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A '''megaturn''' strategy is one that eschews buying any [[Victory]] cards until one last game-ending turn. In contrast with a typical [[Big Money]] strategy, where you buy one Victory card per turn throughout the [[endgame]], a megaturn deck will buy no Victory cards for the first 11-14 turns of the game and then buy enough Victory cards to end the game in a single turn, at some point between turns 12 and 16. Common enablers of megaturn strategies are {{Card|King's Court}}, which super-charges engines, and {{Card|Bridge}}, which provides cost reduction and [[+Buy]]. In fact [[Combo: Native Village and Bridge|Native Village and Bridge]] is a powerful [[combo]] that can be used to set off a megaturn.
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A '''megaturn''' strategy is one that eschews buying any [[Victory]] cards until one last game-ending turn. In contrast with a typical [[Big Money]] strategy, where you buy one Victory card per turn throughout the endgame, a megaturn deck will buy no Victory cards for the first 12-14 turns of the game and then buy enough Victory cards to end the game at some point between turns 14 and 16. Common enablers of mega-turn strategies are {{Card|King's Court}}, which super-charges engines, and {{Card|Bridge}}, which provides cost reduction and +Buy.
 
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Megaturn strategies often involve the purchase of cards that would normally break a deck if purchased gradually.  When pursuing a megaturn strategy, you do not need to consider whether or not your deck is resilient to [[greening]], as you can end the game on the same turn you buy most of your Victory cards.
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Megaturns do not need to involve a large volume of {{VP}}.  All that is needed is to end the game with a {{VP}} lead, so in some cases a few purchases of {{Card|Duchy|Duchies}} or even {{Card|Estate|Estates}} can be combined with ending the game on piles.
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{{Navbox Strategy}}
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[[Category:Strategic concepts]]
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