This trope in its most basic form — and it's so powerful
that it got banned.
In any game that proceeds turn by turn, there are usually going to be ways to subvert or modify whose turn occurs when, how, and/or why — usually in the form of granting the player an extra action outright, or finding ways to make a given opponent lose/skip their turn (which, if more than two players/characters are involved, is subtly different).
Taking more turns than your opponent can be a very useful (and in some cases obscenely powerful) ability depending on what the player decides to use it for — the extra turns are likely to become Game Breakers
if the developers are not careful with how it fits in with the rest of their system. On the flipside, if the developers are too
aware of its potential for breaking the Meta Game
, these have a good chance of being made into Useless Useful Spells
by restrictions on how and where they can be used.
Note that in any game where the success/failure of a particular action is decided by lot (e.g., by wheel/spinner, dice roll, accuracy/evasion check), it's always possible that the action may fail and allow other player(s) gain another turn over them; wasting a turn with a failed action is not (technically speaking) the same thing as losing
the turn before you even get it.
A standard type of Bonus Space
where board games are concerned.
Where Video Games
are concerned, Cognizant Limbs
is a subversion where an apparently-singular opponent is internally comprised of multiple participants (who get one turn apiece), so the opponent is not (technically speaking) getting extra turns.
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- 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 spells with this effect in Magic: The Gathering qualify, many of which have "Time" in the name, such as Time Warp (a far more balanced version of Time Walk), Time Stretch (which lets you take two extra turns but costs ridiculous amounts of mana), and 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). Such effects are normally limited to blue cards, but there are exceptions such as the red spell Final Fortune, which is equivalent to the original Time Walk and also only costs 2 mana, but causes you to lose the game at the end of your extra turn — unless, of course, you manage to win before the turn is up.
- The Yu-Gi-Oh! card game has several cards that make your opponent skip draws or other parts of their turn, but one of the most infamous is "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.
- Unfortunately, it was replaced for a while with "ZA WAARUDO Lockdown", a deck based on exploiting one of the coin-flip effects of the card Arcana Force XXI: The World, an effect that lets you skip the opponent's entire turn at once, but at a cost of two of your monsters.
- Naturally, the anime have cards that can skip whole turns without so much as a card or life point payment.
- It's worth noting that Yata Garasu returns to the hand after it's been played, and it has just 200 ATK points. This is important because the player using the Yata-Lock must still draw a card each turn, and so is in danger of milling himself if the opponent has too many life points, since he must use his only summon for the turn resummoning Yata Garasu. Other cards like Treeborn Frog and Necro Gardna can potentially block the Yata's attack from the graveyard, but if the combo is pulled off right....
- Uno has the "Skip" card, which skips an opponent's turn, and the "Reverse" card, which reverses the turn order (with 3 or more players), or in 2-player matches can act as a skip.
- Same goes for Crazy Eights, which Uno was based on.
- In many card-driven strategy board games (where both sides typically alternate playing one card at a time and play the same amount of cards during each turn), players must be careful when able to play two cards at once because this may decrease their hand size and give their opponents two consecutive plays at the end of the turn with no counter.
- Dominion: Seaside has the Outpost, which grants an extra turn after the turn it's used. However, it has two caveats that keep it from being overpowered:
- It can't be used to take more than two turns in a row.
- You only draw three cards instead of five after the turn is over.
- There's also Possession (take another turn, using your opponent's hand), and Tactician (discards your hand immediately, but gives you double cards, actions, and buys next turn). The former is great (unless your opponent had a junk hand), and the latter is great (especially since you can play cards before it discards your hand).
- 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 Pokémon, 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.
- Later on, there was a card for Dialga, a Pokémon that controls time, that could cause the opponent to skip his or her next turn. However, if it went wrong, the person who played it would have to skip their turn instead, so it barely saw any play at any level.
