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Kite is incredibly useful in exploiting the game's elemental mechanics.


* 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 StatusEffects condition), but is nowhere near a GameBreaker.

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* The djinni djinn Kite in ''VideoGame/GoldenSun'' is not a perfect example, but it allows the character it is used on its user to effectively give up their current turn to allow another party member 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 turns in order to get an extra one later (meaning the net gain is null). a row. Timed correctly, though, 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 somewhat useful (like if you set Kite instrumental in taking out the turn immediately before an opponent recovers from a StatusEffects condition), but is nowhere near a GameBreaker.game's]] {{super boss}}es.
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* In UsefulNotes/{{Cricket}}, a wide ball (bowled way outside the batsman’s reach) or a no-ball (ball delivered in a manner considered illegal such as being thrown, bowled in front of the crease, one too many chest high bouncers in the one-day and T20 formats, setting a illegal field such as the Series/{{Bodyline}} field etc) results in the bowler having to bowl the delivery all over again. A run is automatically granted to the batting team as “Extras” and if the batsman actually manages to hit a no-ball, it is a no-consequence free hit.
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** [[https://scryfall.com/card/vma/287/time-vault Time Vault]] gives its controller an extra turn whenever it is tapped - but it doesn't untap normally, requiring the controller to skip a turn to untap it. And despite this caveat, it's only legal to play in the Vintage format - where it's restricted to one copy in a 60+ cards deck. However, its Untap mechanic can be circumvented with cards like [[https://scryfall.com/card/m11/219/voltaic-key Voltaic Key]].
** The EldritchAbomination [[https://scryfall.com/card/2x2/1/emrakul-the-aeons-torn Emrakul, the Aeons Torn]] lets its summoner take an extra turn after it's summoned onto the battlefield.
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* ''TabletopGame/SentinelsOfTheMultiverse'':
** The hero Stuntman has the card In Media Res, which immediately skips to the start of his next turn. Play this outside your turn (which he has plenty of ways to do) and it's like having an extra turn. This is all part of his characterisation as an AttentionWhore, he does his best work when he's stealing the spotlight from someone else.
** In her team villain incarnation, La Capitan has the card Stitch In Time, which causes her to take an extra turn when it is destroyed. Even if the heroes [[SchmuckBait don't destroy it themselves]], it automatically destroys itself at the end of the environment turn. This represents her time manipulation powers, in particular the more reckless antics that her older selves are too savvy to attempt.
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Engage is not an adaptation of Three Houses.


** ''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 [[AdaptationNameChange renamed]] Goddess Dance) as mentioned above. Engaging with the Three Houses lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.

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** ''VideoGame/FireEmblemEngage'' features a few ways to gain extra turns, mostly as {{Mythology Gag}}s. Byleth's [[LimitBreak Engage Attack]] is Dance of the Goddess (now [[AdaptationNameChange renamed]] 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.



** 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.

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

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[[folder: Board [[folder:Board Games]]



[[folder: Card Games]]

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** Numerous other spells with this effect in ''Magic: The Gathering'' qualify, many of which have "Time" in the name, such as [[http://magiccards.info/tp/en/97.html Time Warp]] (a far more balanced version of Time Walk), [[http://magiccards.info/od/en/108.html Time Stretch]] (which lets you take ''two'' extra turns but costs ridiculous amounts of mana), and [[http://magiccards.info/ts/en/93.html Walk the Aeons]] (which has the potential to be used an unlimited number of times thanks to its "buyback" effect, but sacrificing three lands is a hefty cost). [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129898 Time Stop]] achieves basically the same effect by a different method - instead of taking an extra turn you make your opponent skip most of theirs. Such effects are normally limited to blue cards, but there are exceptions such as the red spell [[http://magiccards.info/mr/en/173.html Final Fortune]], which is equivalent to the original Time Walk and also only costs 2 mana, but causes you to lose the game at the end of your extra turn -- unless, of course, you manage to win before the turn is up.[[note]]Note that if the turn is somehow skipped for some reason, you don't lose the game, allowing the card to be used to pay costs such as "skip your next turn".[[/note]]

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** Numerous other spells with this effect in ''Magic: The Gathering'' qualify, many of which have "Time" in the name, 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]]



[[folder: Game Shows]]
* ''Video Village'': This early 1960s game show -- a board game adapted for television -- was turn-based ... except if the contestant landed on one of several "extra turn"-type spaces, in which the contestant went again. The simplest type [[ExactlyWhatItSaysOnTheTin allowed the contestant to take another turn]], while other such spaces required the extra turn to be earned (usually by answering a question or performing a simple stunt); still others added an element of risk, for instance the possibility of landing on an undesirable space that required the contestant to return to his previous spot. A form of this was when the opposing contestant landed on a "miss-a-turn" type space, effectively giving the opponent two straight turns.

