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{{trope}}
[[File:Time Walk.jpg|link=Magic: The Gathering|frame|This trope in its most basic
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
{{examples}}
== Game
* The Free Spin on ''[[Wheel of Fortune]]'' worked like this, allowing a contestant to take another turn when his/her turn would normally end (from guessing a wrong letter or hitting Bankrupt or Lose a Turn).
**It was retired in season 27 for Free Play, which allows the contestant to make any move without penalty — an incorrect letter or incorrect solve keeps the turn. Free Play also allows for a free vowel if hit, again without penalty if it's not in the puzzle. If a letter called on it is in the puzzle, it functions as a $500 wedge.
**Wild Card can also act like this: it can be passed in to call a second letter during a turn, for whatever value the contestant is currently sitting on (usually the top dollar value).
*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 [http://www.youtube.com/watch?v=YUjkPHltzNA "Spin Battle"] between Cathy and Lori who passed a total of ''eight'' spins between them until the inevitable [[Whammy]] was hit.
==
* Music example: referenced in MC Frontalot's protest song ''[http://frontalot.com/index.php/?page=lyrics&lyricid=30 Special Delivery]'' (most Frontalot songs have at least one gaming reference even if that's not the subject matter):
{{quote|Ain’t that how every war gets scored?
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==
*''[[Magic: The Gathering]]'':
**The iconic (and heavily overpowered) 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—unless, of course, you manage to win before the turn is up.
*''[[Yu-Gi-Oh! (Tabletop Game)|Yu-Gi-Oh! card game]]'':
** While there are several cards that make your opponent skip draws or other parts of their turn, the most infamous is definitely [https://yugipedia.com/wiki/Yata-Garasu Yata-Garasu], which lets you execute the [http://yugipedia.com/wiki/Yata-Garasu_Lockdown "Yata Lock"].
**[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World] lets you skip the opponent's ''entire'' turn at once, but at a cost of two of your monsters, and obtaining the effect itself is [[Luck-Based Mission|literally decided by a coin flip]].
**[https://yugipedia.com/wiki/Mischief_of_the_Time_Goddess Mischief of the Time Goddess] lets you skip straight into your next Battle Phase, although it can't be used in response to another card, cannot be used again during the "extra" Battle Phase, and can only be run effectively in [https://yugipedia.com/wiki/Valkyrie Valkyrie] decks.
* ''[[Dungeons & Dragons]]:''
**The high level arcane spell Time Stop, which basically grants the caster around three rounds in which generally nobody else can do anything. However, it is limited in use, as the caster can't attack people or cast offensive spells during it, only move around and cast personal spells. One popular trick is "Time Stop, [[Exactly What It Says on the Tin|Delayed Blast Fireball]], Delayed Blast Fireball, run for your life". Take note that in the [[Icewind Dale|Infinity]] [[Baldur's Gate|Engine]] games (which was based on the 2nd Edition D&D, while the rule change that Time Stop won't allow attacks was added as late as the 3.5th Edition), there's no such limit. Combined with [[Game Breaker|Improved Alacrity]], this allows a Mage to [[More Dakka|spam their entire spellbook]] in less than a second of 'real time'. Time Stop was later Nerfed in the 4th edition, where only grants the caster two free standard actions rather than three whole turns. 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, and being 'dazed' on your next real turn. Sometimes seen as a [[Game Breaker]] because Celerity takes place ''now'' - immediately - regardless of whose turn it is. Celerity (free standard action any time at all) plus Teleport (one standard action casting time) means that you can never get hit by anything.
**The 9th-level [[Tranquil Fury|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 with a [[BFS|greatsword]] (or [[Up to Eleven|twenty]] with [[Dual-Wielding|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, 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 and extra action every turn for one round/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? Great Wyrm Red Dragon+shivering touch+shivering touch (it didn't even get a save).
**The [[Prestige Class]] Swiftblade gains an extra move action as part of it's 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.4th edition also has the wizard spell Steal Time, which stuns an enemy and allows the caster to make an extra action.
*''[[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.
*Enhanced Time Rate in ''[[GURPS]]'' gives you a whole extra turn ''every turn''. It's immensely powerful even at 100 points per level.
*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 {{spoiler|Jacen Solo}}), whose Force power lets him take a whole extra turn.
* ''[[Uno]]'' has the "Skip" card, which [[Exactly What It Says on the Tin|skips an opponent's turn]], and the "Reverse" card, which acts as a skip in a 2-player game.
* 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 ''Doomtrooper'' card game had 'ruthless efficiency' card.
*''[[Pokémon Trading Card 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 Dialga player would have to skip a turn instead, so it barely saw any play at any level.
*''[[Fluxx]]'' has an Action Card called [[Exactly What It Says on the Tin|Take Another Turn]]. [[Captain Obvious|Playing it allows you to take another turn after you finish your current one]].
==
*The ''[[Final Fantasy]]'' series:
**Quick or Quicken (Especially in ''[[Final Fantasy V|V]]'', ''[[Final Fantasy VI|VI]]'' and the ''[[Final Fantasy Tactics|Tactics]]'' [[Final Fantasy Tactics Advance|sub]][[Final Fantasy Tactics A2|series]]).
**Also Doublecast, which is [[Exactly What It Says on the Tin]]. Bonus points for a Doublecast that includes Quick in V.
**''[[Final Fantasy X]]'', due to a shift to a modified turn-based system, has Haste actually give extra turns.
**''[[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]]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.
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*Each round of the computer game ''[[Lexi-Cross]]'' 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 [[Charge Meter|Force Gauge]], so even boss battles tend to end once she gets her turn.
* ''[[Shin Megami Tensei]]'' series:
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**Press Turn's successor in all core ''Persona'' games past ''[[Persona 3]]'', the "One More" system, is a simplified version. It simply grants an extra turn for knocking a combatant down by exploiting their elemental weakness or scoring a critical hit.
*All bosses in ''[[Beyond the Beyond]]'' have the ability to attack twice in one round - once during the normal agility turn cycle, and again when 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.
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** 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.
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* Goombella in ''[[Paper Mario: The Thousand-Year Door]]'' learns Rally Wink, which allows Mario to perform two actions. 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 multiple actions... but only when using items.
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*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 its 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 its almost impossible that they have the strength to win, because in [[Advance Wars]] your HP strongly affects your attack power ([[Logical Weakness|More troops= more shots fired]])
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* In ''[[Master of Orion]] II'', any ship fitted with a Time Warp Facilitator will get 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).
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* 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.
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{{reflist}}
[[Category:Video Game Tropes]]
[[Category:Tabletop Game Tropes]]
[[Category:Game Show Tropes]]
[[Category:Game Tropes]]
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