[[MagicTheGathering http://tvtropes.org/pmwiki/pub/images/Time_Walk.jpg]]
In any game that divides itself up into turns, it's natural for there to be ways to change the way the turns work. The most common of these is the simplest: the spell or effect that allows you to take an extra turn. Sometimes this comes in the form of your opponent skipping their turn, which isn't quite the same thing if there are more than two people involved at the time.

Taking extra turns tends to be very useful, and these can often become {{Game Breaker}}s if the developers are not careful. On the flipside, these have a good chance of becoming {{Useless Useful Spell}}s in attempts to avert that.
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!!Examples:
* The iconic (and heavily overpowered) ''[=~Magic: the Gathering~=]'' card Time Walk, from the game's first edition. Other cards with this effect are often nicknamed "Time Walks" after it.
** Numerous other blue spells with this effect in ''Magic: The Gathering'' qualify, many of which have "Time" in the name, such as [[http://magiccards.info/tp/en/97.html Time Warp]] (the "balanced" version of Time Walk), [[http://magiccards.info/od/en/108.html Time Stretch]] (which lets you take ''two'' extra turns but costs ridiculous amounts of mana), and [[http://magiccards.info/ts/en/93.html Walk the Aeons]] (which has the potential to be used an unlimited number of times thanks to its "buyback" effect, but sacrificing three lands is a hefty cost). In addition, there is the red spell [[http://magiccards.info/mr/en/173.html Final Fortune]], which is equivalent to the original Time Walk for the same cost, but causes you to lose the game at the end of your extra turn -- unless, of course, [[TheEnemyGateIsDown you manage to win before the turn is up]].
* Quick or Quicken in the ''FinalFantasy'' series. (Specifically ''V'', ''VI'' and the ''Tactics'' subseries.) Also Doublecast, which is ExactlyWhatItSaysOnTheTin.
* The djinni Kite in ''GoldenSun'' is not a perfect example, but it allows the character it is used on to take two actions instead of one on the following turn.
* The ''YuGiOh'' card game has several cards that make your opponent skip draws or other parts of their turn, but one of the most infamous is [[http://yugioh.wikia.com/wiki/Yata-Garasu_Lockdown "Yata Lock"]]. This clears all cards on the field and both players' hands, but with additional cards, you can force the draw of Yata-Garasu, and attack with that. When Yata-Garasu successfully attacks, the opponent cannot draw on their next turn, and as they have no cards in their hand, this effectively skips their turn. Repeat ad infinitum for complete victory.
** As such, this combo and all key cards have been banned from tournaments for five years.
* ''{{Uno}}'' has the "Skip" card, which [[ExactlyWhatItSaysOnTheTin skips an opponent's turn]], and the "Reverse" card, which acts as a skip in a 2-player game.
*''DungeonsAndDragons'' has the high level arcane spell Time Stop, which basically grants the caster around three rounds in which generally nobody else can do anything.
**Time Stop is limited in use, as the caster can't attack people or cast offensive spells during it, only move around and cast personal spells.
*** Except in the [[IcewindDale Infinity]] [[BaldursGate Engine]] games, where there's no such limit. Combined with [[GameBreaker Improved Alacrity]] this allows a Mage to [[MoreDakka spam their entire spellbook]] in less than a second of 'real time'.
** There's also the 'Celerity' spell chain - which let you steal time from your future self, with a net effect of taking an extra action now, and being 'dazed' on your next real turn. Sometimes seen as a gamebreaker.
** In older editions of DungeonsAndDragons, the spell ''Haste'' used to let you take an extra turn. Then they bumped it down to taking an extra action. Finally, they nerfed it to a boost in speed, armour class, and one additional attack with a full attack action, since a spellcaster able to cast two spells a round is a lot more powerful than a fighter swinging his sword twice as often.
** The 3.0 version of haste was considered a GameBreaker as it granted and extra action every turn for one round/caster level.