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[[folder: Game [[folder:Game Shows]]
* ''Video Village'': This early 1960s game show -- a board game adapted for television -- was turn-based ...turn-based... except if the contestant landed on one of several "extra turn"-type spaces, in which the contestant went again. The simplest type [[ExactlyWhatItSaysOnTheTin allowed the contestant to take another turn]], while other such spaces required the extra turn to be earned (usually by answering a question or performing a simple stunt); still others added an element of risk, for instance the possibility of landing on an undesirable space that required the contestant to return to his previous spot. A form of this was when the opposing contestant landed on a "miss-a-turn" type space, effectively giving the opponent two straight turns.



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** For example, in basketball, if a player gets fouled in the act of shooting, that player gets 1-3 free throws at the basket depending on the circumstances of the foul [[note]]1 free throw if the shot is made, 3 if the player misses a three-point attempt, 2 otherwise[[/note]] - essentially, an extra turn. Free throws, however, are only worth 1 point when standard baskets are worth 2 or 3.

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** For example, in basketball, if a player gets fouled in the act of shooting, that player gets 1-3 free throws at the basket depending on the circumstances of the foul [[note]]1 free throw if the shot is made, 3 if the player misses a three-point attempt, 2 otherwise[[/note]] - -- essentially, an extra turn. Free throws, however, are only worth 1 point when standard baskets are worth 2 or 3.



[[folder: Tabletop Games]]

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** There's also the 'Celerity' spell chain - which let you steal time from your future self, with a net effect of taking an extra action now, at the cost of being 'dazed' during your next real turn. Sometimes seen as a gamebreaker because Celerity takes place ''now'' - immediately - regardless of whose turn it is. Celerity (free standard action any time at all) plus Teleport (with one standard action casting time) basically enables you to evade anything at any time.

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** There's also the 'Celerity' spell chain - -- which let you steal time from your future self, with a net effect of taking an extra action now, at the cost of being 'dazed' during your next real turn. Sometimes seen as a gamebreaker because Celerity takes place ''now'' - -- immediately - -- regardless of whose turn it is. Celerity (free standard action any time at all) plus Teleport (with one standard action casting time) basically enables you to evade anything at any time.



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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 (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.

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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 (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.



* 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).

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* All bosses in ''VideoGame/BeyondTheBeyond'' have the ability to attack twice in one round - 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).



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** After Vearn regains his youth he upgrades to his signature fighting stance "Tenchimatou" (Heaven-Earth-Hell Combat), which allows him to act ''three'' times at once - using one hand to [[BlockingStopsAllDamage parry any attack]], and the other to make a [[RazorSharpHand monstrously powerful chop]], while also blasting his opponent with Kaiser Phoenix.

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** After Vearn regains his youth he upgrades to his signature fighting stance "Tenchimatou" (Heaven-Earth-Hell Combat), which allows him to act ''three'' times at once - -- using one hand to [[BlockingStopsAllDamage parry any attack]], and the other to make a [[RazorSharpHand monstrously powerful chop]], while also blasting his opponent with Kaiser Phoenix.

