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*** You cannot get rid of your opponent's cards by trashing them. Any cards that would be trashed and simply set aside and returned to that player's discard pile at end of turn. You ''can'' return their cards to the supply, however.

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*** You cannot get rid of your opponent's cards by trashing them. Any cards that would be trashed and are simply set aside and returned to that player's discard pile at end of turn. You ''can'' return their cards to the supply, however.



** Allies also adds Island Folk, an ally that lets you exchange 5 favors for an extra turn. Uniquely, you can chain this together for as many consecutive turns as you like, so long as you have the favors to do so.

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** Allies also adds Island Folk, an ally that lets you exchange 5 favors for an extra turn. Uniquely, you can chain this together for as many consecutive turns as you like, so long as you have the favors to do so.

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* ''TabletopGame/{{Dominion}}: Seaside'' has the Outpost, which grants an extra turn after the turn it's used. However, it has two caveats that keep it from being overpowered:
** It can't be used to take more than two turns in a row.
** You only draw three cards instead of five after the turn is over.
** There's also Possession (take another turn, using your opponent's hand), and Tactician (discards your hand immediately, but gives you double cards, actions, and buys next turn). The former is great (unless your opponent had a junk hand), and the latter is great (especially since you can play cards before it discards your hand).
** The Adventures expansion introduced Mission, which lets you take an extra turn (as long as the last turn wasn't yours) but forbids you from buying cards that turn. There's nothing stopping you from gaining them in your action phase though.

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* ''TabletopGame/{{Dominion}}: Seaside'' ''TabletopGame/{{Dominion}}''
** Seaside
has the Outpost, which grants an extra turn after the turn it's used. However, it has two caveats that keep it from being overpowered:
** It
overpowered: it can't be used to take more than two turns in a row.
** You
row, and you only draw three cards instead of five after the turn is over.
** There's Seaside also Possession (take another has Tactician, which doesn't explicitly give you an extra turn, using but forces you to discard your hand to start your next turn with doubled resources, effectively sacrificing the turn you play it in exchange for one megaturn.
** Alchemy adds Possession, which uniquely gives you the ability to control your ''opponent's'' hand, gaining all cards they would normally gain. You can even play it multiple times to control your opponent for more than one extra turn. This card has several caveats to offset its power:
*** It is the most expensive action in the game, with a cost of 6+Potion. (Potions are valued at "2-and-a-bit" by the community, due to costing 4 vs Silver's 3, thus making Possession's cost "8-and-a-bit," more than a ''Province'').
*** You do not gain gain any tokens that player would get, except debt, the least-desirable type of token.
*** You cannot get rid of
your opponent's hand), and Tactician (discards your hand immediately, but gives you double cards, actions, and buys next turn). The former is great (unless your opponent had a junk hand), and the latter is great (especially since you can play cards before it discards your hand).
by trashing them. Any cards that would be trashed and simply set aside and returned to that player's discard pile at end of turn. You ''can'' return their cards to the supply, however.
** The Adventures expansion introduced Mission, an event which lets you take an extra turn (as long as the last turn wasn't yours) but forbids you from buying cards that turn. There's nothing stopping you from gaining them in your action phase though.though, or from buying Events and Projects.



** And Menagerie has Seize the Day, which allows each player to buy an extra turn, once per game.

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** And Menagerie has Seize the Day, an event which allows each player to buy an extra turn, once per game.game.
** Allies adds Voyage, which limits you to only playing three total cards from your hand. Cards played via other cards or effects do not count towards this limit, however.
** Allies also adds Island Folk, an ally that lets you exchange 5 favors for an extra turn. Uniquely, you can chain this together for as many consecutive turns as you like, so long as you have the favors to do so.
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** 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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* ''VideoGame/{{Miitopia}}'': Pop Star adventurers can learn the skill "Encore", which gives one of their team-mates an extra turn.

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General


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.

Many games' StatusEffects include one or more effects that cause a character to lose their turn for varying durations (and with differing ways to cure or prevent them). Common labels include (in approximate order of severity) "Sleep", "Paralyze", "Stop", and "Petrify".

