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This trope in its most basic form — and it's so powerful that it got banned.

In any game that proceeds turn by turn, there are usually going to be ways to subvert or modify whose turn occurs when, how, and/or why — usually in the form of granting the player an extra action outright, or finding ways to make a given opponent lose/skip their turn (which, if more than two players/characters are involved, is subtly different).

Taking more turns than your opponent can be a very useful (and in some cases obscenely powerful) ability depending on what the player decides to use it for — the extra turns are likely to become Game Breakers if the developers are not careful with how it fits in with the rest of their system. On the flipside, if the developers are too aware of its potential for breaking the Meta Game, these have a good chance of being made into Useless Useful Spells by restrictions on how and where they can be used.

Note that in any game where the success/failure of a particular action is decided by lot (e.g., by wheel/spinner, dice roll, accuracy/evasion check), it's always possible that the action may fail and allow other player(s) gain another turn over them; wasting a turn with a failed action is not (technically speaking) the same thing as losing the turn before you even get it.

Many classic (and otherwise single-player) arcade games — Pac-Man, Ms. Pac-Man, Space Invaders, Galaga, Donkey Kong and so forth — that allowed more than one player to insert coins would alternate between the players whenever one lost a life.note  Thus, from a meta perspective, a 1-Up (especially those occuring Every 10,000 Points) represents an extra turn at the controls.

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

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

A standard type of Bonus Space where board games are concerned. In Roll-and-Move games, it can also be a reward for certain rolls (typically a 6 if you roll one d6, or rolling doubles if you roll two).

Where Video Games are concerned, Cognizant Limbs is a subversion where an apparently-singular opponent is internally comprised of multiple participants (who get one turn apiece), so the opponent is not (technically speaking) getting extra turns.

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


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    Board Games 
  • In Kill Doctor Lucky, whenever Dr Lucky steps into an occupied room, the turn cycle advances to whoever is in that room. Getting multiple turns in a row by moving just ahead of Dr Lucky is specifically allowed in the rulebook, and is known as "riding the Lucky train".
  • Rolling doubles in Monopoly grants the player another turn. However, rolling doubles three times in a row sends you straight to jail.
  • 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).
  • In Scrabble, losing your turn is the penalty for challenging a play that turns out to have been a legal word. Obviously, this is an extra turn for your opponent if there's only one, meaning that making people unwilling to challenge your phony word ( or making real words seem fake by mispronouncing or misdefining them) is a perfectly viable strategy, although some tournaments change the penalty to loss of points, or do away with it.
  • Lords of Waterdeep:
    • The Waterdeep Harbor spaces act as this, since at the end of the round any agents that are there must be reassigned to empty spaces on the board. Thus a savvy player will be able to gain multiple turns by stockpiling agents at the Harbor, using Intrigue cards to gain resources, followed by then gaining a new resource when reassigning. This is very important long term as you can only complete one quest per turn, so multiple turns means more opportunities to complete quests.
    • Two quests allow you to return assigned agents back to the Agent Pool, thus enabling you to get more turns. An Intrigue card allows you to return an assigned agent to the pool for free, while another lets you return a harbor agent to the pool to immediately play two agents in one turn. Finally, the "Manipulate" Intrigue allows you to move an opponents agent to a new space, granting them an extra turn, minus the quest completion, before you assign a new agent.
  • Carcassonne: The "Builder" piece from the "Traders and Builders" expansion gives the owner another turn after playing a tile that extends the city or road occupied by the Builder. (However, the owner cannot get a third turn by immediately extending the city or road again.)
  • In The Others (2015), 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.
  • Arkham Horror 3rd Edition:
    • The Pocket Watch grants its owner an extra action on their turn — a powerful advantage, since players are normally limited to two actions per turn, and moving counts as one of them.
    • Marie Lambeau's special ability as a Player Character allows another PC to duplicate one of the actions she takes in a turn, above and beyond their own actions for the turn.
  • Shadows over Camelot allows each knight to undertake a second heroic action in addition to their normal one and their special ability (as long as it's not the same action type that's already been used)—but at the cost of one hit point.
  • In 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).
  • In Flash Point: Fire Rescue, players can save unused action points for a future turn.
  • Abyss: When you recruit the Invoker, you immediately take an extra turn.
  • 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.
  • In Ark Nova, the ability "Determination" lets you take another action.