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* The ''TabletopGame/YuGiOh'' card game has several cards that make your opponent skip draws or other parts of their turn, but one of the most infamous is the [[http://yugioh.wikia.com/wiki/Yata-Garasu_Lockdown "Yata Lock"]] combo. This clears all cards on the field and both players' hands, but with additional cards, you can force the draw of Yata-Garasu, and attack with that. When Yata-Garasu successfully attacks, the opponent cannot draw on their next turn, and as they have no cards in their hand, this effectively skips their turn. Repeat ad infinitum for complete victory.
** As such, this combo and all key cards have been banned from tournaments for five years.
** Unfortunately, it was replaced for a while with "[[Manga/JoJosBizarreAdventure ZA WAARUDO Lockdown]]", a deck based on exploiting one of the coin-flip effects of the card [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI: The World]], an effect that lets you skip the opponent's ''entire'' turn at once, but at a cost of two of your monsters.
*** Luckily, people have found a way around the cost, by using [[https://yugipedia.com/wiki/Treeborn_Frog Treeborn Frog]] and [[https://yugipedia.com/wiki/Samsara_Lotus Samsara Lotus]], though the latter require you to have no spell or trap cards on the field.
** Naturally, the anime [[NewRulesAsThePlotDemands have cards that can skip]] ''[[NewRulesAsThePlotDemands whole turns]]'' [[NewRulesAsThePlotDemands without so much as a]] [[CastFromHitPoints card or life point payment]].
** It's worth noting that Yata Garasu returns to the hand after it's been played, and it has just 200 ATK points. This is important because the player using the Yata-Lock must still draw a card each turn, and so is in danger of milling himself if the opponent has too many life points, since he must use his only summon for the turn resummoning Yata Garasu. Other cards like Treeborn Frog and Necro Gardna can potentially block the Yata's attack from the graveyard, but if the combo is pulled off right....

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* The ''TabletopGame/YuGiOh'' card game has several In ''TabletopGame/YuGiOh'', there are a few strategies that can effectively skip your opponent's next turn, and even fewer cards that make your opponent skip draws or other parts of outright say "skip a turn" on their turn, but one card text.
** One
of the most infamous is examples of a turn skip strategy in the [[http://yugioh.wikia.com/wiki/Yata-Garasu_Lockdown game is "Yata Lock"]] combo. This clears all lock", a strategy involving the card [[https://yugipedia.com/wiki/Yata-Garasu Yata-Garasu]], a Spirit monster that forces the opponent to skip their next Draw Phase if it deals battle damage. In the early days of the game, if a player was able to clear an opponent's field and successfully attack with Yata-Garasu, the game may as well be over at that point because without the ability to draw new cards the opponent could effectively do nothing and would be forced to pass until the Yata-Garasu player put them out of their misery. As such, Yata-Garasu was banned and stayed that way for over 17 years before coming off the list, at which point the game had evolved so drastically that getting Yata-Garasu on the field at all and both players' hands, but attacking with additional cards, you it would be incredibly challenging and skipping an opponent's Draw Phase doesn't do a whole lot in the modern metagame when at least a third of playable decks can force the draw of Yata-Garasu, and attack with that. When Yata-Garasu successfully attacks, the opponent cannot draw on their next turn, and as they have no cards in their hand, this effectively skips their turn. Repeat ad infinitum for complete victory.
** As such, this combo and all key cards have been banned from tournaments for five years.
** Unfortunately, it was replaced for a while with "[[Manga/JoJosBizarreAdventure ZA WAARUDO Lockdown]]", a deck based on exploiting one of the coin-flip
activate effects of in the card Graveyard.