A standard feature of many RPG's featuring RandomEncounters is to give one side (player or enemies) a free turn at the start of combat. The player can usually find items to adjust the odds of these first strikes in their favor.



* 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.
* Many games' StatusEffects include one or more effects that cause a character to lose their turn for varying durations (and with differing ways to cure or prevent them). Common labels include (in approximate order of severity) "Sleep", "Paralyze", "Stop", and "Petrify".
* A standard feature of many RPG's featuring RandomEncounters is to give one side (player or enemies) a free turn at the start of combat. The player can usually find items to adjust the odds of these first strikes in their favor.

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** ''Mystery of the Emblem'' also introduces the Anew staff, which allows ''every ally unit on the battlefield'' to have an additional turn, but it can only be used three times before breaking. The DS remake nerfs this significantly by only allowing the staff to refresh a single unit, much like the Dancers from later games, while still keeping the three-use durability.

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** ''Mystery of the Emblem'' also introduces the Anew staff, which allows ''every ally unit on the battlefield'' to have an additional turn, but it can only be used three times before breaking. The DS remake nerfs this significantly by only allowing the staff to refresh a single unit, much like the Dancers from later games, while still keeping the three-use durability.durability, though at least it can still be used from the distance.



** 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...



** 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...
** ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'' sees the return of Anew from ''Mystery of the Emblem'', this time being classified as a white magic spell. The spell can only be accessed by [[GirlNextDoor Faye]], if she is reclassed from Villager to Cleric. The bad news is that she will most likely acquire it late into the game (as Faye will have to reach Level 14 after promotion to Saint) and [[CastFromHitPoints a hefty HP cost]] to it at ''24 HP'' (for comparison, her maximum HP is 52; that's nearly ''half of her entire HP''). However, if used correctly, the trade off can make the difference between survival or defeat.

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** 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...
** ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'' sees the return of Anew from ''Mystery of the Emblem'', this time being classified as a white magic spell. The spell can only be accessed by [[GirlNextDoor Faye]], if she is reclassed from Villager to Cleric. The bad news is that she will most likely acquire it late into the game (as Faye will have to reach Level 14 after promotion to Saint) and Saint), along with the spell now only able to refresh one adjacent ally, on top of carrying [[CastFromHitPoints a hefty HP cost]] to it at ''24 HP'' (for comparison, her maximum HP is 52; that's nearly ''half of her entire HP''). However, if used correctly, the trade off can make the difference between survival or victory and defeat.

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** From the [[VideoGame/FireEmblemMysteryOfTheEmblem third game]] onwards there's the Dancer class, which can grant any unit an additional turn (and in some instances, every adjacent unit). The [[VideoGame/FireEmblemTheBindingBlade sixth]] and [[VideoGame/FireEmblemTheBlazingBlade seventh]] games also have [[SpearCounterpart bards]], but the Tellius games use [[MagicMusic Herons]] instead.

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** From the [[VideoGame/FireEmblemMysteryOfTheEmblem third game]] onwards there's the Dancer class, which can grant any unit an additional turn (and in some instances, earlier games, every adjacent unit). The [[VideoGame/FireEmblemTheBindingBlade sixth]] and [[VideoGame/FireEmblemTheBlazingBlade seventh]] games also have [[SpearCounterpart bards]], but the Tellius games [[VideoGame/FireEmblemPathOfRadiance Tellius]] [[VideoGame/FireEmblemRadiantDawn games]] use [[MagicMusic Herons]] instead.instead.
** ''Mystery of the Emblem'' also introduces the Anew staff, which allows ''every ally unit on the battlefield'' to have an additional turn, but it can only be used three times before breaking. The DS remake nerfs this significantly by only allowing the staff to refresh a single unit, much like the Dancers from later games, while still keeping the three-use durability.