    Card Games 
  • The Gear Chronicle clan in Cardfight!! Vanguard, 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 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.
    • 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.
  • The iconic (and heavily overpowered) Magic: The Gathering card Time Walk, from the game's first edition. Other cards with this effect are often nicknamed "Time Walks" after it.
    • Numerous other time-manipulation spells with this effect in Magic: The Gathering qualify, most of which are aligned with Blue, such as Time Warp (a far more balanced version of Time Walk), Time Stretch (which lets you take two extra turns but costs ridiculous amounts of mana), and Walk the Aeons (which has the potential to be used an unlimited number of times thanks to its "buyback" effect, but sacrificing three lands is a hefty cost). 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 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 
    • Lighthouse Chronologist, if you can feed it 7 blue mana, will give you loads of extra turns, especially in multiplayer games. And because Magic is a game of Combinatorial Explosion, there's a ruling detailing just what happens if multiple players have one. "In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully."
    • Relentless Assault and similar cards (most of them red) can extend turns by adding an additional combat phase. While this doesn't let you draw cards or activate turn-based effects, it does give your creatures an extra chance to wreak havok.
    • 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, because its Untap mechanic can be circumvented with cards like Voltaic Key.
    • The Eldritch Abomination Emrakul, the Aeons Torn lets its summoner take an extra turn after it's summoned onto the battlefield.
  • Sentinels of the Multiverse:
    • 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 Attention Whore, 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 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.
  • In Yu-Gi-Oh!, there are a few strategies that can effectively skip your opponent's next turn, and even fewer cards that outright say "skip a turn" on their card text.
    • One of the most infamous examples of a turn skip strategy in the game is "Yata lock", a strategy involving the card 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 attacking with 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 activate effects in the Graveyard.
    • There's only four cards ever printed that say "skip your opponent's next turn" on them: Arcana Force XXI - The World (if Summoned, flip a coin; if it's Heads, you can Tribute 2 monsters during your End Phase to skip your opponent's turn), Tellarknight Ptolmaeus (detach 7 Xyz Materials to skip your opponent's turn), Mischief of the Time Goddess (skips to the Battle Phase of your next turn if you only control "Valkyrie" monsters), and The Six Shinobi (skips your opponent's turn if you control six "Six Samurai" monsters with different attributes). There's also Gamble, a Trap Card that can make you lose your next turn if you call a coin flip wrong.
    • Some other niche strategies exist that essentially skip turns by overlaying enough phase skip effects, although they are almost always Awesome, but Impractical. These include strategies such as playing Terminal World (a card that prevents both players from entering Main Phase 2) with cards that skip your opponent's Main Phase 1 (such as Amorphator Pain, the Imagination Dracoverlord) or cards that skip your opponent's Battle Phase in tandem with cards that prevent your opponent from playing anything in Main Phase 1.
  • Uno has the "Skip" card, which skips an opponent's turn, and the "Reverse" card, which reverses the turn order (with 3 or more players), or in 2-player matches can act as a skip.
  • In many card-driven strategy board games (where both sides typically alternate playing one card at a time and play the same amount of cards during each turn), players must be careful when able to play two cards at once because this may decrease their hand size and give their opponents two consecutive plays at the end of the turn with no counter.
  • Dominion
    • Seaside has 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, and you only draw three cards instead of five after the turn is over.
    • Seaside also has Tactician, which doesn't explicitly give you an extra turn, 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 cards by trashing them. Any cards that would be trashed 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.
    • 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, or from buying Events and Projects.
    • Renaissance introduced the Fleet project, which allows any players who bought it to take an extra turn after the standard end of the game.
    • Menagerie has Seize the Day, an event which allows each player to buy an extra turn, once per 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.
  • Bill was a Trainer in the very first Pokémon TCG set that allowed players to draw two cards, with no real cost. Since having a well-stocked hand is advantageous in Pokémon, while not allowing a "turn skip" so much it did speed up card draws beyond the "draw at the beginning of your turn" step, and used in tandem with similar cards on the same turn, could very well give its player a huge advantage over the opponent (since just by playing 4 Bills- the maximum of any card allowed in a deck- one could obtain eight turns' worth of draws in one turn). This led to the eventual change of such cards getting their own class, "Supporter", and the rule that only one Supporter can be played per turn.
    • Later on, there was a card for Dialga, a Pokémon that controls time, that could cause the opponent to skip his or her next turn. However, if it went wrong, the person who played it would have to skip their turn instead, so it barely saw any play at any level. Dialga later also got a GX card whose GX Attack does somewhat less damage than the norm, but skips the opponent's next turn with no other drawbacks (aside from taking up your GX Attack use for the game).
    • 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.
  • Fluxx has an Action Card called Take Another Turn. There is also a "reverse order" card which effectively acts as a turn skip when only two players are playing. The reverse order card is particularly interesting since it is played as a rule, and a number of other cards can remove existing rules. Thus it's not uncommon to see reverse order card being played for an extra turn in 2 player game, only to have the same card removed by the player on his next (free) turn to give him a third effective turn. In theory a player could get two turns from the reverse order card, followed by a free turn from "take another turn" and ANOTHER free turn by using "Let's Do That Again" to reuse the Take Another Turn card he just layed down, for a total of 4 turns in a row. Add in the potential from getting to the end of the deck and thus shuffling the discard pile to become the new deck and having a card that has the same effect and this can theoretically reach ridiculous levels.
  • Duel Masters: Bombazar, Dragon of Destiny gives you an extra turn after you play it, but if you can't win during those two turns, then you lose. It was a high-power creature that was almost banned before the game was prematurely ended outside Japan (it's still banned in Japan). Three other cards were made that allow extra turns without instant losses, but are more balanced in that they sometimes don't work.
  • The online CCG Might and Magic: Duel of Champions has 2 cards that can grant you an extra turn. First is Time Jump, an extremely expensive spell with a maximum magic requirement (6, the highest of any card seen yet) which has the added drawback on preventing your resources for renewing at the start of your bonus turn, severely limiting the amount you have to spend on both turns. Despite this, it is still considered a Game-Breaker by some because of the game's combat system, where defenders don't get to choose how to block attacking creatures. The 2nd is Timebender Djinn, a beefy Academy creature that will automatically discard itself to grant you an extra turn for free if you start your turn with 4 other Prime-element creatures on the board at once. While it lacks the drawback (or cost) of Time Jump, its effect is so hard to trigger (if you can get 5 creatures to live through your opponent's turn then you're probably going to win anyway) that it's generally considered Awesome, but Impractical.
  • Hearthstone: Since it's impossible to interact with your opponent during their turn outside of pre-placed Secrets, taking an extra turn is one of the rarest and most powerful effects in the game.
    • The Mage class has the Open the Waygate quest card, which requires the player to play 8 spells that didn't start in their deck. The completion reward is Time Warp, a spell which allows the player to take another turn. Despite the heavy restrictions on the effect (you need to build your deck around completing the quest, Time Warp costs 5 mana) it slowly became one of the most broken cards in the unrestricted Wild format due to the unpreventable OTK potential. That, and the release of both cards that complete the quest faster and Archmage Vargoth, which can duplicate Time Warp for two Time Warps in a row, to the point the quest was nerfed from 6 spells up to 8.
    • Priest has a minion called Temporus, which gives your opponent two turns, then gives you two turns. Conversely to the above, this is unanimously considered a terrible card, since two turns is almost always enough for your opponent to kill you, and if it wasn't, you were probably going to win anyway.
    • The Tavern Brawl "Temporus Shift" has both players take two turns in a row every turn. The result is a fast, combo-centric meta.
  • 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).
  • Future Card Buddy Fight has the Magic World card 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.
  • Decipher's Star Trek Customizable Card Game contained an Artifact card called the Horga'hn, which would allow a player to take double turns if they had it in play. (That's right, once you solved the mission where this card was hidden, you played the card on the table as soon as you got it, and would be allowed to take double turns for the rest of the game. Further, in the set it was introduced (the Premiere set), the card had only one counter--The Devil, which was rare and had other uses it could be baited into.) Since Decipher rarely bans cards outright, the effect of the card was reduced over time by counter and "hoser"note  cards such as Jamaharonnote , Temporal Narcosisnote , and eventually Writ of Accountabilitynote . A lesser version of this trope called Distortion of Space-Time Continuum was also in the game, but it affected only one ship and its Away Team, didn't allow the extra card plays and draws that Horga'hn did, and was discarded after use. As a result, Distortion had far fewer counters (though unlike Horga'hn, it actually had a generic counter).

