Follow TV Tropes

Following

History Main / ExtraTurn

Go To

OR

Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* In ''VideoGame/{{Wildfrost}}'', oomlins make cards free to play while crowns make selected cards be played first along with the leader, giving you extra turns to setup your team.

to:

* In ''VideoGame/{{Wildfrost}}'', oomlins Noomlins make cards free to play while crowns make selected cards be played first along with the leader, giving you extra turns to setup set up your team.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Wildfrost}}'', Noomlins make cards free to play, effectively giving you an extra turn to set up your team.

to:

* In ''VideoGame/{{Wildfrost}}'', Noomlins oomlins make cards free to play, effectively play while crowns make selected cards be played first along with the leader, giving you an extra turn turns to set up setup your team.

Added: 16130

Changed: 9628

Removed: 14749

Is there an issue? Send a MessageReason:
Alphabetizing example(s) (with general examples on top), Crosswicking (Wildfrost and Sojourner), Fixing indentation, deliberately redlinking games without pages


* Almost all {{Roguelike}} games have some speed mechanics incorporated in their design, often even differentiating between movement, attack and other speeds. Since these games are turn-based, creatures with higher speeds effectively act more often than the slower ones.



* Eagle from ''VideoGame/AdvanceWars'', 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 GameBreaker. 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 ''VideoGame/AdvanceWars'' your HP strongly affects your attack power ([[LogicalWeakness More troops= more shots fired]])
* ''VideoGame/{{Avernum}}'' and ''VideoGame/{{Geneforge}}'' cross-pollinated then changed their mechanics together: carrying over from ''VideoGame/{{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.
* ''VideoGame/BaldursGate'' 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.
* All bosses in ''VideoGame/BeyondTheBeyond'' 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).
* ''VideoGame/BravelyDefault'' takes this 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 DefendCommand ("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 [[MagicPoints 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).
* A sufficient speed stat in ''VideoGame/BreathOfFireIII'' 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 called Chain Formation which would allow every character in the game to have the same speed as the group's leader. It was close to a GameBreaker, to say the least, with its primary counter being that your party's defense scores take a massive hit.



* In ''VideoGame/BugFables,'' the "2x" status effect gives the character afflicted with it an extra attack on the next turn. You can gain them by performing a first strike on an enemy in the field, which gives it to the first member of your party, by using the Hustle Bean item or [[ItemCrafting foods cooked with it]], or by using Turn Relay to have one character give their attack to another. On the enemy side, some enemies, such as Mantidflies, start with the status effect already applied.
* TurnBasedTactics game ''Videogame/CallOfCthulhuTheWastedLand'' 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).
* In ''VideoGame/{{Civilization}} IV'' and ''Revolution'', units can acquire the Blitz promotion which allows them a second attack.
* ''VideoGame/DawnOfWar: Dark Crusade'': One of the maps houses a Khorne-possessed artifact of Chaos that gives you two turns. Please ignore that of the seven factions in the game, two exist solely to ''fight'' Chaos, one is immune to it, and two others would very sensibly rather bombard the place thrice over as soon as they started hearing voices urging them to kill. The remaining factions are Orks (whose response to said voices would be along the lines of "Shaddup, don't need your help to kill things!") and, well, Chaos.
* In ''VideoGame/DigimonWorld3'', 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 ''Franchise/{{Pokemon}}'', but it is next to impossible to move when you're frozen.
* The Maid class in ''VideoGame/Disgaea5AllianceOfVengeance'' lets another unit act again (once per turn) with their character skill, Tea Time, by serving [[TheKlutz (spilling)]] refreshing tea. Also, Killia's LimitBreak lets him act three times in one turn.
* ''VideoGame/DivinityOriginalSinII'': [[FishOutOfTemporalWater Fane's]] unique Time Warp ability lets the target character take an additional turn immediately after their next turn ends.
* ''VideoGame/DragonQuest'':
** Some late-game bosses have this ability to attack twice in one round.
** ''VideoGame/DragonQuestMonsters'' has "Focus," which allows its user to perform two actions the following turn. It only counts for the monster that uses it, however.
* In both ''VideoGame/EarthBound1994'' and ''VideoGame/Mother3'', 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.
* ''VideoGame/EpicBattleFantasy5'' has the Haste status, which gives an affected player another action per stack[[note]]Enemies can acquire Haste, but automatically lose all their stacks upon taking their turn[[/note]]. It can be given to a single player via the Encore skill or all players via the Viking Monolith summon, or randomly given to players and foes alike by Cherry Blossoms's weather effect, with certain pieces of equipment able to give it at random. Spell cooldowns are unaffected by Haste, however.
* ''VideoGame/EternalTwilight'': Trish's Mastery buff allows her to perform two non-instant actions per round, as long as the first action isn't the DefendCommand.



