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** 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!
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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.
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[[folder: Video Gamers]]

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[[folder: Video Gamers]]Games]]
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* Goombella in ''PaperMario: 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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* Goombella in ''PaperMario: The Thousand Year Door'' ''VideoGame/PaperMarioTheThousandYearDoor'' 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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*** That, and cards like Treeborn Frog and Necro Gardna that could potentially block the Yata's attack from the graveyard.



** 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.

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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.
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* 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 2-5 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.

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* 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 2-5 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.



* 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.

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* Each round of the computer game ''Lexi-Cross'' ''{{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.



* In Civilization IV and Revolution, units can acquire the Blitz promotion which allows them a second attack.

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* In Civilization IV ''{{Civilization}} IV'' and Revolution, ''Revolution'', units can acquire the Blitz promotion which allows them a second attack.



** 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 15xCost 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.

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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 15xCost 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 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.



** The fastest way to lose in ''PuzzleQuest'' is for the CPU to AssPull [[TheComputerIsACheatingBastard an endless supply of these]].

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** The fastest way to lose in ''PuzzleQuest'' ''Puzzle Quest'' is for the CPU to AssPull [[TheComputerIsACheatingBastard an endless supply of these]].



* In the first ''MarioParty'' game, landing on a mushroom space will either give you a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).

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* In the first ''MarioParty'' game, landing on a mushroom space will either give you either a "Super Mushroom" (Extra Turn) or a "Poison Mushroom" (lose next turn).



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*** 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. VideoGameCrueltyPotential exists where you have these ALL stacked on an enemy. Especially as spamming them tends to create XP.
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There don\'t seem to be any board game examples.


[[folder: Board Games]]

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* In the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) or make you lose your next turn (if you get a PoisonMushroom).

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* In the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) "Super Mushroom" (Extra Turn) or make you lose your a "Poison Mushroom" (lose next turn (if you get a PoisonMushroom).turn).

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* Eagle, a commanding officer from ''AdvanceWars'', has the special ability "Lightning Drive" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)

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* Eagle, a commanding officer Eagle from ''AdvanceWars'', has the special ability Super CO Power (just CO Power in the first) "Lightning Drive" 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.
The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)3).
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** 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.

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[[folder: Board Games]]




* ''Doomtrooper'' card game had 'ruthless efficiency' card.

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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.



* In Civilization IV and Revolution, units can aquire the Blitz promotion which allows them a second attack.

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* In Civilization IV and Revolution, units can aquire acquire the Blitz promotion which allows them a second attack.



* Full Custom (and folder back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' 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.

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* Full Custom (and folder back Folder Back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' 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 the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) or make you lose your next turn (if you get a PoisonMushroom).



* In the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) or make you lose your next turn (if you get a PoisonMushroom).

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* In the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) or make you lose your next turn (if you get a PoisonMushroom).
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[[folder: Live Action TV]]
* The Free Spin in ''WheelOfFortune'' 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, where the only major difference is that the extra turn has to be taken as soon as the wedge is hit; it can't be saved for later like Free Spin was.
** Wild Card can also act like this: it can be passed in to call a second letter during a turn, for the same cash value as the last spin.

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[[folder: Live Action TV]]
Game Shows]]
* The Free Spin in ''WheelOfFortune'' 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, where any move can be made (consonant, vowel, solve) without penalty. (If a vowel is called on this wedge, the only major difference normal $250 cost is that waived; if the extra turn has to be taken as soon as contestant calls a consonant that's in the puzzle, the extra-turn element is not used, and the wedge is hit; it can't be saved for later like Free Spin was.
just acts as a normal $500 wedge.)
** Wild Card can also act like this: it can be passed in to call a second letter during a turn, for the same cash value as the last spin.value.
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* ''{{Fluxx}}'' has an Action Card called [[ExactlyWhatItSaysOnTheTin Take Another Turn]]. [[CaptainObvious Playing it allows you to take another turn after you finish your current one]].
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* In the first ''MarioParty'' game, landing on a mushroom space will either give you another dice roll (if you get a regular mushroom) or make you lose your next turn (if you get a PoisonMushroom).
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* The ''Frozen'' status in ''DigimonWorld3'' acts as this. It's similar to paralysis in ''{{Pokemon}}'', but with the frustration turned UpToEleven, 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.
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No, not AKA Haste. Haste increases your speed. In some games, this helps you get MORE turns, but it\'s still not the same thing.