    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 allowed the contestant to take another turn, while other such spaces required the extra turn to be earned (usually by answering a question or performing a simple stunt); still others added an element of risk, for instance the possibility of landing on an undesirable space that required the contestant to return to his previous spot. A form of this was when the opposing contestant landed on a "miss-a-turn" type space, effectively giving the opponent two straight turns.
  • Tic-Tac-Dough: Two "red box" categories functioned as extra-turn categories:
    • The "Bonus Category," introduced in the early 1980s, rewarded a contestant who answered a three-part question to take another turn. The Golden Snitch was that the categories shuffled upon the next turn, allowing the contestant to pick it multiple times, possibly enough time to win the game without allowing the opponent to play. Eventually, enough losing contestants complained (even though they were always invited back for a rematch), and the category was retired for the final season.
    • "Double or Nothing," which did give the player an extra turn upon answering a question correctly at his/her choice; however, the caveat was that if he chose the second box (on a non-shuffled board) and answered that question incorrectly, he lost both boxes.
  • Wheel of Fortune has had a few, but not many, spaces on the wheel which allowed the player to take an extra turn where it otherwise would have ended:
    • The "Free Spin" allowed a contestant to take another turn after their current one ends (e.g. guessing a letter not in the puzzle, spinning Bankrupt or Lose A Turn). It was later retired for the "Free Play", which allows the contestant to make any move without penalty — an incorrect letter or incorrect solve does not end their turn. Free Play also allows for guessing a vowel (without having to buy it), again without penalty if it's not in the puzzle. (If a consonant called on it is in the puzzle, it functions as a $500 wedge.)
    • Wild Card can also act like this: It can be saved and then used later to call a second letter during a turn, for whatever value the contestant is currently sitting on (usually the top dollar value). It can also be used in the bonus round to pick an extra consonant then.
  • On Press Your Luck, many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck. However, since an extra spin also meant an extra chance to hit a Whammy, these free spins often ended up being passed to other contestants near the end of the game to avoid this. This strategy was taken up a notch in the famous "Spin Battle" between Cathy and Lori who passed a total of eight spins between them until the inevitable Whammy was hit.
  • On Jim Perry's version of Sale of the Century the second version of the Fame Game (with numbers vs. celebrity faces) had two spaces with a cash prize "Or Pick Again." The third version where you could randomly stop lights around the spaces had a cash prize "Or Try Again." If the player in control of the Fame Game board needed a Money Card that could add to their score, they'd pick/try again. The Australian version from Sale from 1986 onward had the "Wild Card" in the third Fame Game, which was played the same way—that is, a contestant could choose either $1,000 in cash ($2,000 on Temptation from 2006-2009) or pick another Famous Face.
  • Concentration: Just like the children's card game, matching a pair of prizes or "Take" cards (or matching either with a "Wild" card) allowed the contestant another turn.

