|Troll answer||Draws/ "cycles" a lot||buying power/ payload||Consistency||Actions (villages)||Synergies||Plays a lot of stuff (actions)||Good/win game||Growing||Not Money||Card Value Property||Response|
|1||1||An engine is a state where the cards in your deck reach their optimal potential. To elaborate, coppers aren't bad because they generate $1 treasure. They are bad because they potentially take up the spot of something else that can do so much more. If you're able to consistently draw that copper without it affecting the spot of something else, then you've optimized the copper and the other cards in your deck.|
I think by this definition, it circumvents the idea that engines require actions and draws. They just happen to be the easiest way to make an engine because cards aren't optimized if they aren't making it into your hand. But, for example, if your entire hand+deck is only five cards, well, that's pretty much the perfect engine. Keep in mind, that doesn't mean it's a successful one.
I also think that a key component to making an engine relies on mitigating the effects of greening. This could even include the idea of generate victory points through alternative methods besides greening.
|1||"Engine" in the context of "I've built my engine" refers to a highly consistent set of options that can be used repeatedly until the game ends. The consistency is the important part, even big money can be an "engine" once it starts being reliable.|
|1||An engine is the ability, or lack of ability, that a deck has to cycle through cards. The goal of a good engine is to be able to get as much benefit as possible in one turn.|
|1||1||1||1||An "engine" is a deck that aims to use good cards to fill as many of the following roles as possible, but generally in a modular fashion: a) something that lets you play extra cards in a turn, b) something to let you buy or gain more cards a turn, c) something that draws you more cards, d) something to trash or cycle, e) something to attack or slow down your opponent.|
Engine decks have the following properties: they aim to 1) draw or cycle through all cards as quickly as possible and 2) play a large number of cards or select key cards with high frequency.
It is usually (but not always) strategically correct when playing an engine deck to lump the gaining of Victory Cards into as few of turns as possible. Sometimes engines will win with one turn of Victory Card purchasing or without having to gain any Victory Cards at all. I think of this last thing as a consequence of engines and correct play rather than a property that defines engine decks, though.
|1||1||1||1||I think one of the top defining features of an engine is "reliability". Combo or megaturn decks don't need to fire every time - they deal with a low fraction of turns that work, as long as the one turn that does work is spectacular. But with a well-functioning engine, you should reliably get to your payload every turn. (This might mean some sort of robustness against attacks, as mentioned by someone else in the thread.)|
Reliability alone isn't enough to characterize an engine - a Golden Deck of Bishop, Province, Gold, Gold, Gold is about as reliable as they come (as long as there are no attacks). So you'd probably want to add that it's a deck that reliably plays many actions per turn, in order to reliably hit a certain payload (which might involve some combination of attacks, buys, gains, and which might involve greening over multiple turns, or else reliably growing the engine to the point where it can guarantee a megaturn when needed).
|0.01||1||0.01||1||I think an engine is putting together a deck that plays together well and grows such that each round it becomes more dominant. The goal would be to get as much coin and buys as possible, and that is often accomplished by getting as many actions and cards to run through a turn as possible.|
|1||"Hey, that strategy where you buy one smithy and money? Well it's not as good as this deck--see how efficient it is? It's sort of an....engine, you could call it"|
|1||An engine is a deck that intends to play a large number of actions most turns. Specifically, I consider any deck that plays more than 5 actions on at least half of the turns to be an engine deck.|
|1||1||1||1||Multiple cards that work together to allow you to get enough coin and buys to get multiple platinums at the end of the game. This usually happens by using cards such as village and smithy to get additional actions and card draws.|
|0.01||1||0.01||1||A deck build that supports itself, i.e. “running” your engine on a given turn allows you to buy more “engine parts” which enable you to run your engine more effectively. Typically involves significant card draw and action card plays, but imo it doesn’t have to rely on these as long as it’s self sufficient. Good engines have a “payload” that can be used to buy non-engine parts such as victory cards, but a badly-used engine is still an engine as long as it’s self-sufficient.|
|1||1||the interesting characteristics are (1) The deck as a total deck is close to the deck's turns: roughly speaking if you add a key card the average turn improves by close to the entire power of that card and (2) the deck aims to use (1) to improve its own capacity.|