** The 3.5 supplement the ''Expanded Psionics Handbook'' has the power Temporal Acceleration that grants extra turns.
** The 3.5 Wonderous Item, Belt of Battle, allows its wearer an extra movement, standard, or Full-Round action, depending on the number of daily charges spent. Extremely useful when the one wearing it is only remotly kept in line by limits on what they can do per turn. You see that comatose great wyrm? Great Wyrm Red Dragon+shivering touch+shivering touch (it didn't even get a save).
** The PrestigeClass Swiftblade gains an extra move action as part of it's progression. It is not "broken" because 1.swift blade loses a few caster levels to get it 2.Move actions don't really have much to spend them on beyond moving.
** 4th edition has action points that allow an extra action when spent.
* ''DragonWarriorMonsters'' has "Focus," which allows its user to perform two actions the following turn. It only counts for the monster that uses it, however.
* Goombella in ''PaperMario: The Thousand Year Door'' learns Rally Wink, which allows Mario to perform two actions. Since he gets to take them one right after, this is somewhat more useful. To a lesser extent, there's also the Double Dip and Triple Dip badges, which allow you multiple actions... but only when using items.
** Macho Grubba, boss of chapter 4, can also gain the ability to attack twice.
* Eagle, a commanding officer from ''AdvanceWars'', has the special ability "Lightning Drive" once he builds up enough power, to let all non-infantry units move again, essentialy gaining two turns. The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)
* The easiest way to win at ''PuzzleQuest'' is to build enough mana to cast a near-endless chain of these.
* Full Custom (and folder back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' allows you to skip to the start of the next "turn" whenever it is used. This allows you to select another 5 (assuming you are running a fluid folder) chips to use, very nice if you are aiming for particular combination of chips.
* The One More system in ''{{Persona 3}}'' and ''{{Persona 4}}'' lets you take another action if you hit an enemies weakness/score a critical.
** One More's predecessor, the press turn system from [[ShinMegamiTenseiNocturne Nocturne]] and DigitalDevilSaga uses only half a turn if you hit a weaknesses or pass a turn (but two if you attack an enemy with an element they nullify).
* In ''Master of Orion II'', any ship fitted with Time Warp Facilities will get extra turn in combat at the end of every round. Makes a very deadly combination with Phasing Cloak (if the ship doesn't attack, it becomes invisible at the end of its turn).
* There are card combos in ''Metal Gear Ac!d 2'' which permits a player to take turns until they win.
** One method is to use cost reducing cards in order to ensure that you always end your turn on 0 or low cost. As the character with the lowest cost moves next, you can prevent any other character from getting more than one turn. It can be hard to keep the cost low depending on the cards you draw.
** On the other hand, the Infinite Turns Deck uses Extra Action type cards to allow more cards to be dealt each turn, cards that deal you a new hand in case you don't currently hold the cards you need and extra action cards that ensure you get another turn immediately regardless of your cost. It's vanishingly rare to be dealt a hand that prevents you from being able to continue the combo once you have enough copies of each card in the deck. You end up with a cost that's through the roof, but combining that with the Super Dragon weapon, which deals 15xCost damage and you can one-shot-kill bosses before they even have a chance to move.
*** Of course if the combo does fail you're stuck with triple-digit cost, meaning your opponents have all the time they need while you're stuck unable to fight back.
* ''Doomtrooper'' card game had 'ruthless efficiency' card.
* The ''FireEmblem'' series, starting with the third game, has the Dancer class, which can grant any unit an additional turn (and in some instances, every adjacent unit). The sixth and seventh games also have [[SpearCounterpart bards]], but the Tellius games use [[MagicMusic Herons]] instead. ''Thracia 776'' also had "Movement Stars", with each one increasing a unit's chance to simply move again in a turn. Most characters that have them at all have only one star, so it's more of a sweet bonus than anything you could work into a strategy.