- Fluxx has an Action Card called Take Another Turn. There is also a "reverse order" card which effectively acts as a turn skip when only two players are playing. The reverse order card is particularly interesting since it is played as a rule, and a number of other cards can remove existing rules. Thus it's not uncommon to see reverse order card being played for an extra turn in 2 player game, only to have the same card removed by the player on his next (free) turn to give him a third effective turn. In theory a player could get two turns from the reverse order card, followed by a free turn from "take another turn" and ANOTHER free turn by using "Let's Do That Again" to reuse the Take Another Turn card he just layed down, for a total of 4 turns in a row. Add in the potential from getting to the end of the deck and thus shuffling the discard pile to become the new deck and having a card that has the same effect and this can theoretically reach ridiculous levels.
- Duel Masters: Bombazar, Dragon of Destiny gives you an extra turn after you play it, but if you can't win during those two turns, then you lose. It was a high-power creature that was almost banned before the game was prematurely ended outside Japan (it's still banned in Japan). Three other cards were made that allow extra turns without instant losses, but are more balanced in that they sometimes don't work.
- Video Village: This early 1960s game show — a board game adapted for television — was turn-based ... except if the contestant landed on one of several "extra turn"-type spaces, in which the contestant went again. The simplest type allowed the contestant to take another turn, while other such spaces required the extra turn to be earned (usually by answering a question or performing a simple stunt); still others added an element of risk, for instance the possibility of landing on an undesirable space that required the contestant to return to his previous spot. A form of this was when the opposing contestant landed on a "miss-a-turn" type space, effectively giving the opponent two straight turns.
- Tic-Tac-Dough: Two "red box" categories functioned as extra-turn categories:
- The "Bonus Category," introduced in the early 1980s, rewarded a contestant who answered a three-part question to take another turn. The Golden Snitch was that the categories shuffled upon the next turn, allowing the contestant to pick it multiple times, possibly enough time to win the game without allowing the opponent to play. Eventually, enough losing contestants complained (even though they were always invited back for a rematch), and the category was retired for the final season.
- "Double or Nothing," which did give the player an extra turn upon answering a question correctly at his/her choice; however, the caveat was that if he chose the second box (on a non-shuffled board) and answered that question incorrectly, he lost both boxes.
- Wheel of Fortune has had a few, but not many, spaces on the wheel which allowed the player to take an extra turn where it otherwise would have ended:
- The "Free Spin" allowed a contestant to take another turn after their current one ends (e.g. guessing a letter not in the puzzle, spinning Bankrupt or Lose A Turn). It was later retired for the "Free Play", which allows the contestant to make any move without penalty — an incorrect letter or incorrect solve does not end their turn. Free Play also allows for guessing a vowel (without having to buy it), again without penalty if it's not in the puzzle. (If a consonant called on it is in the puzzle, it functions as a $500 wedge.)
- Wild Card can also act like this: It can be saved and then used later to call a second letter during a turn, for whatever value the contestant is currently sitting on (usually the top dollar value). It can also be used in the bonus round.
- On Press Your Luck, many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck. However, since an extra spin also meant an extra chance to hit a Whammy, these free spins often ended up being passed to other contestants near the end of the game to avoid this. This strategy was taken Up to Eleven in the famous "Spin Battle" between Cathy and Lori who passed a total of eight spins between them until the inevitable Whammy was hit.
- On Jim Perry's version of Sale Of The Century the second version of the Fame Game (with numbers vs. celebrity faces) had two spaces with a cash prize "Or Pick Again." The third version where you could randomly stop lights around the spaces had a cash prize "Or Try Again." If the player in control of the Fame Game board needed a Money Card that could add to their score, they'd pick/try again. The Australian version from Sale from 1986 onward had the "Wild Card" in the third Fame Game, which was played the same way—that is, a contestant could choose either $1,000 in cash ($2,000 on Temptation from 2006-2009) or pick another Famous Face.
- Concentration: Just like the children's card game, matching a pair of prizes or "Take" cards (or matching either with a "Wild" card) allowed the contestant another turn.
- If two or more players are playing the same pinball table, normally they alternate turns whenever a ball drains from the board. If a player earns an extra ball, however, that player gets to try another ball immediately after the ball drains. Multiple extra balls earned before a drain, of course, means multiple extra turns, though the wait for the other players is mitigated in the sheer difficulty of obtaining more than one extra ball per game.