|1||Anything that isn't big money and isn't a slog/rush. From there, everything is an engine; only some are good and some are bad.|
|1||1||A deck which, at it's end state, allows the player to play repeated, identical turns. Usually involves a small enough deck to be entirely drawn every turn|
|1||1||Any deck that seeks to consistently play a large number of cards to achieve something that couldn't be done with significantly fewer cards.|
|1||A deck where the strategic philosophy is playing many actions|
|1||Eight equals D|
|0.01||1||The most important defining aspect of an engine is that it should reliably play all or almost all cards in the deck each turn.|
|1||0.01||A deck build that focuses on drawing all or a majority of ones deck each turn with intention of minimizing the affects of clogging your deck with green cards|
|1||an engine is where you draw/sift through your whole deck every turn (at least until you start greening.)|
|1||An engine is a deck whose average value per turn derives from its total deck composition, rather than its average deck composition. So, if you randomly set aside some cards from your deck, it would hurt this turn. Most typically, an engine has a nonzero probability of drawing or sifting through the entire deck. The probability does not need to be high, i.e. I don't think "consistency" is a requirement.|
Of course, there are a bunch of pathological cases:
-A Travelling Fair/Counting House is an engine because its value derives from the total number of copper.
-A deck that gains Silk Roads technically derives value from its total deck composition, but I don't count that sort of thing.
-A 5-card deck, or say a deck with 10 peddlers and 4 stop cards, I would put in a third category, neither engine nor good stuff.
-There are also stockpile decks, that collect e.g. coin tokens, Royal Carriages, Duplicates, or Native Village cards for a big turn. Here, the value of the megaturn derives from the total deck composition, but the rate of building the megaturn depends on average deck composition (e.g. how quickly you can play Royal Carriages), so I actually consider these to be good stuff decks.
|1||1||1||Cards that work together to buy more cards and eventually all the green cards (or alternative points/ win conditions)|
|1||1||A Deck that relies heavily on playing multiple actions per turn, and is able to repeat that reliably for several turns.|
|1||A deck that attempts to draw or cycle through all or almost all cards within a turn.|
|1||1||An engine is characterized by two main features:|
Strong draw, typically being able to draw your entire deck (or most of it) in a single turn
Payload, powerful cards that either help your deck, hinder your opponent, or let you gain multiple Victory cards in a turn
|0.01||1||1||An engine in Dominion is a type of deck that focuses on "powering" itself. Hallmarks of an engine are that it takes time to build (to get running), but that it's potentially very powerful on a turn-by-turn basis once it's running. This typically involves some method of gaining additional draw (eg, Council Room), some method of gaining additional actions (eg, Village), and then something powerful to do with those additional cards and actions, either with additional buys, some sort of gainer, or something that otherwise facilitates acquiring victory points (eg, Bridge, Goons, etc.)|
|0.01||1||1||A combo that can be reliably played every or almost every turn (it usually fully cycles the deck or is just dense enough that it doesn't need to) that can hit it's win condition on each of those turns (whether that is buying a province, buying a dozen coppers in one turn, or whatever).|
|1||An engine is a deck that attempts to reliably draw itself completely each turn.|
|1||1||Any deck that consistently plays more than 1 action per turn.|
|I find myself thinking of an engine as a deck mostly indifferent to Attacks: you don't care about being on the receiving end of most of them, and while you don't avoid getting them yourself, you're primarily interested in the benefit to yourself rather than the hosing of your enemies.|
|1||1||It's really just the structure and mechanism of your deck. You buy and trash cards in a certain way to construct a deck that can bring you to victory before your opponent. You will always have some kind of engine, even if it's a bad one, unless you're just randomly buying cards without considering how they interact with the rest of your deck. I think it's frequently a beginner who makes that mistake. They'll purchase cards they think are useful without considering how they work in concert with other cards. You'll have someone with a ton of action cards, but none of them are +action; so they frequently draw a hand where they can only play one action and the rest go to waste.|
A way of getting control over your deck, usually by drawing it whole (e.g. Village+Smithy), or by getting all the cards you want every turn (e.g. 7x Ventur; or Golems + Counting House)
A way to reliably gain or buy multiple cards per turn, or play an attack card every turn
A way to produce so much money and so many buys per turn that you can threaten a three-pile ending.