** In ''VideoGame/FireEmblemEchoesShadowsOfValentia'', a [[GirlNextDoor Faye]] that has been reclassed from Villager to Cleric/Saint can learn the [[http://fireemblem.wikia.com/wiki/Anew Anew]] spell, which is basically the magic version of this. The bad news is that she acquires it very late into the game and [[CastFromHitPoints it has a hefty HP cost tied to it.]] The Anew staff is also available in ''VideoGame/FireEmblemMysteryOfTheEmblem'' and its DS remake.

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** In ''VideoGame/FireEmblemEchoesShadowsOfValentia'', ''[[VideoGame/FireEmblemGaiden Fire Emblem Echoes: Shadows of Valentia]]'' sees the return of Anew from ''Mystery of the Emblem'', this time being classified as a white magic spell. The spell can only be accessed by [[GirlNextDoor Faye]] that has been Faye]], if she is reclassed from Villager to Cleric/Saint can learn the [[http://fireemblem.wikia.com/wiki/Anew Anew]] spell, which is basically the magic version of this. Cleric. The bad news is that she acquires will most likely acquire it very late into the game (as Faye will have to reach Level 14 after promotion to Saint) and [[CastFromHitPoints it has a hefty HP cost tied cost]] to it.]] The Anew staff it at ''24 HP'' (for comparison, her maximum HP is also available in ''VideoGame/FireEmblemMysteryOfTheEmblem'' and its DS remake.52; that's nearly ''half of her entire HP''). However, if used correctly, the trade off can make the difference between survival or defeat.
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* The djinni Kite in ''VideoGame/GoldenSun'' is not a perfect example, but it allows the character it is used on to take two actions instead of one on the following turn. This becomes basically useless when you consider the fact that you have to use up a turn in order to get an extra one later (meaning the net gain is null). Timed correctly, though, it can be somewhat useful (like if you set Kite the turn immediately before an opponent recovers from a StandardStatusEffects condition), but is nowhere near a GameBreaker.

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* The djinni Kite in ''VideoGame/GoldenSun'' is not a perfect example, but it allows the character it is used on to take two actions instead of one on the following turn. This becomes basically useless when you consider the fact that you have to use up a turn in order to get an extra one later (meaning the net gain is null). Timed correctly, though, it can be somewhat useful (like if you set Kite the turn immediately before an opponent recovers from a StandardStatusEffects StatusEffects condition), but is nowhere near a GameBreaker.
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** Next, we have Chronovisor Heritage. All you need to do to get an extra turn with this guy is turn 4 face-up cards that have the "Zodiac Time Beast" race from your G Zone face-down. For those of you who don't know how the G Zone works, you're almost ''guaranteed'' to pull this off by Turn 4 if you're playing a dedicated Zodiac Time Beast deck. If that sounds overpowered, it's because it is. The people in charge of game balance had been out to lunch for a while when this card was printed.

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** Next, we have Chronovisor Heritage. All you need to do to get an extra turn with this guy is turn 4 face-up cards that have the "Zodiac Time Beast" race from your G Zone face-down. For those of you who don't know how the G Zone works, you're almost ''guaranteed'' to pull this off by Turn 4 your 5th turn (4th turn if going second) if you're playing a dedicated Zodiac Time Beast deck. If that sounds overpowered, it's because it is. The people in charge of game balance had been out to lunch for a while when this card was printed.
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* The Gear Chronicle clan in ''TabletopGame/CardfightVanguard'', being a clan of time manipulators, naturally has a few cards that give you extra turns.
** The first is Interdimensional Dragon, Mystery Flare Dragon. When its attack hits, it lets you turn 4 cards from your damage zone face-down (you lose when you have 6 cards in your damage zone) to reveal the top 4 cards of your deck. If all of them have different Grades, the vast majority of decks only playing 4 different Grades to begin with (Grades 0, 1, 2, and 3), you get an Extra Turn. The fact that you have to commit such an insane amount of resources to get a ''chance'' to pull off an effect that has such insanely low odds of success means this card rarely saw play.
** Next, we have Chronovisor Heritage. All you need to do to get an extra turn with this guy is turn 4 face-up cards that have the "Zodiac Time Beast" race from your G Zone face-down. For those of you who don't know how the G Zone works, you're almost ''guaranteed'' to pull this off by Turn 4 if you're playing a dedicated Zodiac Time Beast deck. If that sounds overpowered, it's because it is. The people in charge of game balance had been out to lunch for a while when this card was printed.
** In the 2018 reboot, we have an alternate universe Mystery Flare Dragon. Its condition for an extra turn is a lot more achievable, but still extremely difficult. You have to have face-up cards in your bind zone (in Yugioh/Magic terminology, binding a card would be like banishing/exiling it) whose total grades are 19 or more. However, unlike the original it has multiple other useful abilities that are a lot easier to pull off.
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* In ''TabletopGame/TheOthers'' All characters have 2 turns per round, but there are ways to obtain extra turns through character abilities or city actions, although once an extra turn token is spent, a new one must be obtained.

