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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.

A standard type of Bonus Space where board games are concerned.

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 bonus 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 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).

     Card Games 
  • 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 spells with this effect in Magic: The Gathering qualify, many of which have "Time" in the name, 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.
  • The Yu-Gi-Oh! 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 "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 "ZA WAARUDO Lockdown", a deck based on exploiting one of the coin-flip effects of the card 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 Treeborn Frog and Samsara Lotus, though the latter require you to have no spell or trap cards on the field.
    • Naturally, the anime have cards that can skip whole turns without so much as a 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....
  • 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.
    • Same goes for Crazy Eights, which Uno was based on.
  • 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 the Outpost, which grants an extra turn after the turn it's used. However, it has two caveats that keep it from being overpowered:
    • It can't be used to take more than two turns in a row.
    • You only draw three cards instead of five after the turn is over.
    • There's also Possession (take another turn, using your opponent's hand), and Tactician (discards your hand immediately, but gives you double cards, actions, and buys next turn). The former is great (unless your opponent had a junk hand), and the latter is great (especially since you can play cards before it discards your hand).
    • The Adventures expansion introduced Mission, which lets you take an extra turn (as long as the last turn wasn't yours) but forbids you from buying cards that turn. There's nothing stopping you from gaining them in your action phase though.
    • Renaissance introduced the Fleet project, which allows any players who bought it to take an extra turn after the standard end of the game.
    • And Menagerie has Seize the Day, which allows each player to buy an extra turn, once per game.
  • 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).
  • 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 to Eleven 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.

     Tabletop Games 
  • Dungeons & Dragons
    • This game has the high level arcane spell Time Stop, which basically grants the caster around three rounds in which generally nobody else can do anything. It's limited in use, as the caster can't attack people or cast offensive spells during it, only move around and cast personal spells. However, one popular trick is "Time Stop, 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.
  • 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.
  • 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 
  • 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.
  • 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 Bonus Boss 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 greatly multiplying the amount of icons. Aeons that use an Overdrive see themselves slowed down significantly, even if they were Hasted.
  • The djinni Kite in Golden Sun 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 Standard Status Effects condition), but is nowhere near a Game-Breaker.
  • Fire Emblem:
  • 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).
    • 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 Bonus Boss 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, 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.
  • 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. 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 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 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 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.
  • 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 with the frustration turned Up to Eleven, as 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 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 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.
  • 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.
  • 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.


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