  • Music example: referenced in MC Frontalot's protest song Special Delivery (most Frontalot songs have at least one gaming reference even if that's not the subject matter):
    Ain’t that how every war gets scored?
    Big gun wins. Winner gets a free turn.
    Enemy after enemy burns.

  • If two or more players are playing the same pinball table, normally they alternate turns whenever a ball drains from the board. If a player earns an extra ball, however, that player gets to try another ball immediately after the ball drains. Multiple extra balls earned before a drain, of course, means multiple extra turns, though the wait for the other players is mitigated in the sheer difficulty of obtaining more than one extra ball per game.

  • I'm Sorry I Haven't a Clue:
    • At least one game of Mornington Crescent was played with an optional rule that meant a player could lose their next two turns ("in nid"). Since new Mornington Crescent rules are always tested to destruction and beyond, this inevitably lead to everyone being in nid, with Willie Rushton counting off the missed turns as they went round the panel.
    • Another round, in which they played the board game Boardo, had a Chance card that read "You are caught short at the London Palladium. Miss a turn".

  • In some sports games, if a team is charged with a foul, the opposing team may be given a free shot at the goal (in contrast to sports where a fouling player is ejected from the game):
    • For example, in basketball, 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  — essentially, an extra turn. Free throws, however, are only worth 1 point when standard baskets are worth 2 or 3.
  • In American Football, a team has up to four plays ("downs") to advance their position on the field; if they fail to advance at least ten yards by then, the ball is turned over to the opposing team. Thus, in a tight defensive game, passing the current ten-yard line is equivalent to getting an extra 'turn' to keep moving. If the team can't, they will invariably opt to punt the ball or attempt a field goal on their fourth down. Another way is, after scoring (either a field goal or touchdown), for the kicking team to kick and recover an onside kick, which allows the team another offensive series. Onside kicking is not common, since it is relatively difficult to recover even a well-kicked attempt, and as such is used only when a team is running out of time and attempting a Miracle Rally. 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.
  • And in 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 Miracle Rally, 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 Miracle Rally 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).
  • In 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 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.