* The djinn Kite in ''VideoGame/GoldenSun'' allows its user to effectively give up their current turn to allow another party member to take two turns in a row. Timed correctly, this allows for some very effective exploitation of ElementalRockPaperScissors by giving extra turns to the member with a strong element, allowing your strong attackers extra physical attacks to end fights quicker, allowing your healer to pop extra recoveries, letting one party member use multiple items (as members have separate inventories), and can allow other party members to throw out multiple powerful djinn per turn or use and set a djinn in one turn. It's esoteric, but when used effectively it [[DifficultButAwesome can be instrumental in taking out the game's]] {{super boss}}es.



* 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); 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.
* In the spin-off ''VideoGame/PokemonConquest'', some Pokemon have an ability called "Celebrate" which allows their Pokemon to take one of these if they land a knockout blow to an opponent. The Ability does not award multiple turns in a row, however.
* ''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.

to:

* Since the ''Franchise/{{Pokemon}}'' series focuses mainly on one-on-one combat, many The djinn Kite in ''VideoGame/GoldenSun'' allows its user to effectively give up their current turn to allow another party member to take two turns in a row. Timed correctly, this allows for some very effective exploitation of the game's status ailments can be viewed as ElementalRockPaperScissors by giving 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 member with 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); however, this is of less use in [=PvP=], where items are banned, or if you're down to strong element, allowing your last Pokemon and thus can't switch.
* In the spin-off ''VideoGame/PokemonConquest'', some Pokemon have an ability called "Celebrate" which allows their Pokemon
strong attackers extra physical attacks to take end fights quicker, allowing your healer to pop extra recoveries, letting one of these if they land a knockout blow to an opponent. The Ability does not award party member use multiple turns in a row, however.
* ''VideoGame/PrayerOfTheFaithless'': The MultipleHeadCase-type OddballDoppelganger of Reyson
items (as members have separate inventories), and Serra, being because they fight together, gets can allow other party members to throw out multiple powerful djinn per turn or use and set a djinn in one turn. It's esoteric, but when used effectively it [[DifficultButAwesome can be instrumental in taking out the game's]] {{super boss}}es.
* ''VideoGame/{{Inscryption}}'' has the Hourglass item, which makes the Game Master skip his next turn, giving you an extra one.
* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' has Chrono Burst, which costs a hefty amount of {{Mana}} to use (in the first game, it's 200 EP, around what many of the high-tier offensive magic spells are, and in the second, it's 400, which is outdone only by the highest-tier
attack twice each enemy turn, possibly because spells and a small set of Infinity Plus One spells that take ''all'' of your EP and require beating optional bosses to obtain) but grants its user two immediate additional actions. One of said optional ultra-powerful spells also gives this effect to ''the entire party''. [[DownplayedTrope Downplayed]] with a few abilities from various ''Trails'' games that merely advance the turns of characters they have two heads, or because Reyson does DualWielding so they mimic using two weapons each turn.affect on the AT bar.