** There's only four cards ever printed that say "skip your opponent's next turn" on them:
[[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI: XXI - The World]], an effect that lets World]] (if Summoned, flip a coin; if it's Heads, you can Tribute 2 monsters during your End Phase to skip the your opponent's ''entire'' turn at once, but at a cost of two of your monsters.
*** Luckily, people have found a way around the cost, by using
turn), [[https://yugipedia.com/wiki/Treeborn_Frog Treeborn Frog]] com/wiki/Tellarknight_Ptolemaeus Tellarknight Ptolmaeus]] (detach 7 Xyz Materials to skip your opponent's turn), [[https://yugipedia.com/wiki/Mischief_of_the_Time_Goddess Mischief of the Time Goddess]] (skips to the Battle Phase of your next turn if you only control "Valkyrie" monsters), and [[https://yugipedia.com/wiki/Samsara_Lotus Samsara Lotus]], though the latter require com/wiki/The_Six_Shinobi The Six Shinobi]] (skips your opponent's turn if you to have no spell or trap cards on the field.
control six "Six Samurai" monsters with different attributes). There's also [[https://yugipedia.com/wiki/Gamble Gamble]], a Trap Card that can make ''you'' lose your next turn if you call a coin flip wrong.
** Naturally, the anime [[NewRulesAsThePlotDemands have Some other niche strategies exist that essentially skip turns by overlaying enough phase skip effects, although they are almost always AwesomeButImpractical. These include strategies such as playing [[https://yugipedia.com/wiki/Terminal_World Terminal World]] (a card that prevents both players from entering Main Phase 2) with cards that can skip]] ''[[NewRulesAsThePlotDemands whole turns]]'' [[NewRulesAsThePlotDemands without so much skip your opponent's Main Phase 1 (such as a]] [[CastFromHitPoints card [[https://yugipedia.com/wiki/Amorphactor_Pain,_the_Imagination_Dracoverlord Amorphator Pain, the Imagination Dracoverlord]]) or life point payment]].
** It's worth noting
cards that Yata Garasu returns to the hand after it's been played, and it has just 200 ATK points. This is important because the player using the Yata-Lock must still draw a card each turn, and so is skip your opponent's Battle Phase in danger of milling himself if the tandem with cards that prevent your opponent has too many life points, since he must use his only summon for the turn resummoning Yata Garasu. Other cards like Treeborn Frog and Necro Gardna can potentially block the Yata's attack from the graveyard, but if the combo is pulled off right....playing anything in Main Phase 1.
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* A number of skills in ''VideoGame/XCom'' serve to give one of your units one or two extra actions in one turn, but they're rare, costly to use, or both.
** ''VideoGame/XCOM2''
*** The [[PsychicPowers Psi Operative]]'s Inspire gives an extra action point to a teammate to use as the player sees fit. It has unlimited uses, but a long cooldown.
*** Teamwork between bonded units in ''War of the Chosen'' does the same thing, independent of the class of both bondmates. Teamwork has one use per mission, while Advanced Teamwork at a higher bond level has two.
*** The Dual Strike bond skill makes the soldier and their bondmate fire at the same target. The user essentially fires a standard shot, but the bondmate's shot is a free action.
** ''VideoGame/XCOMChimeraSquad''
*** Terminal's skill Cooperation works exactly like Inspire, passing her action to the selected squadmate.
*** At the highest rank, Torque has a specific training that makes her Tongue Pull skill, if used on a squadmate, give them a free action.
*** The Motile Inducer item gives a teammate an extra two-action turn. Even better because unlike innate skills that essentially trade actions around, using items in ''Chimera Squad'' is a free action, so the Motile Inducer is a net positive.
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* In ''Franchise/StarTrek: 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.

