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** This can be done by accident in ''VideoGame/FireEmblemTheBlazingBlade'': resetting the game just as an enemy steps on a mine will let the player control every enemy unit for the rest of the turn, moving them away from wounded characters or into range, dropping all their equipment...

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** This can be done A {{Good Bad Bug|s}} in ''VideoGame/FireEmblemTheBlazingBlade'' lets you pull a variant of this by accident in ''VideoGame/FireEmblemTheBlazingBlade'': stealing the ''enemy's'' turn: resetting the game just as an enemy steps on a mine will let the player control every enemy unit for the rest of the turn, turn. Which means you can force them into all kinds of blunders, like moving them away from wounded characters or units and into range, dropping all ideal matchups for your stronger units, making them drop their equipment...equipment, or at minimum just making them sit still until it's your actual turn again.
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A standard type of BonusSpace where board games are concerned. In RollAndMove games, it can also be a reward for certain rolls (typically a 6 if you roll one [[UsefulNotes/{{Dice}} d6]], or rolling doubles if you roll two).

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A standard type of BonusSpace where board games are concerned. In RollAndMove games, it can also be a reward for certain rolls (typically a 6 if you roll one [[UsefulNotes/{{Dice}} [[MediaNotes/{{Dice}} d6]], or rolling doubles if you roll two).
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** This is also present in Origin Forme Dialga VSTAR's "Star Chronos" VSTAR Power attack, which lets you take another turn; and Medicham V's Yoga Loop attack, which puts two damage counters on 1 of your opponent's Pokémon and allows you to go again if that Pokémon ends up Knocked Out (note that you can't use Yoga Loop in succession).
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* ''Literature/PrincessesOfThePizzaParlor'': When playing a RollAndMove single-six-sided-dice game, sixes are extra turns.
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Crosswicking.

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* ''VideoGame/BuckshotRoulette'': There are three ways of getting another turn: shooting yourself with a blank, using the handcuffs (which will force your opponent to skip their turn), or firing off the last shell in the shotgun, making the dealer reload the shotgun (it will always allow you to get the first shot after that).
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* ''Anime/YuGiOh'':
** The Mischief of the Time Goddess card first appeared in this as well as ''Anime/YuGiOhGX'' where it ''doesn't'' require a specific archetype. Zigfried uses this during his duel with Kaiba to try and allow his Valkyrie Zwite to attack directly again but Kaiba activates Magical Trick Mirror to activate the card as his own. Prince Ojin uses this during his duel with Sartorius as part of his [=OTK=] strategy along with using Charge and Limiter Removal on his Satellite Cannon...but Sartorius discards Arcana Force XIV - Temperance to reduce the Battle Damage he would have taken to zero.
** During Yugi's duels with Yami Bakura and Atem, he uses Turn Jump which skips three turns for each player. Yugi uses this to activate Ground Erosion and greatly weaken Obelisk the Tormentor and Yami Yugi takes advantage of this via Summoning Clock to summon King's Knight, Queen's Knight and Slifer the Sky Dragon.
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* In ''TabletopGame/FabulaUltima'', Elite- and Champion-rank enemies get to take multiple turns per round of combat. Elites can take two turns per round, while Champions get one turn for every Soldier-rank enemy they're meant to replace.
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** ''VideoGame/FireEmblemEngage'' features a few ways to gain extra turns, mostly as {{Mythology Gag}}s. Celica's Echo grants the user two turns, though they can't move from the tile they began to attack from. Byleth's [[LimitBreak Engage Attack]] is Dance of the Goddess (now renamed Goddess Dance) as mentioned above. Engaging with the ''Three Houses'' lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.

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** ''VideoGame/FireEmblemEngage'' features a few ways to gain extra turns, mostly as {{Mythology Gag}}s. Celica's Echo grants the user two turns, though with reduced damage and they can't move from the tile they began to attack from. Byleth's [[LimitBreak Engage Attack]] is Dance of the Goddess (now renamed Goddess Dance) as mentioned above. Engaging with the ''Three Houses'' lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.
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** ''VideoGame/FireEmblemEngage'' features a few ways to gain extra turns, mostly as {{Mythology Gag}}s. Byleth's [[LimitBreak Engage Attack]] is Dance of the Goddess (now renamed Goddess Dance) as mentioned above. Engaging with the Three Houses lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.