    Tabletop Games 
  • Dungeons & Dragons
    • This game has the high level arcane spell Time Stop, which grants the caster 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, Delayed Blast Fireball, Delayed Blast Fireball, run for your life".
      Except in the Infinity Engine games, where there's no such limit. Combined with Improved Alacrity this allows a Mage to spam their entire spellbook in less than a second of 'real time'. The Infinity Engine is based on 2nd Edition D&D, while the rule change that Time Stop won't allow attacks was added as late as 3.5th Edition.
    • In 4th edition, Time Stop only grants the caster two free 'standard actions' rather than three whole turns. But it's still quite useful.
    • There's also the 'Celerity' spell chain — which let you steal time from your future self, with a net effect of taking an extra action now, at the cost of being 'dazed' during your next real turn. Sometimes seen as a gamebreaker because Celerity takes place now — immediately — regardless of whose turn it is. Celerity (free standard action any time at all) plus Teleport (with one standard action casting time) basically enables you to evade anything at any time.
    • The 9th-level Diamond Mind maneuver in the Book of Nine Swords allows the user to make two full attacks in one round. Not quite as versatile, but with feats and a Speed weapon that's still ten attacks in six seconds (or twenty with a pair of lighter weapons).
    • In older editions of Dungeons & Dragons, the spell Haste used to let you take an extra turn. Then they bumped it down to taking an extra action. Finally, they nerfed it to a boost in speed and armour class, and one additional attack with a full attack action, since a spellcaster able to cast two spells a round is a lot more powerful than a fighter swinging his sword twice as often.
    • The 3.0 version of haste was considered a Game-Breaker as it granted an extra action every turn for one round per caster level.
    • The 3.5 supplement the Expanded Psionics Handbook has the power Temporal Acceleration that grants extra turns.
    • The 3.5 Wonderous Item, Belt of Battle, allows its wearer an extra movement, standard, or Full-Round action, depending on the number of daily charges spent. Extremely useful when the one wearing it is only remotely kept in line by limits on what they can do per turn. You see that comatose great wyrm? It's the result of a Great Wyrm Red Dragon+shivering touch+shivering touch (and it didn't even get a saving throw).
    • The Prestige Class Swiftblade gains an extra move action as part of its progression. It is not "broken" because 1) Swiftblade loses a few caster levels to get it, and 2) Move actions don't really have much to spend them on beyond moving.
    • 4th edition has action points that allow an extra action when spent. By default a character starts the game with one after each extended rest, gains another after every two encounters as long as they don't take another extended rest in the interim, and can spend one per encounter, so while these are not an easy route to spamming a long row of actions for a single character they are going to see fairly regular use by the party as a whole. (There are also feats and class features — like every Warlord's Commanding Presence — that build on this by providing benefits for spending an action point in addition to the stock extra action, further encouraging their use.)
    • 4th edition also has the wizard spell Steal Time, which stuns an enemy and allows the caster to make an extra action with it.
    • 5th Edition's Time Stop spell gives you 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.
    • 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).
  • Enhanced Time Rate in GURPS gives you a whole extra turn every turn. Even at a cost of 100 points per level, it's quite powerful.
  • Several characters in the Star Wars Miniatures Game have abilities that verge on this. Darth Revan and one version of Boba Fett let you move around before the turn starts; there are several characters that let you change how many actions you can get in each round of the turn (very useful when you have special abilities that trigger off of whether or not your target has acted yet this turn), and one character (Darth Caedus, aka Jacen Solo), whose Force power lets him take a whole extra turn.
  • In Shadow Hunters, the Wight has a once-per-game ability to get an extra turn for each dead character.
  • Talisman:
    • Extra turns are most commonly granted via randomly drawn spell cards (like Temporal Warp, which grants the user three turns, or Time Steal, which allows one player to take the turn of another), or quest rewards.
    • The Swashbuckler player character has an ability that grants him an extra turn whenever he wins a battle.
    • Some cards grant players an extra turn when they meet a specific condition. For example, the Dragon Stalkers follower grants the character an extra turn whenever the character defeats a dragon. The Madcap stranger (who randomly changes the alignment of characters who encounter him) will grant the character an extra turn if the random alignment roll matches the character's current alignment.
  • Warhammer: The Tomb Kings are undead, and therefore cannot normally make marches (double-speed movements), but one of their magic spells allows them to have a second movement phase.
  • Warhammer Fantasy Roleplay 2nd 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.