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* In ''Franchise/StarTrek: BirthOfTheFederation'', 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.
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* 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. Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.

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* 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.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.
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** In the Cosmic Eclipse set, there was a Tag Team card consisting of Togepi, Cleffa & Igglybuff whose GX attack also skips the opponent's next turn but while it doesn't deal any damage, it costs '''way''' less energy than Dialga-GX's attack.
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* In ''VisualNovel/{{Sunrider}} 4: The Captain's Return'', Asaga's Awaken skill [[CastFromHitPoints sacrifices some of her hit points]] to fully replenish her Ryder's energy meter. This won't let her move again if she's already done so, but it otherwise lets her take multiple turns' worth of actions in one turn. The HP cost goes up with each use, however, so she can only do this so many times in each mission.

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** In ''VideoGame/FireEmblemThreeHouses'', Edelgard's personal combat art, Raging Storm, allows her to move and attack again after it's used, and it can be used repeatedly as long as her Relic weapon has enough [[BreakableWeapons durability]] and there are enough targets for her to hit. It's especially dangerous when she's a boss and starts using it on your hapless units on higher difficulties.

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** In ''VideoGame/FireEmblemThreeHouses'', Edelgard's personal combat art, Raging Storm, allows her to move and attack again after it's used, and it can be used repeatedly as long as her Relic weapon has enough [[BreakableWeapons durability]] and there are enough targets for her to hit. It's especially dangerous when she's a boss and starts using it on your hapless units on higher difficulties. There are also two specific battalions[[note]]the Blue Lion Dancers, exclusive to the Blue Lion route, and the Opera Co. Volunteers, which requires [[GuideDangIt Dorothea or Manuela to stand next to the opera house on a specific chapter]][[/note]] that have the special Dance of the Goddess gambit to give extra turns to all adjacent units.
** ''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 [[AdaptationNameChange renamed]] Goddess Dance) as mentioned above. Engaging with the Three Houses lords gives access to Raging Storm at the cost of 3 turns of Engage, and performing their Engage Attack adjacent to an ally with Byleth's ring also grants an extra turn. Engaging with Veronica gives access to the ability Contract, which gives an extra turn but prevents the target from moving during that turn.
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Bonus Boss was renamed by TRS


Particularly beefy bosses (along with [[BonusBoss bonus]] and [[FinalBoss final bosses]]) may invoke this trope by carrying out a whole [[AlphaStrike barrage of attacks]] for the heroes to contend with, essentially skipping their turns several times consecutively.

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Particularly beefy bosses (along with [[BonusBoss bonus]] {{Superboss}}es and [[FinalBoss final bosses]]) may invoke this trope by carrying out a whole [[AlphaStrike barrage of attacks]] for the heroes to contend with, essentially skipping their turns several times consecutively.



** The hidden BonusBoss in ''VideoGame/FinalFantasyIX'' gets a free turn every time you take one of yours (okay, specifically, his ATB meter gets filled whenever you target him with an attack, so he always gets to move first). TheComputerIsACheatingBastard indeed.

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** The hidden BonusBoss {{Superboss}} in ''VideoGame/FinalFantasyIX'' gets a free turn every time you take one of yours (okay, specifically, his ATB meter gets filled whenever you target him with an attack, so he always gets to move first). TheComputerIsACheatingBastard indeed.



** ''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 BonusBoss 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]].

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** ''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 BonusBoss {{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]].
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A standard type of BonusSpace where board games are concerned.

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A standard type of BonusSpace where board games are concerned.
concerned. In RollAndMove games, it can also be a reward for certain rolls (typically a 6 if you roll one [[UsefulNotes/{{Dice}} d6]], or rolling doubles if you roll two).

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* ''TabletopGame/{{Abyss}}'': When you recruit the Invoker, you immediately take an extra turn.
* ''TabletopGame/{{Splendor}} Duel'' has several cards that let you take an extra turn when you purchase them. Also, one of the 2-point nobles lets you take an extra turn when you get it.



* ''Uno'' has the "Skip" card, which [[ExactlyWhatItSaysOnTheTin skips an opponent's turn]], and the "Reverse" card, which reverses the turn order (with 3 or more players), or in 2-player matches can act as a skip.
** Same goes for Crazy Eights, which Uno was based on.

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* ''Uno'' ''TabletopGame/{{Uno}}'' has the "Skip" card, which [[ExactlyWhatItSaysOnTheTin skips an opponent's turn]], and the "Reverse" card, which reverses the turn order (with 3 or more players), or in 2-player matches can act as a skip.
** Same goes for Crazy Eights, which Uno was based on.
skip.
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** ''VideoGame/FinalFantasyX'': A small submenu keeps track of who's turn it is to attack, with Haste and Slow greatly multiplying the amount of icons. Aeons that use an Overdrive see themselves slowed down significantly, even if they were Hasted.

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** ''VideoGame/FinalFantasyX'': A small submenu keeps track of who's turn it is to attack, with Haste and Slow greatly multiplying magic useable to reshape the amount general pattern for the benefit of icons.its users. Aeons that use an Overdrive see themselves slowed down significantly, even if they were Hasted. [[ExactlyWhatItSaysOnTheTin The aptly-named "Quick Hit" move]] can also help characters squeeze in an extra turn, maybe using it to heal after doing a physical attack with said skill.
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* ''VideoGame/{{Inscryption}}'' has the Hourglass item, which makes the Game Master skip his next turn, giving you an extra one.


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* In UsefulNotes/AmericanFootball, a team has up to four plays ("downs") to advance their position on the field; if they fail to advance at least ten yards by then, the ball is turned over to the opposing team. Thus, in a tight defensive game, passing the current ten-yard line is equivalent to getting an extra 'turn' to keep moving. If the team can't, they will invariably opt to [[LastDitchMove punt the ball or attempt a field goal]] on their fourth down. Another way is, after scoring (either a field goal or touchdown), for the kicking team to kick and recover an onside kick, which allows the team another offensive series. Onside kicking is not common, since it is relatively difficult to recover even a well-kicked attempt, and as such is used only when a team is running out of time and attempting a MiracleRally.

