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{{trope}}
[[File:Time_WalkTime Walk.jpg|link=Magic: The Gathering|frame|This trope in its most basic form -- and it's [[Game Breaker|so powerful]] that it got banned.]]
 
In any game that divides itself into turns, it's natural for there to be ways to change the way the turns work. The most common of these is the simplest: the spell or effect that allows you to take an extra turn. Sometimes this comes in the form of your opponent skipping their turn, which isn't quite the same thing if there are more than two people involved.
 
Taking extra turns tends to be very useful, and in some cases obscenely powerful--thesepowerful—these are apt to be [[Game Breaker|Game Breakers]]s if the developers are not careful. On the flipside, if the developers are ''too'' aware of the potential for breakage, these have a good chance of being made into [[Useless Useful Spell|Useless Useful Spells]]s.
{{examples}}
 
== Card Games ==
* The iconic (and heavily overpowered) ''[[Magic: The Gathering|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 [http://magiccards.info/tp/en/97.html Time Warp] (a far more balanced version of Time Walk), [http://magiccards.info/od/en/108.html Time Stretch] (which lets you take ''two'' extra turns but costs ridiculous amounts of mana), and [http://magiccards.info/ts/en/93.html Walk the Aeons] (which has the potential to be used an unlimited number of times thanks to its "buyback" effect, but sacrificing three lands is a hefty cost). Such effects are normally limited to blue cards, but there are exceptions such as the red spell [http://magiccards.info/mr/en/173.html Final Fortune], which is equivalent to the original Time Walk and also only costs 2 mana, but causes you to lose the game at the end of your extra turn -- unlessturn—unless, of course, you manage to win before the turn is up.
* 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 [http://yugioh.wikia.com/wiki/Yata-Garasu_Lockdown "Yata Lock"]. 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.
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** ''[[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 [[Fake Difficulty|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 'Don't Act' and 'Don't Move'; powerful abilities when your two possible things to do on a turn are either move or act. [[Video Game Cruelty Potential]] exists where you have these ALL stacked on an enemy. Especially as spamming them tends to create XP.
** [[Limit Break|Limit Breaks]]s in ''[[Final Fantasy VII]]'' and ''[[Final Fantasy VIII|VIII]]'' will cause the affected character to ''immediately'' queue their turn upon activation. Saving your limit break is a good way to avoid enemy super attacks.
* 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]].
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