- In some sports games, if a team is charged with a foul, the opposing team may be given a free shot at the goal (in contrast to sports where a fouling player is ejected from the game):
- For example, in basketball, the victim of the foul gets one or two free throws at the basket depending on the level of play note - essentially, an extra turn. Free throws, however, are only worth 1 point when standard baskets are worth 2 or 3.
- In American Football, a team has up to four plays ("downs") to advance their position on the field; if they fail to advance at least ten yards by then, the ball is turned over to the opposing team. Thus, in a tight defensive game, passing the current ten-yard line is equivalent to getting an extra 'turn' to keep moving. If the team can't, they will invariably opt to punt the ball or attempt a field goal on their fourth down. Another way is, after scoring (either a field goal or touchdown), for the kicking team to kick and recover an onside kick, which allows the team another offensive series. Onside kicking is not common, since it is relatively difficult to recover even a well-kicked attempt, and as such is used only when a team is running out of time and attempting a Miracle Rally.
- Dungeons & Dragons
- This game has the high level arcane spell Time Stop, which basically grants the caster around three rounds in which generally nobody else can do anything. It's limited in use, as the caster can't attack people or cast offensive spells during it, only move around and cast personal spells. However, one popular trick is "Time Stop, Delayed Blast Fireball, Delayed Blast Fireball, run for your life".
Except in the Infinity Engine games, where there's no such limit. Combined with Improved Alacrity this allows a Mage to spam their entire spellbook in less than a second of 'real time'. The Infinity Engine is based on 2nd Edition D&D, while the rule change that Time Stop won't allow attacks was added as late as 3.5th Edition.
- In 4th edition, Time Stop only grants the caster two free 'standard actions' rather than three whole turns. But it's still quite useful.
- 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, at the cost of being 'dazed' during your next real turn. Sometimes seen as a gamebreaker because Celerity takes place now - immediately - regardless of whose turn it is. Celerity (free standard action any time at all) plus Teleport (with one standard action casting time) basically enables you to evade anything at any time.
- The 9th-level Diamond Mind maneuver in the Book of Nine Swords allows the user to make two full attacks in one round. Not quite as versatile, but with feats and a Speed weapon that's still ten attacks with a greatsword (or twenty with a pair of lighter weapons).
- In older editions of Dungeons & Dragons, 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 and 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 Game Breaker as it granted an extra action every turn for one round per 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 remotely kept in line by limits on what they can do per turn. You see that comatose great wyrm? It's the result of a Great Wyrm Red Dragon+shivering touch+shivering touch (and it didn't even get a saving throw).
- The Prestige Class Swiftblade gains an extra move action as part of its progression. It is not "broken" because 1) Swiftblade loses a few caster levels to get it, and 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.
- 4th edition also has the wizard spell Steal Time, which stuns an enemy and allows the caster to make an extra action with it.
- Enhanced Time Rate in GURPS gives you a whole extra turn every turn. Even at a cost of 100 points per level, it's quite powerful.
- Several characters in the Star Wars 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 Jacen Solo), whose Force power lets him take a whole extra turn.
- Extra turns are most commonly granted via randomly drawn spell cards (like Temporal Warp, which grants the user three turns, or Time Steal, which allows one player to take the turn of another), or quest rewards.
- The Swashbuckler player character has an ability that grants him an extra turn whenever he wins a battle.
- Some cards grant players an extra turn when they meet a specific condition. For example, the Dragon Stalkers follower grants the character an extra turn whenever the character defeats a dragon. The Madcap stranger (who randomly changes the alignment of characters who encounter him) will grant the character an extra turn if the random alignment roll matches the character's current alignment.
- Warhammer: The Tomb Kings are undead, and therefore cannot normally make marches (double-speed movements), but one of their magic spells allows them to have a second movement phase.
- Many classic (and otherwise single-player) arcade games — Pac-Man, Ms. Pac-Man, Space Invaders, Galaga, Donkey Kong and so forth — that allowed more than one player to insert coins would alternate between the players whenever one lost a life.note Thus, from a meta perspective, a 1-Up (especially those occuring Every 10,000 Points) represents an extra turn at the controls.