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** ''VideoGame/FireEmblemEngage'' features a few ways to gain extra turns, mostly as {{Mythology Gag}}s. Celica's Echo grants the user two turns, though they can't move from the tile they began to attack from. Byleth's [[LimitBreak Engage Attack]] is Dance of the Goddess (now renamed Goddess Dance) as mentioned above. Engaging with the Three Houses ''Three Houses'' lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.
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Many classic (and otherwise single-player) arcade games -- ''VideoGame/PacMan'', ''VideoGame/MsPacMan'', ''VideoGame/SpaceInvaders'', ''VideoGame/{{Galaga}}'', ''VideoGame/DonkeyKong'' and so forth -- that allowed more than one player to insert coins would alternate between the players whenever one lost a life.[[note]](Cocktail-style game cabinets with controls at opposite sides, like ''Pac-Man'', would even flip their onscreen display to accommodate whomever is currently playing.)[[/note]] Thus, from a meta perspective, a OneUp (especially those occuring EveryTenThousandPoints) represents an extra turn at the controls.

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Many classic (and otherwise single-player) arcade games -- ''VideoGame/PacMan'', ''VideoGame/MsPacMan'', ''VideoGame/SpaceInvaders'', ''VideoGame/{{Galaga}}'', ''VideoGame/DonkeyKong'' and so forth -- that allowed more than one player to insert coins would alternate between the players whenever one lost a life.[[note]](Cocktail-style game cabinets with controls at opposite sides, like ''Pac-Man'', would even flip their onscreen display to accommodate whomever is currently playing.)[[/note]] Thus, from a meta perspective, a OneUp (especially those occuring EveryTenThousandPoints) Every10000Points) represents an extra turn at the controls.
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PYL on ABC Banks bonus game

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** This is a feature of the bonus game on the current ABC ''PYL'' w/Elizabeth Banks; the winning player of the game faces the board, and has to survive a set number of spins (5 in Round 1, 4 in Round 2, and 3 thereafter) before having the opportunity to call the game w/whatever cash/prizes were earned. The board has not only cash amounts and prizes (some personalized to the contestant's interests), but also Whammies. Extra spins landed on here keep the spin requirement where it is, making it more difficult to get through any round. As in the game, the Whammy resets the player's bank to nil, and four of them end the game (cash and prizes from the front game were not at risk). If a player gets through a round, he/she has the opportunity to either call the game w/what was accumulated, or go for it on the next round; each round has bigger cash amounts and better prizes, but also more Whammies. If the player survives the five rounds w/o 4 Whammies, the total cash and prize amount showing is won. Should a player get to $500K, however, the game is automatically won, and the player's total goes to $1 million. In season 4 and beyond, there is a Prize-A-Palooza space that offers everything on the board at that time if hit.
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* ''VideoGame/MarioAndLuigiBowsersInsideStory'': When Bowser reaches level 40, he gains the Intruder Fangs equipment, which allows him to take two actions per turn just like several turn-based RPG bosses.

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* Basically most simple children's race games (where you roll a die and move your pieces along the track until you reach the finish) include this as a reward for landing on certain squares (while other squares may penalize an unlucky player by forcing them to skip their turn).



--> Ain’t that how every war gets scored?
--> Big gun wins. Winner gets a free turn.
--> Enemy after enemy burns.

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--> Ain’t that how every war gets scored?
-->
scored?\\
Big gun wins. Winner gets a free turn.
-->
turn.\\
Enemy after enemy burns.