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* In ''TabletopGame/TheOthers'' All ''TabletopGame/TheOthers2015'', all characters have 2 turns per round, but there are ways to obtain extra turns through character abilities or city actions, although once an extra turn token is spent, a new one must be obtained.



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* ''[[TabletopGame/FlashPointFireRescue]]'': Players can save unused action points for a future turn.

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* ''[[TabletopGame/FlashPointFireRescue]]'': Players In ''TabletopGame/FlashPointFireRescue'', players can save unused action points for a future turn.
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* ''[[TabletopGame/FlashPointFireRescue]]'': Players can save unused action points for a future turn.
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** 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, [[UpToEleven combined with Double Extra]].
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** 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, 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.

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** 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, 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.battle - known as Double Extra.
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The main trope now is Status Effects


* Many games' StandardStatusAilments include one or more effects that cause a character to lose their turn for varying durations (and with differing ways to cure or prevent them). Common labels include (in approximate order of severity) "Sleep", "Paralyze", "Stop", and "Petrify".

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* Many games' StandardStatusAilments StatusEffects include one or more effects that cause a character to lose their turn for varying durations (and with differing ways to cure or prevent them). Common labels include (in approximate order of severity) "Sleep", "Paralyze", "Stop", and "Petrify".

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* ''VideoGame/SlayTheSpire'': Vault is a Purple[[note]]Watcher has no restrictions on obtaining this card while the other classes need special artifacts or events to obtain it[[/note]] Skill card that immediately ends the player character's turn and begins a new one without letting the enemy have a turn. It doesn't even decrease any time-limited debuffs on the enemies. The drawback is that it costs 3 energy while the base starting energy is also 3, but being able to use any excess energy and/or 0-energy cards, trigger special effects per turn, or draw new cards makes it worth considering.



* ''VideoGame/SlayTheSpire'': Vault is a Purple[[note]]Watcher has no restrictions on obtaining this card while the other classes need special artifacts or events to obtain it[[/note]] Skill card that immediately ends the player character's turn and begins a new one without letting the enemy have a turn. The drawback is that it costs 3 energy while the base starting energy is also 3, but being able to use any excess energy and/or 0-energy cards, trigger special effects per turn, or draw new cards makes it worth considering.

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* ''VideoGame/SlayTheSpire'': Vault is a Purple[[note]]Watcher has no restrictions on obtaining this card while the other classes need special artifacts or events to obtain it[[/note]] Skill card that immediately ends the player character's turn and begins a new one without letting the enemy have a turn. The drawback is that it costs 3 energy while the base starting energy is also 3, but being able to use any excess energy and/or 0-energy cards, trigger special effects per turn, or draw new cards makes it worth considering.
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* ''VideoGame/SlayTheSpire'': Vault is a Purple[[note]]Watcher has no restrictions on obtaining this card while the other classes need special artifacts or events to obtain it[[/note]] Skill card that immediately ends the player character's turn and begins a new one without letting the enemy have a turn. The drawback is that it costs 3 energy while the base starting energy is also 3, but being able to use any excess energy and/or 0-energy cards, trigger special effects per turn, or draw new cards makes it worth considering.
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* In ''[[TabletopGame/SevenWonders 7 Wonders Duel]]'', five of the Wonders make you take an extra turn when you build them. There's also the Theology Progress Token, which gives all of your unbuilt Wonders this ability (though the ones that inherently have it don't gain another instance of it).
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* 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.

