Seize the Day
(Created page with "{{Infobox Event |name = Seize the Day |cost = 4 |set = Menagerie |illustrator = Hans Krill |text = Once per game: Take an extra turn after this one. }} '''Seize the Day'...") |
(→Other language versions) |
||
(16 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{Improve}} | ||
+ | |||
{{Infobox Event | {{Infobox Event | ||
|name = Seize the Day | |name = Seize the Day | ||
Line 7: | Line 9: | ||
}} | }} | ||
− | '''Seize the Day''' is an [[Event]] from {{Set|Menagerie}}. It lets you take an extra turn | + | '''Seize the Day''' is an [[Event]] from {{Set|Menagerie}}. It lets you take an [[extra turn]] without any limitations, but only once per game. |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === | ||
− | |||
* The extra turn is like a normal turn, except that it does not count for the tiebreaker. | * The extra turn is like a normal turn, except that it does not count for the tiebreaker. | ||
+ | === Other rules clarifications === | ||
+ | * Unlike {{Card|Outpost}} and {{Event|Mission}}, Seize the Day doesn't check if the previous turn was another player's. So if you take an extra turn with {{Card|Outpost}}, you can buy Seize the Day on the extra turn, and take a 3rd turn. | ||
== Strategy == | == 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 {{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. | ||
+ | |||
+ | 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. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
Line 25: | Line 35: | ||
|} | |} | ||
===Other language versions=== | ===Other language versions=== | ||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | ! Language !! Name !! Print !! Digital !! Text !! Notes | ||
+ | |- | ||
+ | ! Dutch | ||
+ | | Pluk de Dag || {{LandscapeLangVersionImage|Dutch}} || {{LandscapeLangVersionImage|Dutch|d=s}} || Eenmaal per spel: voer na deze een extra beurt uit. || (2020) | ||
+ | |- | ||
+ | !German | ||
+ | | Nutze den Tag || [[File:Seize.the.day.German.png|150px]] || {{LandscapeLangVersionImage|German|d=1}} || Einmal pro Spiel:<br>Führe nach diesem Zug einen Extra-Zug aus. || | ||
+ | |- | ||
+ | !Japanese | ||
+ | | 今を生きる (pron. ''ima wo ikiru'') || || || || | ||
+ | |- | ||
+ | |} | ||
== Trivia == | == Trivia == | ||
{{OfficialArt|l=1}} | {{OfficialArt|l=1}} | ||
+ | === Secret History === | ||
+ | {{Quote | ||
+ | |Text=Originally you took an [[extra turn]] in which you couldn't draw cards. This seemed neat and then weak but maybe okay, but then Ben and Steveie played a game with it and {{Card|Scrying Pool}}, oops. Not all card-drawing is "drawing." We talked about wordings to fix that, then I tried a version that limited your cards in play to 5; that was not remotely restrictive enough, you could do plenty. Maybe there was a good version of one of those, but it was late, and I tried a straight "once per game, an extra turn" and was happy with it. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=20260.0 The Secret History of Dominion: Menagerie] | ||
+ | }} | ||
+ | === Why is it cheaper than Fleet? === | ||
+ | {{Quote | ||
+ | |Text=Main answer: When I made {{Project|Fleet}}, I settled on {{Cost|5}}; when I made Seize the Day, I settled on {{Cost|4}}. They were made at different times and each had to deal with "what should I cost." Seize the Day was not going to answer that with "just copy {{Card|Fleet}}, whatever." If {{Card|Fleet}} had been a whole category of cards, I might have felt like, this needs to fit in relative to Fleet; it wasn't, it was one card, and I could just make Seize the Day better or worse than it if that was best. | ||
+ | |||
+ | |||
+ | But also. {{Card|Fleet}} you can buy whenever, just do it before the game is over. The extra turn is likely to at least get you a {{Card|Duchy}}, so it wants to cost at least as much as {{Card|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. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=20237.msg829156#msg829156 Fleet vs Seize the Day] | ||
+ | }} | ||
{{Navbox Menagerie}} | {{Navbox Menagerie}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Latest revision as of 06:18, 12 January 2024
This page is awaiting large-scale edits by the community to meet quality and format standards. The information on this page may be outdated. Join the #wiki-general channel on the Dominion Discord server to participate. |
Seize the Day | |
---|---|
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.
Contents |
[edit] FAQ
[edit] Official FAQ
- The extra turn is like a normal turn, except that it does not count for the tiebreaker.
[edit] 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.
[edit] 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.
[edit] Synergies/Combos
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Once per game: Take an extra turn after this one. | Menagerie | March 2020 |
[edit] Other language versions
[edit] Trivia
[edit] Secret History
[edit] Why is it cheaper than Fleet?