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{{trope}}
[[File:Time_Walk.jpg|link=Magic:
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.
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== Card Games ==
* The iconic (and heavily overpowered) ''[[Magic:
** 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.
* 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.
** Unfortunately, it was replaced for a while with "[[Jo Jo's Bizarre Adventure
** Naturally, the anime [[Screw the Rules I Have Plot|have cards that can skip]] ''[[Screw the Rules I Have Plot|whole turns]]'' [[Screw the Rules I Have Plot|without so much as a]] [[Cast From Hit Points|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. Played correctly, however, this is the combo's only weakness.
*** That, and cards like Treeborn Frog and Necro Gardna that could potentially block the Yata's attack from the graveyard.
* ''[[Uno]]'' has the "Skip" card, which [[Exactly What It Says
* 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:
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** 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.
* Bill was a Trainer in the very first ''[[Pokémon (
** 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.
* ''[[
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== Tabletop RPGs ==
* ''[[
** Time Stop is 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, [[Exactly What It Says
*** Except in the [[Icewind Dale|Infinity]] [[
**** 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. It's still quite useful.
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*** 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 (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 ''[[
** 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.
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== Video Games ==
* Quick or Quicken in the ''[[Final Fantasy]]'' series. (Specifically ''[[Final Fantasy V|V]]'', ''[[Final Fantasy VI|VI]]'' and the ''[[Final Fantasy Tactics|Tactics]]'' [[Final Fantasy Tactics Advance|sub]][[Final Fantasy Tactics a 2|series]].) Also Doublecast, which is [[Exactly What It Says
** 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 a 2]]'' 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]] in ''[[
* The djinni Kite in ''[[
** 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]].
* The ''[[
* Many of the status inflictions in ''[[Pokémon]]'' count as extra turns for the user. When a Pokemon paralyzes its foe, there is a 25% chance that they will get an extra turn because the victim will be stiffened from the paralysis. When the foe is asleep, the Pokemon that inflicted it gets two to five consecutive extra turns, but that can be avoided if the victim has Snore or Sleep Talk. When the victim is frozen, the freezer can potentially have an infinite number of free turns, though with a 20% chance of the victim defrosting, more often than not freezing results in two extra turns at most, and sometimes none at all.
** With the advent of double and triple battles, the benefit is lessened, though.
* 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 ''[[
* Most of combat in the Press Turn System and its variants used in the ''[[
** Certain powerful bosses, meanwhile, often possess an ability that shoots up their turn counts.
** Press Turn's successor in ''[[Persona 3]]'' and ''[[Persona 4]]'', One More system, 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 ''[[
* 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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** 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.
* ''[[
* Goombella in ''[[
** Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* 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, and in ''Black Hole Rising'' and ''Dual Strike'' makes them stronger. Also, in ''Dual Strike'', his regular CO Power "Lightning Drive" does what "Lightning Strike" did in the first game.
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* The easiest way to win at ''[[Puzzle Quest]]'' is to build enough mana to cast a near-endless chain of these.
** The fastest way to lose in ''Puzzle Quest'' is for the CPU to [[Ass Pull]] [[The Computer Is a Cheating Bastard|an endless supply of these]].
* Full Custom (and Folder Back a stronger version that lets you reuse every chip you used) in ''[[
* In ''[[
* 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 something of a [[Game Breaker]], to say the least.
** It's not so much a gamebreaker as you might thing - that formation offers no other offensive or defensive bonusses; all of a sudden, you realize just how much you rely on protection from your formation!
* 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.
* A Jupiter Djinni in ''[[Golden Sun
* The ''Frozen'' status in ''[[Digimon World 3]]'' acts as this. It's 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.
** An official version also occurs normally in battle if one digimon's speed is obscenely higher than the other's. The result is that the first digimon is so fast that it can attack twice for each time the other one attacks once.
* In the first ''[[
* ''[[
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