    Video Games 
  • 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.
  • Quick or Quicken in the Final Fantasy series. (Specifically V, VI and the Tactics subseries.) Also Doublecast, which is Exactly What It Says on the Tin. Bonus points for a Doublecast that includes Quick in V.
    • Final Fantasy Tactics Advance and Final Fantasy Tactics A2 has Quicken and Smile. Both of these abilities lets the target go immediately, regardless of whose turn was next. For example, if your Warrior just took his turn, you could make him go again. A2 has enemies in the bonus sidequests take multiple turns before your party even gets a chance to take their first turn.
      • And Tactics had 'Stop'. If it lands, the target stops. Then there's Disable and Immobilize which prevent acting and moving respectively; powerful abilities when your only two options to do during a turn are "move" and "act". Video Game Cruelty Potential exists where you have these ALL stacked on an enemy. Especially as spamming them tends to create XP.
    • In the DS remake of Final Fantasy III, bosses are allowed to take multiple actions in each turn of battle. Can result in a Total Party Kill if the Random Number God decides the boss should spam their most powerful attack repeatedly (while the party is still reeling from the last one).
    • Limit Breaks in Final Fantasy VII and VIII will cause the affected character's turn to occur immediately, without having to wait for their ATB meter to refill. It only works once per limit break, however.
    • The hidden Superboss in Final Fantasy IX gets a free turn every time you take one of yours (okay, specifically, his ATB meter gets filled whenever you target him with an attack, so he always gets to move first). The Computer Is a Cheating Bastard indeed.
    • Final Fantasy X: A small submenu keeps track of who's turn it is to attack, with Haste and Slow magic useable to reshape the general pattern for the benefit of its users. Aeons that use an Overdrive see themselves slowed down significantly, even if they were Hasted. 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.
  • The djinn Kite in Golden Sun 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 Elemental Rock-Paper-Scissors 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 can be instrumental in taking out the game's super bosses.
  • Fire Emblem:
    • From the third game onwards there's the Dancer class, which can grant any unit an additional turn (and in earlier games, every adjacent unit). The sixth and seventh games also have bards, but the Tellius games use Herons 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, though at least it can still be used from the distance.
    • 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, including one very powerful and notorious boss, also have this, providing them a small chance to screw you up, and knowing the RNG it ''will'' screw you up.
    • This can be done by accident in Fire Emblem: The Blazing Blade: 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...
    • In Awakening and Fates, the skill Galeforce can be unlocked by Dark Fliers/Dark Falcons, which grants them an extra turn when they kill an enemy per turn (though Fates also requires the character to defeat an enemy without any assistance, ala no Attack/Guard or Bold Stance).
    • 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 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), along with the spell now only able to refresh one adjacent ally, on top of carrying 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 victory and defeat.
    • In Fire Emblem: Three Houses, 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 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 battalionsnote  that have the special Dance of the Goddess gambit to give extra turns to all adjacent units.
    • Fire Emblem Engage features a few ways to gain extra turns, mostly as Mythology Gags. Byleth's 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.
  • Since the Pokémon 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 Pokémon Conquest, 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.
  • Lexi-Cross: Each round had four safety tokens, two hidden on each player's board. A safety token could be used (more properly, passed to the opponent) whenever a "bad" board space (blank, minus points, poke row/column, lose turn) was revealed on the controlling player's board or the spinner stopped on End of Turn, Lose Turn or Bankrupt.
  • The Intrude skill in the Wild ARMs series. It was practically a Game-Breaker when it was first introduced in Wild ARMs 4, since the Mighty Glacier who can use it possessed obscene levels of damage and could spam it as long as there is at least one level in Force Gauge, so even boss battles tend to end once she gets her turn.
  • Most of the combat in the Press Turn System and its variants used in the Shin Megami Tensei 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 Critical Hit 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 (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 Persona 3 / Persona 4 / 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. 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).
    • Shin Megami Tensei IV also uses the Press Turn system, but with a new twist: Hitting an enemy's weakness or getting a Critical Hit not only grants the attacker an extra turn, but may also grant the attacker the "Smirk" status, which makes them immune to getting knocked down by a weakness or critical hit (in addition to receiving a temporary boost to their evasion and attack power). 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 it costs 255 MP to cast.
    • Since Devil Survivor and its sequel are strategy games, battles typically only last one turn, but landing a critical hit, hitting an enemy's weakness, guarding against an attack or just being lucky at the start of a skirmish can grants a squad member an Extra Turn (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 Visual Initiative Queue 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 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 Devil Survivor 2 (on two routes) has this effect, combined with Double Extra.
  • All bosses in Beyond the Beyond have the ability to attack twice in one round: once during the normal agility turn cycle, and again after everyone has taken their turn. This can be somewhat frustrating when you've already been hit for big damage and need to plan out how you're going to ration your healing spells (if you've got Annie or Lorelei on your team).