- Many games' Standard Status Ailments include one or more effects that cause a character to lose their turn for varying durations (and with differing ways to cure or prevent them). Common labels include (in approximate order of severity) "Sleep", "Paralyze", "Stop", and "Petrify".
- A standard feature of many RPG's featuring Random Encounters is to give one side (player or enemies) a free turn at the start of combat. The player can usually find items to adjust the odds of these first strikes in their favor.
- Quick or Quicken in the Final Fantasy series. (Specifically V, VI and the Tactics subseries.) Also Doublecast, which is Exactly What It Says on the Tin. Bonus points for a Doublecast that includes Quick in V.
- Final Fantasy Tactics Advance and Final Fantasy Tactics A2 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 take multiple turns before your party even gets a chance to take their first turn.
- And Tactics had 'Stop'. If it lands, the target stops. Then there's Disable and Immobilize which prevent acting and moving respectively; powerful abilities when your only two options to do during a turn are "move" and "act". Video Game Cruelty Potential exists where you have these ALL stacked on an enemy. Especially as spamming them tends to create XP.
- In the DS remake of Final Fantasy III, bosses are allowed to take multiple actions in each turn of battle. Can result in a Total Party Kill if the Random Number God decides the boss should spam their most powerful attack repeatedly (while the party is still reeling from the last one).
- Limit Breaks in Final Fantasy VII and VIII will cause the affected character's turn to occur immediately, without having to wait for their ATB meter to refill. It only works once per limit break, however.
- The hidden Bonus Boss in Final Fantasy IX gets a free turn every time you take one of yours (okay, specifically, his ATB meter gets filled whenever you target him with an attack, so he always gets to move first). The Computer Is a Cheating Bastard indeed.
- The djinni Kite in Golden Sun 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. This becomes basically useless when you consider the fact that you have to use up a turn in order to get an extra one later (meaning the net gain is null). Timed correctly, though, it can be somewhat useful (like if you set Kite the turn immediately before an opponent recovers from a Standard Status Effects condition), but is nowhere near a Game Breaker.
- The Fire Emblem 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 bards, but the Tellius games use 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. In Awakening, the skill Galeforce can be unlocked by Falco Knights, which grants them an extra turn when they kill an enemy.
- Since the Pokemon series focuses mainly on one-on-one combat, many of the game's status ailments can be viewed as extra turns to whomever inflicts them. E.g., when a Pokemon paralyzes its foe, there is a 25% chance that the victim will lose their turn to paralysis. If a Pokemon gets "flinched" before it makes its move, it loses its turn. If a foe is asleep, they lose two to five consecutive turns in a row (unless they also have Snore or Sleep Talk, which can be used while sleeping). If the victim is frozen, there's an 80% chance they'll lose their turn (so, theoretically, it could last forever, but in practice they usually thaw out 2-3 turns later). Note that in these cases only the Pokemon loses its turn; its Trainer is still free to take actions (such as healing the Pokemon or swapping it out for another).
- In the spin-off Pokémon Conquest, some Pokemon have an ability called "Celebrate" which allows their Pokemon to take one Extra Turn if they land a knockout blow to an opponent. The Ability does not award multiple turns in a row, however.
- Lexi-Cross: Each round 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 Game Breaker when it was first introduced in Wild ARMs 4, since the Mighty Glacier who can use it possessed obscene levels of damage and could spam it as long as there is at least one level in Force Gauge, so even boss battles tend to end once she gets her turn.
- Most of combat in the Press Turn System and its variants used in the Shin Megami Tensei series is built around this. When an attack hits an enemy's weakness (or is a Critical Hit), the enemy is put into a "knockdown" state and loses a turn to getting back up; everyone else effectively has an extra turn in the meantime. Enemies can take advantage of this system as well — hitting a party member with a Critical Hit or elemental weakness will make them lose a turn too. Hitting an enemy with an attack that they drain or repel costs the party all of their turns.
- Certain powerful bosses, meanwhile, possess an ability that shoots up their turn counts. The most common (and infamous) are Beast Eye and Dragon Eye, which trades one Press Turn for two and four, respectively.