* Quick or Quicken (aka Haste) in the ''FinalFantasy'' series. (Specifically ''[[FinalFantasyV V]]'', ''[[FinalFantasyVI VI]]'' and the ''[[FinalFantasyTactics Tactics]]'' [[FinalFantasyTacticsAdvance sub]][[FInalFantasyTacticsA2 series]].) Also Doublecast, which is ExactlyWhatItSaysOnTheTin.

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* Quick or Quicken (aka Haste) in the ''FinalFantasy'' series. (Specifically ''[[FinalFantasyV V]]'', ''[[FinalFantasyVI VI]]'' and the ''[[FinalFantasyTactics Tactics]]'' [[FinalFantasyTacticsAdvance sub]][[FInalFantasyTacticsA2 series]].) Also Doublecast, which is ExactlyWhatItSaysOnTheTin.
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** With the advent of double and triple battles, the benefit is lessened, though.

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* The Free Spin in ''WheelOfFortune'' works 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 LoseATurn).

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* The Free Spin in ''WheelOfFortune'' works 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 LoseATurn).Lose a Turn). It was retired in season 27 for Free Play, where the only major difference is that the extra turn has to be taken as soon as the wedge is hit; it can't be saved for later like Free Spin was.
** Wild Card can also act like this: it can be passed in to call a second letter during a turn, for the same cash value as the last spin.
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* A Jupiter Djinni in ''[[GoldenSun Golden Sun: The Lost Age]]'' and ''GoldenSunDarkDawn'' lets a character act twice in one turn. The FinalBoss in the series and every BonusBoss can also take 2 or 3 turns at once.

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* Avalon Hill's WorldWarII 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 RealLife invasions of Poland, France and the Soviet Union.


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* Avalon Hill's WorldWarII 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 RealLife invasions of Poland, France and the Soviet Union.
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[[folder: Tabletop RPGs]]

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[[folder: Tabletop RPGs]][=RPG=]s]]

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[[foldercontrol]]

[[folder: Card Games]]



* Quick or Quicken (aka Haste) in the ''FinalFantasy'' series. (Specifically ''[[FinalFantasyV V]]'', ''[[FinalFantasyVI VI]]'' and the ''[[FinalFantasyTactics Tactics]]'' [[FinalFantasyTacticsAdvance sub]][[FInalFantasyTacticsA2 series]].) Also Doublecast, which is ExactlyWhatItSaysOnTheTin.
** 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.
** ''FinalFantasyTacticsAdvance'' and ''FinalFantasyTacticsA2'' 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 [[FakeDifficulty take multiple turns before your party even gets a chance to take their first turn]].
** {{Limit Break}}s in ''FinalFantasyVII'' and ''[[FinalFantasyVIII 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 ''GoldenSun'' 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.



* ''{{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.
* ''Doomtrooper'' card game had 'ruthless efficiency' card.
* 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 Pokemon, 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.
[[/folder]]

[[folder: Live Action TV]]
* The Free Spin in ''WheelOfFortune'' works 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 LoseATurn).
* On ''PressYourLuck'', many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck.
[[/folder]]

[[folder: Music]]
* 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):
--> Ain’t that how every war gets scored?
--> Big gun wins. Winner gets a free turn.
--> Enemy after enemy burns.
[[/folder]]

[[folder: Tabletop RPGs]]



* ''DragonWarriorMonsters'' 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 ''PaperMario: 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.
** Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* Eagle, a commanding officer from ''AdvanceWars'', has the special ability "Lightning Drive" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)
* The easiest way to win at ''PuzzleQuest'' is to build enough mana to cast a near-endless chain of these.
** The fastest way to lose in ''PuzzleQuest'' is for the CPU to AssPull [[TheComputerIsACheatingBastard an endless supply of these]].
* Full Custom (and folder back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' 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 ''MasterOfOrion 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 becomes [[strike:invisible]] untouchable at the end of its turn).
* 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 15xCost 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.
* ''Doomtrooper'' card game had 'ruthless efficiency' card.
* The ''FireEmblem'' series, starting with the third game, has the Dancer class, which can grant any unit an additional turn (and in some instances, every adjacent unit). The sixth and seventh games also have [[SpearCounterpart bards]], but the Tellius games use [[MagicMusic Herons]] instead. ''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 you could work into a strategy.

