Editing Penultimate Province Rule

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First, note that in practice the PPR operates slightly differently for Alice and Bob (P1 and P2).  On Alice’s turn, if she buys the second-to-last Province when both players are tied, she is essentially inviting a draw.  But if Bob buys the second-to-last Province in a tie game, he is actually close to forcing a win: Alice cannot buy the last Province for a draw because she will lose on turns.  It’s an extremely powerful move, and as Alice you should seek to avoid such a situation (perhaps via +Buy cards, as below).
 
First, note that in practice the PPR operates slightly differently for Alice and Bob (P1 and P2).  On Alice’s turn, if she buys the second-to-last Province when both players are tied, she is essentially inviting a draw.  But if Bob buys the second-to-last Province in a tie game, he is actually close to forcing a win: Alice cannot buy the last Province for a draw because she will lose on turns.  It’s an extremely powerful move, and as Alice you should seek to avoid such a situation (perhaps via +Buy cards, as below).
  
Second, the PPR also depends on your relative deck strengths.  Against an opponent whose deck has more future potential than yours, you should not avoid the penultimate Province and prolong the game, but rather take advantage of the full power of your deck now.  For instance, if you have been {{Card|Salvager|Salvaging}} and {{Card|Remodel|Remodeling}} your {{Card|Gold|Golds}} into Provinces, and your opponent is running a {{Card|Hoard}}/{{Card|Vault}}/{{Card|Trade Route}} deck, then avoiding the second-to-last Province dooms you to a battle of attrition you cannot possibly win.
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Second, the PPR also depends on your relative deck strengths.  Against an opponent whose deck has more future potential than yours, you should not avoid the penultimate Province and prolong the game, but rather take advantage of the full power of your deck now.  For instance, if you have been {{Card|Salvager|Salvaging}} and {{Card|Remodel}}ing your {{Card|Gold}}s into Provinces, and your opponent is running a {{Card|Hoard}}/{{Card|Vault}}/{{Card|Trade Route}} deck, then avoiding the second-to-last Province dooms you to a battle of attrition you cannot possibly win.
  
 
Third, as briefly analyzed above, when the only chance you have of winning (or drawing) is to claim both of the last two Provinces, you should absolutely just go for broke.  This includes situations where you can only tie your opponent by avoiding the penultimate Province.  Here, you must take the gamble that your opponent won’t win the game next turn, since if your opponent can buy her fifth Province she will almost certainly win anyway.  This commonly occurs when the Provinces have split 4-2, or when your opponent has such a substantial Duchy/{{Card|Nobles}}/[[VP token]] lead that you will inevitably lose on a 4-4 split and must go for the 5-3 instead.
 
Third, as briefly analyzed above, when the only chance you have of winning (or drawing) is to claim both of the last two Provinces, you should absolutely just go for broke.  This includes situations where you can only tie your opponent by avoiding the penultimate Province.  Here, you must take the gamble that your opponent won’t win the game next turn, since if your opponent can buy her fifth Province she will almost certainly win anyway.  This commonly occurs when the Provinces have split 4-2, or when your opponent has such a substantial Duchy/{{Card|Nobles}}/[[VP token]] lead that you will inevitably lose on a 4-4 split and must go for the 5-3 instead.
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Finally, the PPR is difficult to implement in games that involve substantial amounts of [[Victory token|VP chips]].  The ability to gain an extra 4-10VPs while buying the last Province places such games in the same category as +Buy games, except most +Buy games don’t feature players able to buy a Province + 3 Duchies at once.
 
Finally, the PPR is difficult to implement in games that involve substantial amounts of [[Victory token|VP chips]].  The ability to gain an extra 4-10VPs while buying the last Province places such games in the same category as +Buy games, except most +Buy games don’t feature players able to buy a Province + 3 Duchies at once.
  
And of course, in games where both players have built an engine with lots of +Buy available, the game may very well end on piles instead of Provinces; similar ideas apply, since you don't want to put your opponent in a position to end the game with a win by buying out the last {{Card|Caravan|Caravans}}, but there are no hard-and-fast guidelines other than watching your opponent's deck and keeping their potential turn in mind.  
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And of course, in games where both players have built an engine with lots of +Buy available, the game may very well end on piles instead of Provinces; similar ideas apply, since you don't want to put your opponent in a position to end the game with a win by buying out the last {{Card|Caravan}}s, but there are no hard-and-fast guidelines other than watching your opponent's deck and keeping their potential turn in mind.  
  
 
The real takeaway from all of this is that endgame play is not simply about buying the biggest green card you can.  There’s usually a very limited number of ways the Victory cards can split; good 2-player endgame play depends on being able to manipulate the game state such that the most likely possible endings are in your favor.
 
The real takeaway from all of this is that endgame play is not simply about buying the biggest green card you can.  There’s usually a very limited number of ways the Victory cards can split; good 2-player endgame play depends on being able to manipulate the game state such that the most likely possible endings are in your favor.

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