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* ''VideoGame/PrayerOfTheFaithless'': The MultipleHeadCase-type OddballDoppelganger of Reyson and Serra, being because they fight together, gets to attack twice each enemy turn, possibly because they have two heads, or because Reyson does DualWielding so they mimic using two weapons each turn.
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Time Warp in 2023

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*** Not only is it still very playable (as of 2023), there are now ''several more cards'' that can allow multiple uses of Time Warp, like Commander Sivara or Grand Magister Rommath, along with cards like Potion of Illusion that basically allow one to do it an infinite amount of times.
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* In ''Shadow Hunters'', the Wight has a once-per-game ability to get an extra turn for each dead character.
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** [[https://scryfall.com/card/vma/287/time-vault Time Vault]] gives its controller an extra turn whenever it is tapped - but it doesn't untap normally, requiring the controller to skip a turn to untap it. And despite this caveat, it's only legal to play in the Vintage format - where it's restricted to one copy in a 60+ cards deck. However, its Untap mechanic can be circumvented with cards like [[https://scryfall.com/card/m11/219/voltaic-key Voltaic Key]].

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** [[https://scryfall.com/card/vma/287/time-vault Time Vault]] gives its controller an extra turn whenever it is tapped - but it doesn't untap normally, requiring the controller to skip a turn to untap it. And despite this caveat, it's only legal to play in the Vintage format - where it's restricted to one copy in a 60+ cards deck. However, deck, because its Untap mechanic can be circumvented with cards like [[https://scryfall.com/card/m11/219/voltaic-key Voltaic Key]].
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** Numerous other spells with this effect in ''Magic: The Gathering'' qualify, many of which have "Time" in the name and are often aligned with Blue, such as [[http://magiccards.info/tp/en/97.html Time Warp]] (a far more 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). [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129898 Time Stop]] achieves basically the same effect by a different method -- instead of taking an extra turn you make your opponent skip most of theirs. Such effects are normally limited to blue cards, but there are exceptions such as the red spell [[http://magiccards.info/mr/en/173.html 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.[[note]]Note that if the turn is somehow skipped for some reason, you don't lose the game, allowing the card to be used to pay costs such as "skip your next turn".[[/note]]

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** Numerous other time-manipulation spells with this effect in ''Magic: The Gathering'' qualify, many most of which have "Time" in the name and are often aligned with Blue, such as [[http://magiccards.info/tp/en/97.html Time Warp]] (a far more 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). [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129898 Time Stop]] achieves basically the same effect by a different method -- instead of taking an extra turn you make your opponent skip most of theirs. Such effects are normally limited to blue cards, but there are exceptions such as the red spell [[http://magiccards.info/mr/en/173.html 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.[[note]]Note that if the turn is somehow skipped for some reason, you don't lose the game, allowing the card to be used to pay costs such as "skip your next turn".[[/note]]
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* Since the ''Franchise/{{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).

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* Since the ''Franchise/{{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).another); however, this is of less use in [=PvP=], where items are banned, or if you're down to your last Pokemon and thus can't switch.

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I hadn't seen the bit specifically covering 5e yet. 5e Time Stop gives 1d4 + 1 extra rounds, so the minimum is 2, not 1.


** This game has the high level arcane spell Time Stop, which grants the caster 2-5 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, [[ExactlyWhatItSaysOnTheTin Delayed Blast Fireball]], Delayed Blast Fireball, run for your life".\\

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** This game has the high level arcane spell Time Stop, which grants the caster 2-5 around 3 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, [[ExactlyWhatItSaysOnTheTin Delayed Blast Fireball]], Delayed Blast Fireball, run for your life".\\



** 5th Edition's Time Stop spell gives you 1-''5'' extra turns, with the caveat that the spell ends as soon as you do something that affects another creature, an object it's holding, or move more than 1,000 feet away from the spell's point of origin.

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** 5th Edition's Time Stop spell gives you 1-''5'' 2-''5'' extra turns, with the caveat that the spell ends as soon as you do something that affects another creature, an object it's holding, or move more than 1,000 feet away from the spell's point of origin. origin.
** 5th Edition Fighters have the ability Action Surge, allowing them to take an extra action on their turn. While this doesn't extend to bonus actions (which many self-buffs require), it still allows you to do things like make 8 attacks in a turn at level 20 (9 with a bonus action attack or the above-mentioned Haste; 10 with both), double your speed and still attack (without multiclassing to Rogue or Monk), or cast multiple powerful spells back-to-back (the rules about casting multiple spells in a turn only apply if one spell is cast as a bonus action, which this circumvents). Its only downside is that you can only use it once per day (twice at high enough levels, but only one per turn).
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** 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, [[ExactlyWhatItSaysOnTheTin Delayed Blast Fireball]], Delayed Blast Fireball, run for your life".\\

