Seize the Day
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Seize the Day | |
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Info | |
Cost | |
Type | Event |
Set | Menagerie |
Illustrator(s) | Hans Krill |
Event text | |
Once per game: Take an extra turn after this one. |
Seize the Day is an Event from Menagerie. It lets you take an extra turn without any limitations, but only once per game.
FAQ
Official FAQ
- The extra turn is like a normal turn, except that it does not count for the tiebreaker.
Other rules clarifications
- Unlike Outpost and Mission, Seize the Day doesn't check if the previous turn was another player's. So if you take an extra turn with Outpost, you can buy Seize the Day on the extra turn, and take a 3rd turn.
Strategy
Seize the Day is almost always worth buying at some point. With one Buy, it's beneficial any time you expect your next hand to be better than your current one. With multiple buys, it's beneficial any time you can spare 4 and expect your next hand to be worth more than that. Given that, the real question is "when to buy it?" At least in two-player games, there are three fairly distinct situations.
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 Archive. (This is doubly powerful when something like 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 , it becomes much harder for your opponent to win via one turn of 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 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 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 Tournament is an obvious case, or setting up a nasty lock like Throne Room plus Possession. Winning a Curse split is probably not sufficient on its own, but might be worthwhile in a case like Wall and no trashing.
Synergies/Combos
Versions
English versions
Digital | Text | Release | Date | |
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Once per game: Take an extra turn after this one. | Menagerie | March 2020 |
Other language versions
Trivia
Secret History
Why is it cheaper than Fleet?
But also. Fleet you can buy whenever, just do it before the game is over. The extra turn is likely to at least get you a Duchy, so it wants to cost at least as much as Duchy. Seize the Day does its thing when you buy it; it wants to be cheaper so that it's tempting to buy it earlier in the game, making it more interesting.