The midgame lesson named the two big plans: money and engine. This lesson builds an engine step by step. An engine is a deck that draws most or all of itself on a turn, plays many Action cards, and then does something no money deck can, such as buying two Provinces at once.
The three parts
1. Actions. Every terminal you want to play needs an Action. Your turn starts with one. Village gives +2 Actions and +1 Card; Festival gives +2 Actions, +1 Buy, and +$2, but no card. Throne Room plays an Action card twice without using an extra Action, so Throne Room on Village leaves you with 4 Actions.
2. Draw. Draw is what lets you reach the rest of your deck. In the base set:
- Laboratory ($5): +2 Cards, +1 Action. It never needs a Village, because it gives its Action back.
- Smithy ($4): +3 Cards. Terminal.
- Council Room ($5): +4 Cards, +1 Buy, and each other player draws a card. Terminal.
- Library ($5): draws until you have 7 cards in hand, and lets you skip Action cards and set them aside. Terminal.
- Witch ($5): +2 Cards, plus a Curse for everyone else. Terminal.
3. Payoff. What the engine does once it has drawn. In the base set, the usual payoffs are +Buy with money (Market, Festival, Council Room), attacks played every turn (Militia, Witch), and gaining extra cards (Workshop, Artisan).
Behind all three sits trashing. An engine draws its deck more easily when the deck is small. The trashing lesson covers how to get there.
Counting Actions
Here is the simple accounting. Count your terminals. You need one Action for each. You start with 1. Each Village adds a net 1, because it uses one Action and gives back two. So a deck with 3 Smithies wants about 2 Villages, and more if you want those Smithies to land on the same turn reliably.
Cantrips such as Laboratory and Market need no Villages at all. That is why a Laboratory is so easy to add: it never makes your turn worse.
The build order
Engines fail most often because they are built in the wrong order. A sound sequence in the base set:
- Open with trashing or a strong attack. Chapel, Moneylender, or Witch if it is there. Pair it with Silver so your early turns can still buy $5 cards.
- Add draw and Villages together. Alternate them as your money allows, keeping the count from the last section in balance.
- Add the payoff when the deck is drawing. Once most turns play most of the deck, buy the +Buy cards and money that turn a big draw into points.
- Start greening. When your engine can buy a Province or two a turn, start. Each of those turns is hard for a money deck to match, and an engine that waits too long can be outpaced on points.
The question to ask every turn: is my deck drawing itself yet? If not, buy draw or Villages. If yes, buy payoff.
Two ways an engine stalls
Too many Villages, not enough draw. You play Village after Village with nothing left to play. Each Village replaces itself, but your hand never grows. Fix: buy draw.
Too much draw, not enough Villages. You draw two Smithies and a Council Room with one Action. Fix: buy Villages, or switch to cantrip draw like Laboratory.
Library and Festival
The rulebook’s Sleight of Hand kingdom shows off one of the base set’s best pairs. Festival gives Actions, a Buy, and money, but no card, so each Festival you play shrinks your hand. Library draws until you have 7 cards. Play your Festivals first, then Library, and it draws all the cards the Festivals used up. You can also skip Action cards Library reveals, so it never fills your hand with cards you cannot play.
When not to build
An engine is slower to start than Big Money plus one card. In kingdoms without trashing, or without enough Villages and draw, or without +Buy, the engine often finishes building after the money player has taken four Provinces. Before committing, ask the question from the midgame lesson: when this deck draws itself, what does it do? If the answer is “buy one Province,” play money.
Our article on engine building games explains why the build-then-score curve feels so good, in Dominion and beyond.
Next lesson
Dominion Endgame and Scoring Math
Next, the endgame and scoring math: when to buy Provinces, when Duchies beat Gold, and how to end the game on your terms.
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