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** This game has the high level arcane spell Time Stop, which basically grants the caster around three 2-5 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, [[ExactlyWhatItSaysOnTheTin Delayed Blast Fireball]], Delayed Blast Fireball, run for your life".\\
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* In ''TabletopGame/ArkNova'', the ability "Determination" lets you take another action.
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** Numerous other 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]] (a far more 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). [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129898 Time Stop]] achieves basically the same effect by a different method -- instead of taking an extra turn you make your opponent skip most of theirs. Such effects are normally limited to blue cards, but there are exceptions such as the red spell [[http://magiccards.info/mr/en/173.html 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.[[note]]Note that if the turn is somehow skipped for some reason, you don't lose the game, allowing the card to be used to pay costs such as "skip your next turn".[[/note]]

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** Numerous other spells with this effect in ''Magic: The Gathering'' qualify, many of which have "Time" in the name, name and are often aligned with Blue, such as [[http://magiccards.info/tp/en/97.html Time Warp]] (a far more 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). [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129898 Time Stop]] achieves basically the same effect by a different method -- instead of taking an extra turn you make your opponent skip most of theirs. Such effects are normally limited to blue cards, but there are exceptions such as the red spell [[http://magiccards.info/mr/en/173.html 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.[[note]]Note that if the turn is somehow skipped for some reason, you don't lose the game, allowing the card to be used to pay costs such as "skip your next turn".[[/note]]
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* ''VideoGame/{{Absinthia}}'': The accessory, Gambler's Fallacy, allows the wearer to execute two actions per round. As a drawback, the user will be targeted more often, receive less healing, and receive more critical hits.
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Video of Mookie Wilson's famous at-bat for the Mets to win Game 6 of the 1986 World Series


* And in UsefulNotes/{{Baseball}}, any time you get on base (usually by base hit or walk), it's an extra turn, because you keep the number of outs where it is (except in the case of the fielder's choice, wherein even though the runner gets on base, it's only because the fielder decided to put someone else out, and as such, the batter/runner is treated like he was out, even though he safely got on [which means that if the batter was 0 for 2 at that time, the batter is now 0 for 3]). That said, the natural extra turn that comes of getting on base by base hit or walk has been instrumental in many a Main/MiracleRally, like in Game 6 of the 1986 World Series, where Boston led the Mets 5-3 in the bottom of the 10th inning, and was one out away from putting it away in 6, before the Mets had an unbelievable Main/MiracleRally to score 3 runs and eventually pull it out and get the Series to a 7th game (Mookie Wilson hit a grounder that got through Bill Buckner's glove and legs, and Ray Knight came home to score the winning run; there was much cheering in Shea Stadium, and late, great NBC Sports baseball announcer Vin Scully continues to be lauded to this day for allowing the pictures to tell the story of this remarkable sporting achievement).

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* And in UsefulNotes/{{Baseball}}, any time you get on base (usually by base hit or walk), it's an extra turn, because you keep the number of outs where it is (except in the case of the fielder's choice, wherein even though the runner gets on base, it's only because the fielder decided to put someone else out, and as such, the batter/runner is treated like he was out, even though he safely got on [which means that if the batter was 0 for 2 at that time, the batter is now 0 for 3]). That said, the natural extra turn that comes of getting on base by base hit or walk has been instrumental in many a Main/MiracleRally, like in Game 6 of the 1986 World Series, where Boston led the Mets 5-3 in the bottom of the 10th inning, and was one out away from putting it away in 6, before the Mets had an unbelievable Main/MiracleRally to score 3 runs and eventually pull it out and get the Series to a 7th game (Mookie ([[https://www.youtube.com/watch?v=7ujwjqIldwU Mookie Wilson hit a grounder that got through Bill Buckner's glove and legs, and Ray Knight came home to score the winning run; there was much cheering in Shea Stadium, and late, great NBC Sports baseball announcer Vin Scully continues to be lauded to this day for allowing the pictures to tell the story of this remarkable sporting achievement).achievement]]).

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