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First, obviously, is to end the game. You can break free of the [[Penultimate Province Rule]], get a point lead one turn and empty piles the next, or prep a strong next turn with cards like {{Card|Archive}}. (This is doubly powerful when something like {{Card|Militia}} is getting played every turn, and you can reach a 5-card hand.) If you can't make your bonus turn a guaranteed winner, sometimes it will make more sense to try for a single-turn win, and reserve Seize the Day as an insurance policy should you fail. But be careful here - if you're in the lead, your opponent may Seize first and hope to get lucky with their own finish.
 
First, obviously, is to end the game. You can break free of the [[Penultimate Province Rule]], get a point lead one turn and empty piles the next, or prep a strong next turn with cards like {{Card|Archive}}. (This is doubly powerful when something like {{Card|Militia}} is getting played every turn, and you can reach a 5-card hand.) If you can't make your bonus turn a guaranteed winner, sometimes it will make more sense to try for a single-turn win, and reserve Seize the Day as an insurance policy should you fail. But be careful here - if you're in the lead, your opponent may Seize first and hope to get lucky with their own finish.
  
Second, in light of that, is to preempt an opponent's Seize by gaining too big a lead. If you spend 2 turns gaining {{VP}}, it becomes much harder for your opponent to win via one turn of {{VP}} and one turn of pile-emptying. Or, after some [[Duchy dancing]], it's possible to buy 2-3 Duchies so that there simply isn't enough {{VP}} remaining to overcome your lead. This strategy is mostly relevant in engine games where victory depends on paying for green cards; once megaturns or large numbers of {{VP}} tokens get involved, it's much harder to get an insurmountable lead.
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Second, in light of that, is to preempt an opponent's Seize by gaining too big a lead. If you spend 2 turns gaining {{VP}}, it becomes much harder for your opponent to win via one turn of {{VP}} and one turn of pile-emptying. Or, after some [[Duchy dancing]], it's possible to buy 2-3 Duchies so that there simply isn't enough {{VP}} remaining to overcome your lead. This strategy is mostly relevant in engine games where victory depends on paying for green cards; it's once megaturns or large numbers of {{VP}} tokens get involved, it's much harder to get an insurmountable lead.
  
 
Third is to Seize much earlier, for some advantage other than VP. Giving your opponent an uncontested pair of turns in the end game is risky, but it can pay off in games with dramatic turning points early. Being first to {{Card|Tournament}} is an obvious case, or setting up a nasty lock like {{Card|Throne Room}} plus {{Card|Possession}}. Winning a Curse split is probably not sufficient on its own, but might be worthwhile in a case like {{Landmark|Wall}} and no trashing.
 
Third is to Seize much earlier, for some advantage other than VP. Giving your opponent an uncontested pair of turns in the end game is risky, but it can pay off in games with dramatic turning points early. Being first to {{Card|Tournament}} is an obvious case, or setting up a nasty lock like {{Card|Throne Room}} plus {{Card|Possession}}. Winning a Curse split is probably not sufficient on its own, but might be worthwhile in a case like {{Landmark|Wall}} and no trashing.

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