POWER EXPANSION BUILD ORDER
Author:
Daktakpaklak

This Zerg build-order has long been a personal favorite of mine, and when Alex Jakobsen sent me a message saying it was his favorite build-order too, I thought it should be shared. This strategy is particularily effective on maps where expansions are close to player's starting location. It's a powerful build-order that can be difficult to execute, since it involves a very early expansion. The Zerg player is vulnerable to attack for the first three minutes, but if he can survive he'll be able to dominate the rest of the game.

Begin by morphing four Drones (ie: until the control meter reads 9/9) and order them all to gather minerals. When you have about 250 minerals, pull a Drone off minerals and move it to an expansion. The instant you've gathered 300 minerals, begin a second Hatchery with the Drone at the expansion. Morph another Drone to replace it. As soon as it hatches, you should have 150 minerals. Use the new Drone to begin a Spawning Pool, then morph an Overlord as soon as you can afford it.

The Overlord and the Spawning Pool should finish at exactly the same time.  Morph three Drones and order them to gather minerals. When the expansion Hatchery is almost complete, send the three Drones to the expansion and begin Creep Colonies immediately.  It's imperative that you do this; early rushers will hit soon, and you must be prepared. You'll have enough minerals for the Colonies.  Evolve them to Sunken Colonies as soon as you can.  Morph six Zergling and an Overlord, and send them to the expansion Hatchery while the Sunkens are evolving. Try to get the expansion up and running as quickly as possible. Create Drones at the expansion. Produce two more Sunken Colonies, make a new Extractor, and start assigning Drones to mineral and Vespene collection.  During this time, your main base is responsible for producing Zergling (until you have about a dozen) and an Overlord. The Sunken Colonies should finish before you get attacked. If you are hit, don't send the Zerglings out to attack until the     enemy forces are within range of your Sunken Colonies.

As soon as you have five or six Sunken Colonies, evolve the Hatchery at your main base into a Lair. While the Lair is mutating, create a Hydrliask Den. Once its complete, however, morph no more than a pair of Hydralisk; you need to conserve Vespene.

Upon completing the Lair, you have a choice of what to do. If you have yet to be attacked, it might be a good idea to upgrade the Lurker Aspect to boost your expansion's defenses a bit. If you've already successfully defended against a rush, you may not need the Lurkers. In any case, you should soon begin a Spire and evolve the Pneumaticized Carapace upgrade at the Lair. Begin a second Hatchery near your main base so that the slow Larvae production does not hamper you. Continue to morph Zergling and a handful of Hydralisk while the Spire is mutating. Be sure to leave a few units and an Overlord or two around your main base to protect against Rever and Dark Templar drops.

When the Spire finishes, you should have enough resources for both a Queen's Nest and three Mutalisk. Don't worry about the drop-attacks; the Mutalisk are very fast, and can move from your expansion to the main base as required. As soon as the Spire is complete, evolve the Lair into a Hive.  From here, you can score a quick victory with either a hard Defiler/Hydralisk or Mutalisk/Guardian rush.

This build-order, if executed properly, should bring you to the Hive in under 10 minutes with two well-fortified mineral nodes.