|1||An engine is any combination of cards that helps you get more cards.|
|1||1||Your deck is an "engine" (or, equivalently, you are "playing an engine") iff you do a lot of stuff every turn, with some degree of reliability. Define "a lot", "stuff", "some", and "reliability" however you want. -Dingan|
|1||A deck with a high density of Action cards.|
|1||1||1||1||1||1||"Engine" is a relative term, and hence is only used relative to the alternative, often "money." Generally speaking, an "engine" is the more complicated strategy and involves seeking to "do more" with its turns: playing, drawing, and gaining more cards, usually in order to build reliability and/or a higher ultimate per-turn payload.|
|1||1||Anything where you are playing >50% of the actions in your deck on a given turn, and you have at least 75% action cards OR at least 10 action cards in your deck overall|
|1||Define it however you want, it doesn't change the fact that you're a joke of a player, Adam|
|1||1||1||1||1||To my mind, engines are characterized by letting you play more cards. To do that, you need to draw more cards, and have more actions to play them (or other methods of playing them without +actions, like throne room).|
The primary thing an engine does is play more engine parts, the secondary thing, but also vital part, is to do things. It can be building the engine to be better, it can be trashing junk, it can be attacking, and at the end of the game, it has to be buying or gaining vp.
|1||1||1||When people talk about engines in Dominion - and of course all that's useful is what people use the term to mean, not what any one person would like it to mean - they tend to mean decks that include all three of these elements. You have to be drawing more cards, playing more than one Action, and gaining more than one card.|
|1||1||1||A deck that relies on lots of +card and +actions. Takes a lot to set up but once it runs it runs well near everytime.|
|1||1||0.01||1||1||1||An engine is a deck where:|
You use a combination of trashing, draw and other methods to cycle through all or almost all of the starting cards every turn
You use the fact that you're cycling through your deck every turn to keep building in a positive feedback loop, resulting in a deck that is more reliable and/or has more payload, allowing you to green effortlessly
You acquire cards that draw more cards to increase your handsize and optimize your economy to match with the +buys available
You acquire enough antiterminals to play all the terminal Actions in your deck that you have to play
Since you're cycling through most of the deck every turn, it only takes one turn to use the new cards and you might be able to even gain and play the cards on the same turn
You maintain the correct balance between different engine components and cards that aren't engine components to minimize the odds of dud turns
Your resulting deck is extremely flexible and can opt to go for whatever greening tactics that counters the opponent the best
|1||1||1||1||An engine is a deck that cares about the total power and contents of itself and uses and improves that with each passing turn. The typical example is an action heavy deck-drawing or near deck-drawing strategy that can gain-and-play to improve explosively. This contrasts with strategies that rely on the average turn having a certain level of power and then maintaining that average. The typical examples more on this end are pure money-with-one-terminal and golden decks.|
|0.01||1||A deck archetype that focuses on buying actions to chain together, usually to draw through their deck. This typically involves card draw, +actions, and a form of payload.|
|1||0.01||1||An engine is a deck where you play virtually all of your cards every turn, then add cards to your deck and continue to do so.|
|1||1||A deck which goal is to win through drawing all its cards|
|1||Any combination of purchased cards in your deck that lets you play more than the 5 cards in your hand at the start of your turn.|
|1||1||1||A well constructed deck with several synergistic cards to maximize combos to buy provinces/colonies|
|1||It's a deck that focuses on buying actions and chaining them together.|
|1||1||A deck whose goal is to eventually buy a province every turn without fail, usually aiming to buy two or even more|
|1||An engine is a combination of cards working together to accomplish more than they could accomplish on their own.|
|1||An engine is a collection of cards that can repeatedly be used together for extra benefit.|
|1||1||1||1||1||An engine is a deck that draws and plays many Action cards in a turn. This can be contrasted with a deck built around terminal Actions, which seeks to only play one Action per turn, or with decks that play a few Actions from their opening hand, but do not often draw and play more.|
The prototypical example of an engine is Village-Smithy, which plays Villages to ensure that it can play the Actions it draws from Smithy, which are typically more Villages and Smithy's.