* The Intrude skill in the ''VideoGame/WildArms'' series. It was practically a GameBreaker when it was first introduced in ''VideoGame/WildArms4'', 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.
* Most of the combat in the Press Turn System and its variants used in the ''Franchise/ShinMegamiTensei'' series is built around this. Each side gets a certain amount of turns before control switches over, represented by icons, and usually equal to the number of party members (the exception is usually bosses, though you can get an extra turn in Nocturne). Getting a CriticalHit or exploiting an elemental weakness makes the icon flash, granting you another turn. Obviously, you can't get any extra turns if all of your icons are already flashing. On the other hand, dodging, blocking or absorbing an attack causes the opposing party to ''lose'' turns. So one bad move can easily cause a player to lose their chance to heal or buff, while good planning can let one bring a team with the right resistances to eat up a boss's turns.
** Certain powerful bosses, meanwhile, possess an ability that shoots up their turn counts. The most common ([[ThatOneAttack and infamous]]) are Beast Eye and Dragon Eye, which trades one Press Turn for two and four, respectively. Luckily, only three minibosses have the potential to spam Beast Eye, and only one of them (Mot) can destroy you with it on rare occasions.
** Press Turn's successor in ''VideoGame/{{Persona 3}}'' / ''VideoGame/{{Persona 4}}'' / ''VideoGame/{{Persona 5}}'', the "One More!" system, grants an extra turn for knocking a combatant down by exploiting their elemental weakness or scoring a critical hit. Hitting an enemy that's already knocked down doesn't give you an extra turn. In ''Persona 4'', having a character defend prevents the enemy from exploiting their weakness in this manner. ''VideoGame/{{Persona 5}}'' further allows characters to give a "One More!" to allies via the "Baton Pass" subsystem for additional tactical options and temporary stat boosts (which can stack, by the way).
** ''VideoGame/ShinMegamiTenseiIV'' also uses the Press Turn system, but with a new twist: Hitting an enemy's weakness or getting a CriticalHit 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). The {{Superboss}} has Guardian's Eye, an "Eye" skill that adds 3 half-turns; defeating them and fusing them allows ''the player'' to use it, but [[AwesomeButImpractical it costs 255 MP to cast]].
** Since ''VideoGame/DevilSurvivor'' and [[VideoGame/DevilSurvivor2 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 (called that by name, even), 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 -- known as Double Extra.
** Devil Survivor's grid-based maps allow for a different variation on this. Your turn on the map consists of moving, attacking, and using one skill from each member of a "team". The more you choose to do, the further back on the VisualInitiativeQueue you'll be sent. Two races of Demons, Kinshin and Fiend, allow you to select the attack command twice per map-turn, or refresh your entire turn and begin moving, attacking, etc, again. Combining the two would let you enter a skirmish four times, allowing for up to [[CombinatorialExplosion eight Extra Turns]].
*** Some bosses in Devil Survivor have a passive version of ''Beast Eye'', which in this game translates to them acting twice per "turn". This means that if they achive an Extra Turn, they get ''two more'' actions. The final boss of ''VideoGame/DevilSurvivor2'' (on two routes) has this effect, combined with Double Extra.
* ''VideoGame/StellarBewitching'': Pokie's Wrathful Edge buff grants the target a speed boost and an extra action per turn, which helps in keeping up with later bosses and their ability to act two to three times per turn.
* All bosses in ''VideoGame/BeyondTheBeyond'' 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 ''VideoGame/DragonQuest'' series also have this ability.
* In ''VideoGame/OgreBattle'', 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 ''VideoGame/{{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:

to:

* The Intrude skill in ''VideoGame/MarioAndLuigiBowsersInsideStory'': When Bowser reaches level 40, he gains the ''VideoGame/WildArms'' series. It was practically a GameBreaker when it was Intruder Fangs equipment, which allows him to take two actions per turn just like several turn-based RPG bosses.
* In the
first introduced in ''VideoGame/WildArms4'', 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.
* Most of the combat in the Press Turn System and its variants used in the ''Franchise/ShinMegamiTensei'' series is built around this. Each side gets
''VideoGame/MarioParty'' game, landing on a certain amount of turns before control switches over, represented by icons, and usually equal to the number of party members (the exception is usually bosses, though mushroom space will give you can either a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).
* In ''VideoGame/MasterOfOrion II'', any ship fitted with a Time Warp Facilitator will
get an extra turn in Nocturne). Getting a CriticalHit or exploiting an elemental weakness makes combat at the icon flash, granting you another turn. Obviously, you can't get any extra turns if all end of your icons are already flashing. On the other hand, dodging, blocking or absorbing an attack causes the opposing party to ''lose'' turns. So one bad move can easily cause every round. Makes a player to lose their chance to heal or buff, while good planning can let one bring a team very deadly combination with Phasing Cloak (if the right resistances to eat up a boss's turns.
** Certain powerful bosses, meanwhile, possess an ability that shoots up their turn counts. The most common ([[ThatOneAttack and infamous]]) are Beast Eye and Dragon Eye, which trades one Press Turn for two and four, respectively. Luckily, only three minibosses have the potential to spam Beast Eye, and only one of them (Mot) can destroy you with it on rare occasions.
** Press Turn's successor in ''VideoGame/{{Persona 3}}'' / ''VideoGame/{{Persona 4}}'' / ''VideoGame/{{Persona 5}}'', the "One More!" system, grants an extra turn for knocking a combatant down by exploiting their elemental weakness or scoring a critical hit. Hitting an enemy that's already knocked down
ship doesn't give you an extra turn. In ''Persona 4'', having a character defend prevents the enemy from exploiting their weakness in this manner. ''VideoGame/{{Persona 5}}'' further allows characters to give a "One More!" to allies via the "Baton Pass" subsystem for additional tactical options and temporary stat boosts (which can stack, by the way).
** ''VideoGame/ShinMegamiTenseiIV'' also uses the Press Turn system, but with a new twist: Hitting an enemy's weakness or getting a CriticalHit 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). The {{Superboss}} has Guardian's Eye, an "Eye" skill that adds 3 half-turns; defeating them and fusing them allows ''the player'' to use it, but [[AwesomeButImpractical it costs 255 MP to cast]].
** Since ''VideoGame/DevilSurvivor'' and [[VideoGame/DevilSurvivor2 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
recloaks, becoming untouchable at the start end of its turn).
* Full Custom (and Folder Back
a skirmish can grants a squad member an Extra Turn (called stronger version that by name, even), 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 lets you reuse every chip you used) in ''VideoGame/MegaManBattleNetwork'' allows you to potentially have two extra turns in one battle -- known as Double Extra.
** Devil Survivor's grid-based maps allow for a different variation on this. Your turn on
skip to the map consists start of moving, attacking, and using one skill from each member of a "team". The more you choose to do, the further back on the VisualInitiativeQueue you'll be sent. Two races of Demons, Kinshin and Fiend, allow next "turn" whenever it is used. This allows you to select the attack command twice per map-turn, or refresh your entire turn and begin moving, attacking, etc, again. Combining the two would let another 5 (assuming you enter are running a skirmish four times, allowing for up fluid folder) chips to [[CombinatorialExplosion eight Extra Turns]].
*** Some bosses in Devil Survivor have a passive version of ''Beast Eye'', which in this game translates to them acting twice per "turn". This means that if they achive an Extra Turn, they get ''two more'' actions. The final boss of ''VideoGame/DevilSurvivor2'' (on two routes) has this effect, combined with Double Extra.
* ''VideoGame/StellarBewitching'': Pokie's Wrathful Edge buff grants the target a speed boost and an extra action per turn, which helps in keeping up with later bosses and their ability to act two to three times per turn.
* All bosses in ''VideoGame/BeyondTheBeyond'' 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 ''VideoGame/DragonQuest'' series also have this ability.
* In ''VideoGame/OgreBattle'', you can use the "Emperor" tarot card during battle to give your units an extra attack after they've already taken theirs. In addition,
use, very nice 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 ''VideoGame/{{Civilization}} IV'' and ''Revolution'', units can acquire the Blitz promotion which allows them a second attack.
are aiming for particular combination of chips.
* There are card combos in ''Metal Gear Ac!d 2'' ''VideoGame/MetalGearAcid2'' which permits permit a player to take turns until they win:



* ''VideoGame/DragonQuestMonsters'' 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 ''VideoGame/PaperMarioTheThousandYearDoor'' 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 (though the Triple Dip is only in the first Paper Mario game). Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* ''VideoGame/PaperMarioStickerStar'' has the Battle Spinner, which allows up to three stickers to be used at once--effectively giving Mario extra turns.
* ''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.
* Eagle from ''VideoGame/AdvanceWars'', 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 GameBreaker. 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 ''VideoGame/AdvanceWars'' your HP strongly affects your attack power ([[LogicalWeakness More troops= more shots fired]])
* The easiest way to win at ''VideoGame/PuzzleQuest'' 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 AssPull [[TheComputerIsACheatingBastard an endless supply of these]].
* Full Custom (and Folder Back a stronger version that lets you reuse every chip you used) in ''VideoGame/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.

to:

* ''VideoGame/DragonQuestMonsters'' has "Focus," ''VideoGame/{{Miitopia}}'': Pop Star adventurers can learn the skill "Encore", which allows its user to perform two actions the following turn. It only counts for the monster that uses it, however.
* Goombella in ''VideoGame/PaperMarioTheThousandYearDoor'' learns Rally Wink, which allows Mario to perform two actions instead of one. Since he gets to take them
gives 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 (though the Triple Dip is only in the first Paper Mario game). Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* ''VideoGame/PaperMarioStickerStar'' has the Battle Spinner, which allows up to three stickers to be used at once--effectively giving Mario
their team-mates an extra turns.
* ''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.
* Eagle from ''VideoGame/AdvanceWars'', 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 GameBreaker. 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 ''VideoGame/AdvanceWars'' your HP strongly affects your attack power ([[LogicalWeakness More troops= more shots fired]])
* The easiest way to win at ''VideoGame/PuzzleQuest'' 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 AssPull [[TheComputerIsACheatingBastard an endless supply of these]].
* Full Custom (and Folder Back a stronger version that lets you reuse every chip you used) in ''VideoGame/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.
turn.



* In ''VideoGame/MasterOfOrion 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 ''VideoGame/BreathOfFireIII'' 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 called Chain Formation which would allow every character in the game to have the same speed as the group's leader. It was close to a GameBreaker, to say the least, with its primary counter being that your party's defense scores take a massive hit.
* Avalon Hill's UsefulNotes/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.
* In ''VideoGame/DigimonWorld3'', 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 ''Franchise/{{Pokemon}}'', but it is next to impossible to move when you're frozen.
* In the first ''VideoGame/MarioParty'' game, landing on a mushroom space will give you either a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).
* ''VideoGame/BaldursGate'' 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 ''VideoGame/EarthBound1994'' and ''VideoGame/{{Mother 3}}'', sneaking up on an enemy from behind grants an extra turn at the beginning of the battle.
** ''VideoGame/{{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 ''Franchise/StarTrek: VideoGame/BirthOfTheFederation'', any ship equipped with a [[InvisibilityCloak 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.
* The ''VideoGame/SuperRobotWars'' series has used several versions over the years:
** In early titles (roughly, those before 2001) pilots who reached a certain level (usually in the 40s-50s+) gained the ability to move twice during a turn. Generally, pilots from series with small, quick robots earned this extra action at a lower level than those with more ponderous rides.
** Most games have two SP Commands (basically spells): Awaken, which allows the caster to move again after taking an action; and Enable, which allows an allied pilot who has already moved to take a second action.
** The ''VideoGame/SuperRobotWarsZ'' subseries introduces Continuous Action, a pilot skill that allows a pilot to act again after killing an enemy, and a (difficult to obtain) piece of equipment that outright grants an extra action. In addition, some antagonists have the Double Move skill, and a very few have ''Triple'' move.
** ''VideoGame/SuperRobotWarsV'' introduces the "Extra Count" system: units earn points by defeating enemies or gaining levels that can be spent on Extra Actions (or Extra Orders for battleship captains). One Extra Action provides the effect of the Continuous Action skill, while one Order has the same effect as Enable.
* ''VideoGame/{{Avernum}}'' and ''VideoGame/{{Geneforge}}'' cross-pollinated then changed their mechanics together: carrying over from ''VideoGame/{{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.
* TurnBasedTactics game ''Videogame/CallOfCthulhuTheWastedLand'' 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).
* ''VideoGame/BravelyDefault'' takes this 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 DefendCommand ("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 [[MagicPoints 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).
* Almost all {{Roguelike}} games have some speed mechanics incorporated in their design, often even differentiating between movement, attack and other speeds. Since these games are turn-based, creatures with higher speeds effectively act more often than the slower ones.
* The ''VideoGame/SDGundamGGeneration'' series has the Chance Step mechanic, which allows characters to take an extra action after killing an enemy. The number of times they can do this in one turn is determined by their level, and can be increased with certain skills or equipment.
* [[spoiler:Sans]] from ''VideoGame/{{Undertale}}'' uses this against you. Realizing that he can't beat you he resorts to cheating by denying you your turn, not that it does much good as he can dodge anything you throw at him. You have to wait until he tires himself out and falls asleep, then go over to the "FIGHT" command while he isn't looking. [[spoiler:Except he is, and dodges that too, so you have to take one of these and hit "FIGHT" again when he isn't expecting it.]]
* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' has Chrono Burst, which costs a hefty amount of {{Mana}} to use (in the first game, it's 200 EP, around what many of the high-tier offensive magic spells are, and in the second, it's 400, which is outdone only by the highest-tier attack spells and a small set of Infinity Plus One spells that take ''all'' of your EP and require beating optional bosses to obtain) but grants its user two immediate additional actions. One of said optional ultra-powerful spells also gives this effect to ''the entire party''. [[DownplayedTrope Downplayed]] with a few abilities from various ''Trails'' games that merely advance the turns of characters they affect on the AT bar.