    • Some late-game bosses in the Dragon Quest series also have this ability.
  • In Ogre Battle, you can use the "Emperor" tarot card during battle to give your units an extra attack after they've already taken theirs. In addition, if you manage to get a Princess unit under your command, every unit in her army will gain an extra turn as long as she is the leader.
  • In Civilization IV and Revolution, units can acquire the Blitz promotion which allows them a second attack.
  • There are card combos in Metal Gear Ac!d 2 which permits a player to take turns until they win:
    • One method is to use cost reducing cards in order to ensure that you always end your turn on 0 or low cost. As the character with the lowest cost moves next, you can prevent any other character from getting more than one turn. It can be hard to keep the cost low depending on the cards you draw.
    • On the other hand, the Infinite Turns Deck uses Extra Action type cards to allow more cards to be dealt each turn, cards that deal you a new hand in case you don't currently hold the cards you need and extra action cards that ensure you get another turn immediately regardless of your cost. It's vanishingly rare to be dealt a hand that prevents you from being able to continue the combo once you have enough copies of each card in the deck. You end up with a cost that's through the roof, but combining that with the Super Dragon weapon, which deals 15×Cost damage and you can one-shot-kill bosses before they even have a chance to move.
      • Of course if the combo does fail, you're stuck with triple-digit cost, meaning your opponents have all the time they need while you're stuck unable to fight back.
  • Dragon Quest Monsters has "Focus," which allows its user to perform two actions the following turn. It only counts for the monster that uses it, however.
  • Goombella in Paper Mario: The Thousand-Year Door learns Rally Wink, which allows Mario to perform two actions instead of one. Since he gets to take them one right after, this is somewhat more useful. To a lesser extent, there's also the Double Dip and Triple Dip badges, which allow you to use multiple items from your inventory at once (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.
  • Paper Mario: Sticker Star has the Battle Spinner, which allows up to three stickers to be used at once—effectively giving Mario extra turns.
  • Eagle from Advance Wars, has the Super CO Power (just CO Power in the first) "Lightning Strike" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. In the first game, it also renders such units weaker, where in Black Hole Rising and Dual Strike it makes them stronger. Also, in Dual Strike, his regular CO Power "Lightning Drive" does what "Lightning Strike" did in the first game. The titular Dual Strikes in Dual Strike let every unit take two turns (and if Eagle is involved, 3). Which matches so well with Andy's Super (Heal all units, massive attack and defense bonus until next turn) that it's a straight Game-Breaker. Andy attacks with super strong troops, Eagle attacks with super strong troops, Eagle attacks again (STILL with super troops- cause his turn hasn't ended yet) then Andy goes, AGAIN. If the enemy even survives this it's almost impossible that they have the strength left to win, because in Advance Wars your HP strongly affects your attack power (More troops= more shots fired)
  • The easiest way to win at Puzzle Quest is to build enough mana to cast a near-endless chain of these. Likewise, the fastest way to lose in Puzzle Quest is for the CPU to Ass Pull an endless supply of these.
  • Full Custom (and Folder Back a stronger version that lets you reuse every chip you used) in Mega Man Battle Network allows you to skip to the start of the next "turn" whenever it is used. This allows you to select another 5 (assuming you are running a fluid folder) chips to use, very nice if you are aiming for particular combination of chips.
  • In Monster Legends, certain monsters such as VoltaiK 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 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.
  • In Master of Orion II, any ship fitted with a Time Warp Facilitator will get an extra turn in combat at the end of every round. Makes a very deadly combination with Phasing Cloak (if the ship doesn't attack it recloaks, becoming untouchable at the end of its turn).
  • A sufficient speed stat in Breath of Fire III would allow the character in question to take extra turns every round of battle. Generally, only Rei and Nina could ever achieve such a feat. However, there was a hidden battle formation 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 Game-Breaker, to say the least, with its primary counter being that your party's defense scores take a massive hit.
  • Avalon Hill's World War II game Third Reich: The player with the most BRPs (resource points) moved first every turn. By careful restriction of BRP expenditures, a player could arrange to move last in one turn and first the next turn, thus moving twice in a row. This allowed the player to perform a devastating blitzkrieg attack like the ones the Nazis used during the Real Life invasions of Poland, France and the Soviet Union.
  • In Digimon World 3, the frequency of a Digimon's turn coming up in battle is in direct proportion to their Speed stat. If the speed difference between two combatants is great, the faster Digimon may literally get two or three turns for every turn the slower Digimon gets. Its "Frozen" status ailment is similar to paralysis in Pokémon, but it is next to impossible to move when you're frozen.
  • In the first Mario Party game, landing on a mushroom space will give you either a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).
  • Baldur's Gate has time stop, one of the most useful of any spell. It allowed you to attack and cast spells while using it, although area of effect spells wouldn't go off until the effect ended. Which meant they'd all happen simultaneously, giving no chance for automatic defenses to activate. The only drawback was that against a few exceptionally powerful enemies, Time Stop froze time for everyone but the caster...and that enemy.
  • In both EarthBound (1994) and Mother 3, sneaking up on an enemy from behind grants an extra turn at the beginning of the battle.
