point 4 is also something to be careful about when building an engine. You can be majorly hurt if you are running engine and they swipe 6 or 7 villages - letting you only get 4 or 5 live actions to play. This is particularly true if you aiming at a megaturn. Even something as simple as a Highway engine can be blocked if they can't get enough +buy to megaturn out and you have other options. Sometimes, draw, action balance, +gain, and payload are all on the same card (e.g. City when fully activated) and the key split is obvious. Other times, like with Goons or Monument, two cards can be the key split (village and Monument).
Sure, this could be mentioned.

Quote
6. Another minor point. Should you mentioned Black Market in limited draw like you did in Tactician? Yeah, you need +action, but it is a very good way to reduce hand size, get payload, and enable the engine.


Again, this isn't supposed to be a comprehensive list. If anything I would take it out rather than put it in a second place, as it's a pretty fringe edge case.

jomini

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Re: The Engine
« Reply #6 on: January 07, 2013, 11:11:09 pm »
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Sure, except that I am not trying to make an exhaustive list, and I have virtually NEVER found it to be 'quite useful'; I mean, I think it is the very last card I would list. Maybe adventurer is worse for an engine. Anyway, point is, technically correct, but not good for the article.

This is more of a you should reword criticism. "There are basically two cards that work here: Crossroads and Scrying pool. They have the highest drawing potential in the game, and if you are going for this as the basis of your deck (certainly you can at least use crossroads without it being the focus), you need to prioritize the requisite cards more highly than normal."

I might say "There are basically two viable cards that work here:" or something else in that vein; I'm fine with ignoring scout (let alone Counting House), but right now it sounds more like you are saying "These are it", rather than "These are the only generally useful ones".

I'd also nix the bit about "the highest drawing potential." That, like many things, now technically belongs to Dark Ages with Madman (he can draw more cards than there are allowed action cards in the Kingdom).

These are both minor things, take em or leave em.

Quote
This is true, but I don't find that it is important enough to be in this, which is really supposed to be an overview article.
Well I think you may be leading people astray with: "To figure out the timing right, keep watch of each of your decks to see how reliable they are, and more importantly, how much they can get in terms of money and buys." With an engine mirror you really have to worry about the potential gains from action-phase gains; most engine boards will have at least the possibility of gaining more than the current money/buy count. At the very least you need to keep in mind that component gainers need to be counted towards 3-pile potential - Iw may be great for stocking up on villages and thrones, but it can let you pile drive the estates by replacing a +buy with a +action.

[/quote]
I actually find that in general, big money does these better than engines do. There are exceptions, but I don't really think that these, which promote fast games, are really good enough to give special mention in engines. They're fine, but not great.
[/quote]

Odd, perhaps this is going too far down the rabbit trail, but I'd be interested in your reasoning. I find engines have a lot more use for early scaling Tfb as they want gain multiple cheap cards (the remodel family), they are fine with trashing coppers after running out of estates (e.g. Bishop) as engines tend to want high action density, and they don't mind having more terminals floating around. Yeah an opportunistic purchase of Remodel can be good for BM decks, and perhaps even Salvager is better than silver ... but you simply will play these scaling Tfbs less and have terminal conflicts if there is anything better out.

In engine against BM, sure Remodel can let BM preserve a lead by denying VP. However, in engine vs engine or engine vs slog this can tip things heavily near game end (or earlier with say an Engine player using Iw to gain Silk Roads & turning them into Border Villages later in the turn).


Quote
Well, but 5 venture and a gold is not NEARLY so reliable - you have to have 2 treasures in hand. Well, in any case, I think that's more of a combo anyway, and probably shouldn't be mentioned at all.

Not worth including in the article, but you just need one non-gold treasure in hand. This is quite statistically likely up until you have ~25 cards in a de-coppered deck. If you want to make a venture only deck, you can go off two gains sooner with a gold purchase instead of venture. You are extremely unlikely to whiff more than once before you hit 4 provinces. Which sets you back 7 points (buying an estate), but done a turn sooner than if you bought  3 more ventures.

Quote
Yeah, I cover this already with my explanation of how to build it - only go for one attack, but mostly get that engine humming, to the exclusion, remember?
Yeah, I just thought you should spend more time on it and make it more explicit.

Some other suggested cosmetic edits:
"Eventually, you will have to turn for points, but you want to make sure that you are very well prepared to do so first. Generally it's a bad idea to pick up any provinces before you go virtually straight for green green, and only green"
Either you want a comma between the first two greens or you want to delete one of them.

"Cards that need large handsizes to reach their full benefit can really shine here, as this can get set up to draw more cards faster than most other engines, though the upside is potentially smaller; in any case, this includes things like bank, fore, and cellar."
I assume that the 'g' in forge was dropped somewhere in the Midwest.
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Re: The Engine
« Reply #7 on: January 10, 2013, 02:55:25 pm »
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I think a sentence explaining the difference between a combo deck and an engine would be good.  I take it that a combo deck would be, e.g., the goons/masque pin or bishop/fortress.
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GendoIkari

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Re: The Engine
« Reply #8 on: January 10, 2013, 03:03:19 pm »
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What about Goons? I'm not sure if Goons-based decks fit in Engine or Combo, but I was surprised to not see them discussed in either article. A deck designed to play multiple Goons at once seems like a game-changing point of discussion.
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WanderingWinder

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Re: The Engine
« Reply #9 on: January 10, 2013, 03:15:20 pm »
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I think a sentence explaining the difference between a combo deck and an engine would be good.  I take it that a combo deck would be, e.g., the goons/masque pin or bishop/fortress.
It's in the Combo deck article - combos have specific combos that they get in place, and if they can soon enough, more or less just win. Engines are about cycling really fast, and generally they are more about just playing lots of good cards that work decently well together very often.
What about Goons? I'm not sure if Goons-based decks fit in Engine or Combo, but I was surprised to not see them discussed in either article. A deck designed to play multiple Goons at once seems like a game-changing point of discussion.
Goons falls in the VP chips cards, which I describe as "big, big-time engine cards". So it's here.
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