* ''VideoGame/EternalTwilight'': Trish's Mastery buff allows her to perform two non-instant actions per round, as long as the first action isn't the DefendCommand.
* ''VideoGame/EpicBattleFantasy5'' has the Haste status, which gives an affected player another action per stack[[note]]Enemies can acquire Haste, but automatically lose all their stacks upon taking their turn[[/note]]. It can be given to a single player via the Encore skill or all players via the Viking Monolith summon, or randomly given to players and foes alike by Cherry Blossoms's weather effect, with certain pieces of equipment able to give it at random. Spell cooldowns are unaffected by Haste, however.
* ''VideoGame/DawnOfWar: Dark Crusade'': One of the maps houses a Khorne-possessed artifact of Chaos that gives you two turns. Please ignore that of the seven factions in the game, two exist solely to ''fight'' Chaos, one is immune to it, and two others would very sensibly rather bombard the place thrice over as soon as they started hearing voices urging them to kill. The remaining factions are Orks (whose response to said voices would be along the lines of "Shaddup, don't need your help to kill things!") and, well, Chaos.
* ''VideoGame/DivinityOriginalSinII'': [[FishOutOfTemporalWater Fane's]] unique Time Warp ability lets the target character take an additional turn immediately after their next turn ends.
* The Maid class in ''VideoGame/Disgaea5AllianceOfVengeance'' lets another unit act again (once per turn) with their character skill, Tea Time, by serving [[TheKlutz (spilling)]] refreshing tea. Also, Killia's LimitBreak lets him act three times in one turn.
* ''VideoGame/{{Miitopia}}'': Pop Star adventurers can learn the skill "Encore", which gives one of their team-mates an extra turn.

to:

* ''VideoGame/EternalTwilight'': Trish's Mastery buff In ''VideoGame/OgreBattle'', 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.
* ''VideoGame/PaperMario'':
** Goombella in ''VideoGame/PaperMarioTheThousandYearDoor'' learns Rally Wink, which
allows her Mario to perform two non-instant actions per round, as long as 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 (though the Triple Dip is only in the first action isn't Paper Mario game). Macho Grubba, boss of chapter 3, can also gain the DefendCommand.
* ''VideoGame/EpicBattleFantasy5''
ability to attack twice.
** ''VideoGame/PaperMarioStickerStar''
has the Haste Battle Spinner, which allows up to three stickers to be used at once--effectively giving Mario extra turns.
* ''Franchise/{{Pokemon}}'':
** Since the 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); 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.
** In the spin-off ''VideoGame/PokemonConquest'', some Pokemon have an ability called "Celebrate" which allows their Pokemon to take one of these if they land a knockout blow to an opponent. The Ability does not award multiple turns in a row, however.
* ''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.
* The easiest way to win at ''VideoGame/PuzzleQuest'' 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 AssPull [[TheComputerIsACheatingBastard an endless supply of these]].
* The ''VideoGame/SDGundamGGeneration'' series has the Chance Step mechanic, which allows characters to take an extra action after killing an enemy. The number of times they can do this in one turn is determined by their level, and can be increased with certain skills or equipment.
* Most of the combat in the Press Turn System and its variants used in the ''Franchise/ShinMegamiTensei'' series is built around this. Each side gets a certain amount of turns before control switches over, represented by icons, and usually equal to the number of party members (the exception is usually bosses, though you can get an extra turn in Nocturne). Getting a CriticalHit or exploiting an elemental weakness makes the icon flash, granting you another turn. Obviously, you can't get any extra turns if all of your icons are already flashing. On the other hand, dodging, blocking or absorbing an attack causes the opposing party to ''lose'' turns. So one bad move can easily cause a player to lose their chance to heal or buff, while good planning can let one bring a team with the right resistances to eat up a boss's turns.
** Certain powerful bosses, meanwhile, possess an ability that shoots up their turn counts. The most common ([[ThatOneAttack and infamous]]) are Beast Eye and Dragon Eye, which trades one Press Turn for two and four, respectively. Luckily, only three minibosses have the potential to spam Beast Eye, and only one of them (Mot) can destroy you with it on rare occasions.
** Press Turn's successor in ''VideoGame/Persona3'' / ''VideoGame/Persona4'' / ''VideoGame/Persona5'', the "One More!" system, grants an extra turn for knocking a combatant down by exploiting their elemental weakness or scoring a critical hit. Hitting an enemy that's already knocked down doesn't give you an extra turn. In ''Persona 4'', having a character defend prevents the enemy from exploiting their weakness in this manner. ''Persona 5'' further allows characters to give a "One More!" to allies via the "Baton Pass" subsystem for additional tactical options and temporary stat boosts (which can stack, by the way).
** ''VideoGame/ShinMegamiTenseiIV'' also uses the Press Turn system, but with a new twist: Hitting an enemy's weakness or getting a CriticalHit not only grants the attacker an extra turn, but may also grant the attacker the "Smirk"
status, which gives an affected player another action per stack[[note]]Enemies can acquire Haste, but automatically lose all their stacks upon taking their turn[[/note]]. It can be given to a single player via the Encore skill or all players via the Viking Monolith summon, or randomly given to players and foes alike by Cherry Blossoms's weather effect, with certain pieces of equipment able to give it at random. Spell cooldowns are unaffected by Haste, however.
* ''VideoGame/DawnOfWar: Dark Crusade'': One of the maps houses a Khorne-possessed artifact of Chaos that gives you two turns. Please ignore that of the seven factions in the game, two exist solely to ''fight'' Chaos, one is
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). The {{Superboss}} has Guardian's Eye, an "Eye" skill that adds 3 half-turns; defeating them and fusing them allows ''the player'' to use it, but [[AwesomeButImpractical it costs 255 MP to cast]].
** Since ''VideoGame/DevilSurvivor''
and [[VideoGame/DevilSurvivor2 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 (called that by name, even), 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 others extra turns in one battle -- known as Double Extra.
** Devil Survivor's grid-based maps allow for a different variation on this. Your turn on the map consists of moving, attacking, and using one skill from each member of a "team". The more you choose to do, the further back on the VisualInitiativeQueue you'll be sent. Two races of Demons, Kinshin and Fiend, allow you to select the attack command twice per map-turn, or refresh your entire turn and begin moving, attacking, etc, again. Combining the two
would very sensibly rather bombard the place thrice over as soon as let you enter a skirmish four times, allowing for up to [[CombinatorialExplosion eight Extra Turns]].
*** Some bosses in Devil Survivor have a passive version of ''Beast Eye'', which in this game translates to them acting twice per "turn". This means that if
they started hearing voices urging them to kill. achive an Extra Turn, they get ''two more'' actions. The remaining factions are Orks (whose response to said voices would be along final boss of ''VideoGame/DevilSurvivor2'' (on two routes) has this effect, combined with Double Extra.
* In ''VideoGame/SignsOfTheSojourner'',
the lines of "Shaddup, don't need your help to kill things!") and, well, Chaos.
* ''VideoGame/DivinityOriginalSinII'': [[FishOutOfTemporalWater Fane's]] unique Time Warp ability
Chatter card lets the target character take an additional turn you immediately after their next turn ends.
* The Maid class in ''VideoGame/Disgaea5AllianceOfVengeance'' lets
play another unit act again (once per turn) with their character skill, Tea Time, by serving [[TheKlutz (spilling)]] refreshing tea. Also, Killia's LimitBreak card, while the Listen card ends your turn and lets him act three times in one turn.
* ''VideoGame/{{Miitopia}}'': Pop Star adventurers can learn the skill "Encore", which gives one of their team-mates an extra turn.
''the other player'' play two cards on theirs.



* In ''VideoGame/BugFables,'' the "2x" status effect gives the character afflicted with it an extra attack on the next turn. You can gain them by performing a first strike on an enemy in the field, which gives it to the first member of your party, by using the Hustle Bean item or [[ItemCrafting foods cooked with it]], or by using Turn Relay to have one character give their attack to another. On the enemy side, some enemies, such as Mantidflies, start with the status effect already applied.