Potency is an important factor in determining whether a deck is an engine. Much as a cup without a bottom cannot really be said to be a cup, a deck with 5 Smithy's and 1 Village cannot really be said to be an engine, since it is very likely to fail to play more than 1 Action per turn.
Similarly, decks with only cantrips, which give +Card +Action, are not normally engines, since the deck's ability to draw other Action cards is typically unreliable when drawing a single card. However, with a sufficient density of them, obtained either by having a large number of cantrips or by trashing non-cantrips, they can constitute an engine.
|1||A strategy by which you build victory points.|
|1||0.01||A deck that uses +cards and +actions to draw all of its payload cards every turn|
|1||1||1||An engine is a combination of cards with a proper ratio such that it is able to consistently accomplish a task almost every turn, where multiple action cards are played. The task could be something like produce 11 money and 2 buys, or gain a groundskeeper every, etc.|
|1||1||An engine is a deck where you are able to both (a) potentially gain more than one set of points a turn and (b) seeks to increase consistency (or at least not decrease consistency) in the deck before greening.|
|1||A deck that can play several actions in a turn. Eg village and smithy, or lab lab lab.|
|1||Anyway, my possibly ill-considered definition: An engine is a deck that, if it's not having a bad turn, sees almost all of its cards.|
|1||1||1||1||1||An engine is a strategy of using cards that let you play more cards, generally by drawing enough cards and adding enough actions, to do more useful things than a turn with few to no actions played. Useful things include buying victory points, playing attacks, gaining engine components, and trashing junk.|
|1||1||A deck configuration that produces a predictable result on most, if not all turns, with the end goal of winning the game. |
An engine does not necessarily result in buying a victory card (e.g. a deck that consistently plays multiple Goons and then buys coppers, only to later trash them counts as an engine), but it does have an end goal of winning the game (so while skipping actions and buying copper every turn can be predictable, it is not an engine because it is not a reasonable strategy for winning a game).
|1||0.01||1||1||differs from money / slogs in that money and slog building aims around increasing the output of the average turn, where a turn sees a relatively small subset of the deck. Whereas an engine aims to consistently see and play / buy its key cards every turn (through draw, sifting, trashing, etc).|
|1||1||1||In my opinion it is a combination of at least 2 cards that is better than X-Big Money. They don't have to have +2 actioners (but usually at least +1) and +buy as long as it is faster.|
|1||A deck that plays a large percentage (ideally all) of its payload each turn|
|1||1||1||An engine is a deck which generates surplus Actions and draws cards, with the intent to play additional drawn Action cards.|
|1||1||1||This should be multiple choice. Combining draw with actions to carry a payload.|
|1||1||1||An engine is a deck that utilises a mixture of 'process cards' like village and 'output cards' like bureaucrat to generate a victory condition and economy in the action phase.|
|1||A device which consumes raw material and produces kinetic output.|
|1||1||In my opinion, an engine is a deck composed of a set of action cards in quantities such that shuffle luck is not a major determinant of them getting an optimal turn. They may have removed many of their starting cards to get this composure, but that is not as important as the selection of action cards they have obtained and are able to play each turn. This is the key factor of an engine: the ability to keep performing this combo, rather than a single-shot effect.|
|1||1||1||Draw AND play many cards to make powerful turns CONSISTENTLY|
|1||0.01||A deck with the objective of drawing every card each turn|
|Troll answer||Draws/ "cycles" a lot||buying power/ payload||Consistency||Actions (villages)||Synergies||Plays a lot of stuff (actions)||Good/win game||Growing||Not Money||Card Value Property|
|Draws/ "cycles" a lot||Consistency||Plays a lot of stuff (actions)||buying power/ payload||Growing||Actions (villages)||Good/win game||Synergies||Not Money||Card Value Property|