- Press Turn's successor in Persona 3 and Persona 4, One More system, grants an extra turn for knocking a combatant down by exploiting their elemental weakness or scoring a critical hit. In Persona 4, having a character defend prevents the enemy from exploiting their weakness in this manner.
- Shin Megami Tensei IV also uses the Press Turn system, but with a new twist: Hitting an enemy's weakness or getting a Critical Hit not only grants the attacker an extra turn, but may also grant the attacker the "Smirk" status, which makes them immune to getting knocked down by a weakness or critical hit (in addition to receiving a temporary boost to their evasion and attack power). However, Beast Eye and Dragon Eye were removed in this game. But an extremely buffed up version was given to the strongest Bonus Boss.
- Since Devil Survivor and ''its sequel are strategy games, battles typically only last one turn, but landing a critical hit, hitting an enemy's weakness, guarding against an attack or just being lucky at the start of a skirmish can grants a squad member an extra turn, which prolongs the battle for one more turn where only characters who have an extra turn can act. In the sequel, having a demon of the Omega race allows you to potentially have two extra turns in one battle.
- All bosses in Beyond the Beyond have the ability to attack twice in one round - once during the normal agility turn cycle, and again after everyone has taken their turn. This can be somewhat frustrating when you've already been hit for big damage and need to plan out how you're going to ration your healing spells (if you've got Annie or Lorelei on your team).
- Some late-game bosses in the Dragon Quest series also have this ability.
- In Ogre Battle, you can use the "Emperor" tarot card during battle to give your units an extra attack after they've already taken theirs. In addition, if you manage to get a Princess unit under your command, every unit in her army will gain an extra turn as long as she is the leader.
- In Civilization IV and Revolution, units can acquire the Blitz promotion which allows them a second attack.
- 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 15×Cost 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.
- Dragon Quest Monsters 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 Paper Mario: The Thousand-Year Door learns Rally Wink, which allows Mario to perform two actions instead of one. 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 to use multiple items from your inventory at once. Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
- Paper Mario: Sticker Star has the Battle Spinner, which allows up to three stickers to be used at once—effectively giving Mario extra turns.
- Eagle from Advance Wars, has the Super CO Power (just CO Power in the first) "Lightning Strike" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. In the first game, it also renders such units weaker, where in Black Hole Rising and Dual Strike it makes them stronger. Also, in Dual Strike, his regular CO Power "Lightning Drive" does what "Lightning Strike" did in the first game. The titular Dual Strikes in Dual Strike let every unit take two turns (and if Eagle is involved, 3). Which matches so well with Andy's Super (Heal all units, massive attack and defense bonus until next turn) that it's a straight Game Breaker. Andy attacks with super strong troops, Eagle attacks with super strong troops, Eagle attacks again (STILL with super troops- cause his turn hasn't ended yet) then Andy goes, AGAIN. If the enemy even survives this it's almost impossible that they have the strength left to win, because in Advance Wars your HP strongly affects your attack power (More troops= more shots fired)
- The easiest way to win at Puzzle Quest is to build enough mana to cast a near-endless chain of these. Likewise, the fastest way to lose in Puzzle Quest is for the CPU to Ass Pull an endless supply of these.
- Full Custom (and Folder Back a stronger version that lets you reuse every chip you used) in Megaman Battle Network 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.
- In Master of Orion II, any ship fitted with a Time Warp Facilitator will get an 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 recloaks, becoming untouchable at the end of its turn).
- A sufficient speed stat in Breath of Fire III would allow the character in question to take extra turns every round of battle. Generally, only Rei and Nina could ever achieve such a feat. However, there was a hidden battle formation which would allow every character in the game to have the same speed as the group's leader. It was close to a Game Breaker, to say the least, with its primary counter being that it's the only formation that provides no other offensive or defensive bonuses.
- More than not providing any bonuses, it actually has a penalty of halving your entire team's defense. Oh, and Extra Turns come AFTER normal ones, meaning your enemies are guaranteed to get some hits in if you're relying on Extra Turns. Sure, your entire team will be acting twice, but they're going to take a ton of damage first. The real idea behind Chain Formation is to have everyone kill the enemy team before your opponents get to act.