* ''VideoGame/{{Inscryption}}'' has the Hourglass item, which makes the Game Master skip his next turn, giving you an extra one.

to:

* ''VideoGame/{{Inscryption}}'' has In ''Franchise/StarTrek: VideoGame/BirthOfTheFederation'', any ship equipped with a [[InvisibilityCloak cloaking device]] (most Romulan ships, a few Klingon ships, and the Hourglass item, which makes the Game Master skip his next turn, giving you ''Defiant'') get an extra one.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.
* ''VideoGame/StellarBewitching'': Pokie's Wrathful Edge buff grants the target a speed boost and an extra action per turn, which helps in keeping up with later bosses and their ability to act two to three times per turn.


Added DiffLines:

* The ''VideoGame/SuperRobotWars'' series has used several versions over the years:
** In early titles (roughly, those before 2001) pilots who reached a certain level (usually in the 40s-50s+) gained the ability to move twice during a turn. Generally, pilots from series with small, quick robots earned this extra action at a lower level than those with more ponderous rides.
** Most games have two SP Commands (basically spells): Awaken, which allows the caster to move again after taking an action; and Enable, which allows an allied pilot who has already moved to take a second action.
** The ''VideoGame/SuperRobotWarsZ'' subseries introduces Continuous Action, a pilot skill that allows a pilot to act again after killing an enemy, and a (difficult to obtain) piece of equipment that outright grants an extra action. In addition, some antagonists have the Double Move skill, and a very few have ''Triple'' move.
** ''VideoGame/SuperRobotWarsV'' introduces the "Extra Count" system: units earn points by defeating enemies or gaining levels that can be spent on Extra Actions (or Extra Orders for battleship captains). One Extra Action provides the effect of the Continuous Action skill, while one Order has the same effect as Enable.
* Avalon Hill's UsefulNotes/WorldWarII game ''VideoGame/ThirdReich'': 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.
* [[spoiler:Sans]] from ''VideoGame/{{Undertale}}'' uses this against you. Realizing that he can't beat you he resorts to cheating by denying you your turn, not that it does much good as he can dodge anything you throw at him. You have to wait until he tires himself out and falls asleep, then go over to the "FIGHT" command while he isn't looking. [[spoiler:Except he is, and dodges that too, so you have to take one of these and hit "FIGHT" again when he isn't expecting it.]]
* The Intrude skill in the ''VideoGame/WildArms'' series. It was practically a GameBreaker when it was first introduced in ''VideoGame/WildArms4'', 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.
* In ''VideoGame/{{Wildfrost}}'', Noomlins make cards free to play, effectively giving you an extra turn to set up your team.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/StellarBewitching'': Pokie's Wrathful Edge buff grants the target a speed boost and an extra action per turn, which helps in keeping up with later bosses and their ability to act two to three times per turn.
Is there an issue? Send a MessageReason:
None


** 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...

to:

** 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.
Is there an issue? Send a MessageReason:
None


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).

to:

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).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Literature/PrincessesOfThePizzaParlor'': When playing a RollAndMove single-six-sided-dice game, sixes are extra turns.
Is there an issue? Send a MessageReason:
Crosswicking.

Added DiffLines:

* ''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).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None


** ''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.

to:

** ''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.
Is there an issue? Send a MessageReason:
None


** ''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.

to:

** ''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.
Is there an issue? Send a MessageReason:
None


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.

to:

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.
Is there an issue? Send a MessageReason:
PYL on ABC Banks bonus game

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.

Added: 294

Changed: 8

Removed: 278

Is there an issue? Send a MessageReason:
None


* 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.

to:

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


Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
Time Warp in 2023

Added DiffLines:

*** 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''Shadow Hunters'', the Wight has a once-per-game ability to get an extra turn for each dead character.
Is there an issue? Send a MessageReason:
None


** [[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]].

to:

** [[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]].
Is there an issue? Send a MessageReason:
None


** 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]]

to:

** 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]]
Is there an issue? Send a MessageReason:
None


* 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).

to:

* 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.

Added: 696

Changed: 14

Is there an issue? Send a MessageReason:
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".\\

to:

** 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.

to:

** 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).
Is there an issue? Send a MessageReason:
None


** 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".\\

to:

** 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".\\
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''TabletopGame/ArkNova'', the ability "Determination" lets you take another action.
Is there an issue? Send a MessageReason:
None


** 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]]

to:

** 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]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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.
Is there an issue? Send a MessageReason:
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).

to:

* 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]]).

Top