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* In UsefulNotes/AmericanFootball, a team has up to four plays ("downs") to advance their position on the field; if they fail to advance at least ten yards by then, the ball is turned over to the opposing team. Thus, in a tight defensive game, passing the current ten-yard line is equivalent to getting an extra 'turn' to keep moving. If the team can't, they will invariably opt to [[LastDitchMove punt the ball or attempt a field goal]] on their fourth down. Another way is, after scoring (either a field goal or touchdown), for the kicking team to kick and recover an onside kick, which allows the team another offensive series. Onside kicking is not common, since it is relatively difficult to recover even a well-kicked attempt, and as such is used only when a team is running out of time and attempting a MiracleRally. Additionally, a team that won the coin toss to determine the first possession of the game can defer it to the other team. By doing so, they receive the kickoff to begin the second half, and particularly crafty, defensive head coaches will often defer so that their team can build a drive to score as the first half finishes and then immediately get the ball back at the start of the second half to double-dip on offense.
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[[folder: Other]]
* ''Manga/DragonQuestTheAdventureOfDai'':
** In the heroes' first battle with [[BigBad Demon King Vearn]] they learn that he's capable of raising a [[AttackReflector spell-reflecting barrier]] even while attacking with spells of his own, and can perform his FinishingMove "Kaiser Phoenix" fast enough to strike them with a second blast while they're still struggling to hold off the first. In the heroes' words "it's like for each time we act, Vearn can act twice", a clear ShoutOut to the mechanics of {{Final Boss}}es in the ''Franchise/DragonQuest'' games.
** After Vearn regains his youth he upgrades to his signature fighting stance "Tenchimatou" (Heaven-Earth-Hell Combat), which allows him to act ''three'' times at once - using one hand to [[BlockingStopsAllDamage parry any attack]], and the other to make a [[RazorSharpHand monstrously powerful chop]], while also blasting his opponent with Kaiser Phoenix.
[[/folder]]
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* ''VideoGame/SonicChronicles'': Combatants have anywhere from 1-3 moves per turn depending on their in-universe speed (separate from the speed stat). Additionally, Tails' Adreneline Rush POW Move gives himself or an ally an extra action for the next few turns.
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Up To Eleven is a defunct trope


* On ''Series/PressYourLuck'', many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck. However, since an extra spin also meant an extra chance to hit a {{Whammy}}, these free spins often ended up being passed to other contestants near the end of the game to avoid this. This strategy was taken UpToEleven in the famous [[https://www.youtube.com/watch?v=YUjkPHltzNA "Spin Battle"]] between Cathy and Lori who passed a total of ''eight'' spins between them until the inevitable {{Whammy}} was hit.

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* On ''Series/PressYourLuck'', many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck. However, since an extra spin also meant an extra chance to hit a {{Whammy}}, these free spins often ended up being passed to other contestants near the end of the game to avoid this. This strategy was taken UpToEleven up a notch in the famous [[https://www.youtube.com/watch?v=YUjkPHltzNA "Spin Battle"]] between Cathy and Lori who passed a total of ''eight'' spins between them until the inevitable {{Whammy}} was hit.



** The 9th-level [[TranquilFury Diamond Mind]] maneuver in the ''Book of Nine Swords'' allows the user to make two full attacks in one round. Not quite as versatile, but with feats and a Speed weapon that's still [[BladeSpam ten attacks in six seconds]] (or [[UpToEleven twenty]] with [[DualWielding a pair of lighter weapons]]).

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** The 9th-level [[TranquilFury Diamond Mind]] maneuver in the ''Book of Nine Swords'' allows the user to make two full attacks in one round. Not quite as versatile, but with feats and a Speed weapon that's still [[BladeSpam ten attacks in six seconds]] (or [[UpToEleven twenty]] twenty with [[DualWielding a pair of lighter weapons]]).



*** 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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*** 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]].Extra.



* 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 with the frustration turned UpToEleven, as it is next to impossible to move when you're frozen.