* Avalon Hill's WorldWarII game ''Third Reich'': The player with the most [=BRPs=] (resource points) moved first every turn. By careful restriction of BRP expenditures, a player could arrange to move last in one turn and first the next turn, thus moving twice in a row. This allowed the player to perform a devastating blitzkrieg attack like the ones the Nazis used during the RealLife invasions of Poland, France and the Soviet Union.
* Bill was a Trainer in the very first ''[=~Pokémon~=]'' TCG set that allowed players to draw two cards, with no real cost. Since having a well-stocked hand is advantageous in Pokemon, while not allowing a "turn skip" so much it did speed up card draws beyond the "draw at the beginning of your turn" step, and used in tandem with similar cards on the same turn, could very well give its player a huge advantage over the opponent (since just by playing 4 Bills- the maximum of any card allowed in a deck- one could obtain eight turns' worth of draws in one turn). This led to the eventual change of such cards getting their own class, "Supporter", and the rule that only one Supporter can be played per turn.
** On the subject of Pokemon, many of the status inflictions count as extra turns for the user. When a Pokemon paralyzes its foe, there is a 50% chance that they will get an extra turn because the victim will be stiffened from the paralysis. When the foe is asleep, the Pokemon that inflicted it gets 2-5 consecutive extra turns, but that can be avoided if the victim has Snore or Sleep Talk. When the victim is frozen, the freezer can potentially have an infinite number of free turns, though with a 25% chance of the victim defrosting, more often than not freezing results in two extra turns at most, and sometimes none at all.
* Several characters in the ''StarWars'' Miniatures Game have abilities that verge on this. Darth Revan and one version of Boba Fett let you move around before the turn starts; there are several characters that let you change how many actions you can get in each round of the turn (very useful when you have special abilities that trigger off of whether or not your target has acted yet this turn), and one character (Darth Caedus, aka [[spoiler:Jacen Solo]]), whose Force power lets him take a whole extra turn.
* The Free Spin in ''WheelOfFortune'' works like this, allowing a contestant to take another turn when his/her turn would normally end (from guessing a wrong letter or hitting Bankrupt or LoseATurn).
** Similarly, each round of the computer game ''Lexi-Cross'' had four safety tokens, two hidden on each player's board. A safety token could be used (more properly, passed to the opponent) whenever a "bad" board space (blank, minus points, poke row/column, lose turn) was revealed on the controlling player's board or the spinner stopped on End of Turn, Lose Turn or Bankrupt.
* The Intrude skill in the ''{{Wild ARMs}}'' series. It was practically a GameBreaker when it was first introduced in ''{{Wild ARMs 4}}'', since the MightyGlacier who can use it possessed obscene levels of damage and could spam it as long as there is at least one level in [[ChargeMeter Force Gauge]], so even boss battles tend to end once she gets her turn.
*Pinball machines often have the "Extra Ball" feature, which allows a player to play another ball after his current ball drains. This is most often accomplished by hitting a hard-to-reach target or several targets in a specific order.
* Most of combat in the ''ShinMegamiTensei'' system is built around this. You see, when an attack hits the weakness of an enemy, it grants the attacker "One more" turn, a chance to attack, buff, guard or do whatever it wants, including hitting another enemy weakness for yet another turn.
** Certain powerful bosses, meanwhile, often possess an ability that shoots up their turn counts.
* BreathOfFire III had EX turns, which triggered if the character in question was much faster than the enemies.
* ''FinalFantasyTacticsAdvance'' and ''FinalFantasyTacticsA2'' has Quicken and Smile. Both of these abilities lets the target go immediately, regardless of whose turn was next. For example, if your Warrior just took his turn, you could make him go again. A2 has enemies in the bonus sidequests [[FakeDifficulty take multiple turns before your party even gets a chance to take their first turn]].
*Jak3 has a freeze ability, which can be abused in time trials, running them on foot instead of in a vehicle.
* Enhanced Time Rate in ''{{GURPS}}'' gives you a whole extra turn ''every turn''. It's immensely powerful even at 100 points per level.
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