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* ''Anime/FutureCardBuddyFight'' has the Magic World card [[http://buddyfight.wikia.com/wiki/Great_Spell,_My_Grandfather_Clock Great Spell, My Grandfather Clock]]. It requires the player to have 6 or more different Wizard monsters in their drop zone, and a secondary part of its effect returns all cards in the drop zone to the deck so you cannot easily use it multiple times in a row.

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* ''Anime/FutureCardBuddyFight'' ''TabletopGame/FutureCardBuddyFight'' has the Magic World card [[http://buddyfight.wikia.com/wiki/Great_Spell,_My_Grandfather_Clock Great Spell, My Grandfather Clock]]. It requires the player to have 6 or more different Wizard monsters in their drop zone, and a secondary part of its effect returns all cards in the drop zone to the deck so you cannot easily use it multiple times in a row.
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* ''VideoGame/{{Shadowverse}}'': Dimensional Shift is a Runecraft card that has an unplayably high base cost of 20 (10 is the player limit), but costs 1 less for each spell you play. It's effect is undoubtedly powerful, and Runecraft just happens to have a ton of cards that also gain a cost reduction per spell cast. Have a few of these cards at hand and you can use them to beat down the opponent on your extra turn (or two, maybe even ''three'').
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** 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 "hand off" extra turns to allies for additional tactical options and temporary stat boosts.

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** 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 "hand off" extra turns give a "One More!" to allies via the "Baton Pass" subsystem for additional tactical options and temporary stat boosts.boosts (which can stack, by the way).
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** And Menagerie has Seize the Day, which allows each player to buy an extra turn, once per game.
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** Renaissance introduced the Fleet project, which allows any players who bought it to take an extra turn after the standard end of the game.
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Do not wick to self.


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

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



* ''VideoGame/BravelyDefault'' takes the ExtraTurn 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).

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* ''VideoGame/BravelyDefault'' takes the ExtraTurn 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).



* [[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 an ExtraTurn and hit "FIGHT" again when he isn't expecting it.]]

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* [[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 an ExtraTurn one of these and hit "FIGHT" again when he isn't expecting it.]]
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* ''TabletopGame/WarhammerFantasyRoleplay'': Player characters have a small pool of "Fortune Points" that refreshes every day and can spend one to gain an additional half-action on their turn, among other uses.

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* ''TabletopGame/WarhammerFantasyRoleplay'': ''TabletopGame/WarhammerFantasyRoleplay'' 2[[superscript:nd]] Edition: Player characters have a small pool of "Fortune Points" that refreshes every day and can spend one to gain an additional half-action on their turn, among other uses.
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* ''TabletopGame/WarhammerFantasyRoleplay'': Player characters have a small pool of "Fortune Points" that refreshes every day and can spend one to gain an additional half-action on their turn, among other uses.
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** ''[[VideoGame/FireEmblemThracia776 Thracia 776]]'' also had "Movement Stars", with each one increasing a unit's chance to simply move again in a turn. Most characters that have them at all have only one star, so it's more of a sweet bonus than anything one could work into a strategy.

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** ''[[VideoGame/FireEmblemThracia776 Thracia 776]]'' also had "Movement Stars", with each one increasing a unit's chance to simply move again in a turn. Most characters that have them at all have only one star, so it's more of a sweet bonus than anything one could work into a strategy. A few enemies, [[ThatOneBoss including one very powerful]] [[SNKBoss and notorious boss]], also have this, [[SpitefulAI providing them a small chance to screw you up]], [[RandomNumberGod and knowing the RNG it ''will'' screw you up]].

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