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* 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 with the frustration turned UpToEleven, as it is next to impossible to move when you're frozen.
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** In ''VideoGame/FireEmblemThreeHouses'', Edelgard's personal combat art, Raging Storm, allows her to move and attack again after it's used, and it can be used repeatedly as long as her Relic weapon has enough [[BreakableWeapons durability]] and there are enough targets for her to hit.

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** In ''VideoGame/FireEmblemThreeHouses'', Edelgard's personal combat art, Raging Storm, allows her to move and attack again after it's used, and it can be used repeatedly as long as her Relic weapon has enough [[BreakableWeapons durability]] and there are enough targets for her to hit. It's especially dangerous when she's a boss and starts using it on your hapless units on higher difficulties.
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* In both ''VideoGame/{{EarthBound}}'' and ''VideoGame/{{Mother 3}}'', sneaking up on an enemy from behind grants an extra turn at the beginning of the battle.

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* In both ''VideoGame/{{EarthBound}}'' ''VideoGame/EarthBound1994'' and ''VideoGame/{{Mother 3}}'', sneaking up on an enemy from behind grants an extra turn at the beginning of the battle.
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Updated example, using info from the wiki.


* ''VideoGame/EpicBattleFantasy5'' has the Haste status, which allows an affected character to use another action. It can be granted by using the Encore spell (but not on yourself, obviously), randomly given by certain pieces of equipment, the Cherry Blossoms weather randomly gives it to players and enemies, and the Viking Monolith summon gives it to all living party members. And they ''stack'', allowing a character up to three actions in a single turn (theoretically six if the RNG smiles on you and gives out the aforementioned random buffs through equipment and weather). However, spells with a cooldown still require you to wait the full number of turns.

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* ''VideoGame/EpicBattleFantasy5'' has the Haste status, which allows gives an affected character to use player another action. action per stack[[note]]Enemies can acquire Haste, but automatically lose all their stacks upon taking their turn[[/note]]. It can be granted by using given to a single player via the Encore spell (but not on yourself, obviously), randomly given by certain pieces of equipment, the Cherry Blossoms weather randomly gives it to skill or all players and enemies, and via the Viking Monolith summon gives it summon, or randomly given to all living party members. And they ''stack'', allowing a character up to three actions in a single turn (theoretically six if the RNG smiles on you players and gives out the aforementioned random buffs through foes alike by Cherry Blossoms's weather effect, with certain pieces of equipment and weather). However, spells with a cooldown still require you able to wait the full number of turns.give it at random. Spell cooldowns are unaffected by Haste, however.
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* 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.
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* In ''VideoGame/MonsterLegends'', certain monsters such as [[ShockAndAwe Volt]][[OlympusMons aiK]] have skills that give extra turns either to themselves, allies or even enemies (though that usually has ways of making it beneficial to the user anyway such as [[MindControl Possession]]). There is also Anticipation, a buff/trait that gives the monster that has it an extra turn ''before'' the monster that triggered the effect.

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Removing a Justifying Edit.


* 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 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 it's the only formation that provides no other offensive or defensive bonuses.
** More than not providing any bonuses, it actually has a penalty of ''halving your entire team's defense''. Oh, and Extra Turns come AFTER normal ones, meaning your enemies are guaranteed to get some hits in if you're relying on Extra Turns. Sure, your entire team will be acting twice, but they're going to take a ton of damage first. The real idea behind Chain Formation is to have everyone kill the enemy team before your opponents get to act.

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* 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 it's the only formation that provides no other offensive or defensive bonuses.
** More than not providing any bonuses, it actually has a penalty of ''halving
your entire team's defense''. Oh, and Extra Turns come AFTER normal ones, meaning your enemies are guaranteed to get some hits in if you're relying on Extra Turns. Sure, your entire team will be acting twice, but they're going to party's defense scores take a ton of damage first. The real idea behind Chain Formation is to have everyone kill the enemy team before your opponents get to act.massive hit.
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** Another round, in which they played the board game ''Boardo'', had a Chance card that read "You are [[PottyEmergency caught short]] at the London Palladium. [[IncrediblyLamePun Miss a turn]]".

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** Another round, in which they played the board game ''Boardo'', had a Chance card that read "You are [[PottyEmergency caught short]] at the London Palladium. [[IncrediblyLamePun [[{{Pun}} Miss a turn]]".

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