- Avalon Hill's World War II 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 Real Life invasions of Poland, France and the Soviet Union.
- In Digimon World 3, the frequency of a Digimon's turn coming up in battle is in direct proportion to their Speed stat. If the speed difference between two combatants is great, the faster Digimon may literally get two or three turns for every turn the slower Digimon gets. Its "Frozen" status ailment is similar to paralysis in Pokémon, but with the frustration turned Up to Eleven, as it is next to impossible to move when you're frozen.
- In the first Mario Party game, landing on a mushroom space will give you either a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).
- Baldur's Gate has time stop, one of the most useful of any spell. It allowed you to attack and cast spells while using it, although area of effect spells wouldn't go off until the effect ended. Which meant they'd all happen simultaneously, giving no chance for automatic defenses to activate. The only drawback was that against a few exceptionally powerful enemies, Time Stop froze time for everyone but the caster...and that enemy.
- In both EarthBound and Mother 3, sneaking up on an enemy from behind grants an extra turn at the beginning of the battle.
- Mother 3 also has a couple of items that can turn enemies around, granting an extra turn. One of these is Duster's Siren Beetle, which can be used over and over again... but sometimes it fails.
- In Star Trek: Birth Of The Federation, any ship equipped with a cloaking device (most Romulan ships, a few Klingon ships, and the Defiant) get an extra turn at the beginning of the battle, which often means there is no second turn. Coupled with the fact that you can't see cloaked ships on the galactic map means they can sneak up on you. The Romulans are slightly balanced by the fact that their ships are extremely slow on the galactic map, but that might not be a problem if the enemy can't see you coming.
- In early Super Robot Wars games, pilots who reached a certain level (usually in the 40s-50s+) gained the ability to move twice during a turn. This changed into an SP command (spell, basically), usually given to Real Robot-type characters. It has two variations in later games: One to use before action so that the pilot itself can move again after the first time, and the other to use on other already moved pilots to enable them a second action.
- The Super Robot Wars Z subseries includes a pilot skill that allows a pilot to act again after killing an enemy, and a (difficult to obtain) equipable item that outright grants an extra action.
- Avernum and Geneforge cross-pollinated then changed their mechanics together: carrying over from Exile, the Haste spell with modifying gear could grant Action Points equivalent to an extra turn. Quick Action skill had a chance of granting an automatic second attack, limited to the same target with the same weapon. Quick Strike skill first had a chance of granting extra AP, then after Haste was nerfed, it gave the chance to grant extra AP that again with +AP gear added up to an extra turn.
- Turn-Based Tactics game Call Of Cthulhu: The Wasted Land has two features that allow to occasionally give a single playable character the equivalent of one (or several) extra turns:
- Losing too many Sanity (by attacking/being attacked by monsters) has a chance to make the character enters in a manic state, giving him a lot of bonus action points in the current turn and the following. The downside is, unless the character is cured of his Sanity loss while still manic, at the end of the crisis he'll eventually faint, and then die a couple of turns later if not healed.
- The Vitality Dose items boost the action points of the unit who benefit from them (it is impossible to inject yourself with it).
- Bravely Default takes the Extra Turn concept to a new level with its "Brave Points" (BP) system: Characters gain one BP per turn in combat, and every action they take spends one BP. The game's Defend Command ("Default") also saves their BP up for a later turn, while the "Brave" command spends this BP to take an extra action. But the major twist is that both player and enemies are free to save or spend it as they please: They can save up BP and unleash multiple turns at once, or spend future turns in advance (causing them to sit out while their BP recovers). Some skills are cast from BP (instead of MP), some skills can deplete or drain or BP from an opponent, and some skills can grant extra BP for free (the Red Mage job class in particular specializes in BP-granting abilities).
- In Kill Doctor Lucky, whenever Dr Lucky steps into an occupied room, the turn cycle advances to whoever is in that room. Getting multiple turns in a row by moving just ahead of Dr Lucky is specifically allowed in the rulebook, and is known as "riding the Lucky train".
- Rolling doubles in MONOPOLY grants the player another turn. However, rolling doubles three times in a row sends you straight to jail.