    • Mother 3 also has a couple of items that can turn enemies around, granting an extra turn. One of these is Duster's Siren Beetle, which can be used over and over again... but sometimes it fails.
  • In Star Trek: Birth of the Federation, any ship equipped with a cloaking device (most Romulan ships, a few Klingon ships, and the Defiant) get an extra turn at the beginning of the battle, which often means there is no second turn. Coupled with the fact that you can't see cloaked ships on the galactic map means they can sneak up on you. The Romulans are slightly balanced by the fact that their ships are extremely slow on the galactic map, but that might not be a problem if the enemy can't see you coming.
  • The Super Robot Wars 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 Super Robot Wars Z 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.
    • Super Robot Wars V 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.
  • Avernum and Geneforge cross-pollinated then changed their mechanics together: carrying over from Exile, the Haste spell with modifying gear could grant Action Points equivalent to an extra turn. Quick Action skill had a chance of granting an automatic second attack, limited to the same target with the same weapon. Quick Strike skill first had a chance of granting extra AP, then after Haste was nerfed, it gave the chance to grant extra AP that again with +AP gear added up to an extra turn.
  • Turn-Based Tactics game Call of Cthulhu: The Wasted Land has two features that allow to occasionally give a single playable character the equivalent of one (or several) extra turns:
    • Losing too many Sanity (by attacking/being attacked by monsters) has a chance to make the character enters in a manic state, giving him a lot of bonus action points in the current turn and the following. The downside is, unless the character is cured of his Sanity loss while still manic, at the end of the crisis he'll eventually faint, and then die a couple of turns later if not healed.
    • The Vitality Dose items boost the action points of the unit who benefit from them (it is impossible to inject yourself with it).
  • Bravely Default takes 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 Defend Command ("Default") also saves their BP up for a later turn, while the "Brave" command spends this BP to take an extra action. But the major twist is that both player and enemies are free to save or spend it as they please: They can save up BP and unleash multiple turns at once, or spend future turns in advance (causing them to sit out while their BP recovers). Some skills are cast from BP (instead of MP), some skills can deplete or drain or BP from an opponent, and some skills can grant extra BP for free (the Red Mage job class in particular specializes in BP-granting abilities).
  • 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 SD Gundam G Generation 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.
  • Sans from 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. 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 Legend of Heroes: Trails of Cold Steel 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. Downplayed with a few abilities from various Trails games that merely advance the turns of characters they affect on the AT bar.
  • Nocturne: Rebirth: The Speed Star formation gives player characters a small chance of getting consecutive turns. The enemy skill, Overclock, gives the same effect to the user, but with a higher activation rate.
  • In Octopath Traveler, the Hunter job has the Support Skill "Patience," which grants a 25% chance of an extra turn after everyone else has gone, but before the next round begins. Later game bosses not only can act two or three times per round, but a few can grant themselves extra turns with certain abilities.
  • Eternal Twilight: Trish's Mastery buff allows her to perform two non-instant actions per round, as long as the first action isn't the Defend Command.
  • Epic Battle Fantasy 5 has the Haste status, which gives an affected player another action per stacknote . 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.
  • Dawn of War: 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.
  • Divinity: Original Sin II: Fane's unique Time Warp ability lets the target character take an additional turn immediately after their next turn ends.
  • The Maid class in Disgaea 5: Alliance of Vengeance lets another unit act again (once per turn) with their character skill, Tea Time, by serving (spilling) refreshing tea. Also, Killia's Limit Break lets him act three times in one turn.
  • Miitopia: Pop Star adventurers can learn the skill "Encore", which gives one of their team-mates an extra turn.
  • Slay the Spire: Vault is a Purplenote  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.
  • In Bug Fables, 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 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.
  • Sonic Chronicles: 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.
  • Inscryption has the Hourglass item, which makes the Game Master skip his next turn, giving you an extra one.
  • In Sunrider 4: The Captain's Return, Asaga's Awaken skill 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.
  • A number of skills in X-COM serve to give one of your units one or two extra actions in one turn, but they're rare, costly to use, or both.
    • XCOM 2
      • The 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.
    • XCOM: Chimera Squad
      • 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.

  • Dragon Quest: The Adventure of Dai:
    • In the heroes' first battle with Demon King Vearn they learn that he's capable of raising a spell-reflecting barrier even while attacking with spells of his own, and can perform his Finishing Move "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 Shout-Out to the mechanics of Final Bosses in the Dragon Quest 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 parry any attack, and the other to make a monstrously powerful chop, while also blasting his opponent with Kaiser Phoenix.


Video Example(s):


Pop Star - Encore

Pop Star Miis can request an encore from their teammates, giving that Mii a free turn.

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Example of:

Main / ExtraTurn

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