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* ''DragonWarriorMonsters'' has "Focus," which allows its user to perform two actions ''{{Avernum}}'' and ''{{Geneforge}}'' cross-pollinated then changed their mechanics together: carrying over from ''{{Exile}}'', the following Haste spell with modifying gear could grant Action Points equivalent to an extra turn. It only counts for the monster that uses it, however.
* Goombella in ''PaperMario: 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
Quick Action skill had a lesser extent, there's also the Double Dip and Triple Dip badges, which allow you multiple actions... but only when using items.
** Macho Grubba, boss
chance of chapter 3, can also gain the ability to attack twice.
* Eagle, a commanding officer from ''AdvanceWars'', has the special ability "Lightning Drive" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)
* The easiest way to win at ''PuzzleQuest'' is to build enough mana to cast a near-endless chain of these.
** The fastest way to lose in ''PuzzleQuest'' is for the CPU to AssPull [[TheComputerIsACheatingBastard
granting an endless supply of these]].
* Full Custom (and folder back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' allows you to skip
automatic second attack, limited 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 ''MasterOfOrion II'', any ship fitted
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 Warp Facilitator will get Rate in ''{{GURPS}}'' gives you a whole 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 becomes [[strike:invisible]] untouchable at the end of its turn).
* 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.
''every turn''. 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 immensely powerful even at 100 points per level.
* Several characters
in the deck. You end up with a cost that's through the roof, but combining ''StarWars'' Miniatures Game have abilities that with the Super Dragon weapon, which deals 15xCost damage verge on this. Darth Revan and one version of Boba Fett let you can one-shot-kill bosses move around 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.
* ''Doomtrooper'' card game had 'ruthless efficiency' card.
* The ''FireEmblem'' series, starting with the third game, has the Dancer class, which can grant any unit an additional
turn (and in some instances, every adjacent unit). The sixth and seventh games also have [[SpearCounterpart bards]], but the Tellius games use [[MagicMusic Herons]] instead. ''Thracia 776'' also had "Movement Stars", with each one increasing a unit's chance to simply move again in a turn. Most 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 them at all have only special abilities that trigger off of whether or not your target has acted yet this turn), and one star, so it's more of character (Darth Caedus, aka [[spoiler:Jacen Solo]]), whose Force power lets him take a sweet bonus than anything you could work into a strategy.whole 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 Pokemon, 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.
** On the subject of Pokemon, many of the status inflictions 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 2-5 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.
* Several characters in the ''StarWars'' 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.
* The Free Spin in ''WheelOfFortune'' works 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 LoseATurn).
** Similarly, 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.

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[[/folder]]

[[folder: Video Gamers]]
* Bill was a Trainer Quick or Quicken (aka Haste) in the very ''FinalFantasy'' series. (Specifically ''[[FinalFantasyV V]]'', ''[[FinalFantasyVI VI]]'' and the ''[[FinalFantasyTactics Tactics]]'' [[FinalFantasyTacticsAdvance sub]][[FInalFantasyTacticsA2 series]].) Also Doublecast, which is ExactlyWhatItSaysOnTheTin.
** 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.
** ''FinalFantasyTacticsAdvance'' and ''FinalFantasyTacticsA2'' 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 [[FakeDifficulty take multiple turns before your party even gets a chance to take their
first turn]].
** {{Limit Break}}s in ''FinalFantasyVII'' and ''[[FinalFantasyVIII 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 ''GoldenSun'' 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.
* The ''FireEmblem'' series, starting with the third game, has the Dancer class, which can grant any unit an additional turn (and in some instances, every adjacent unit). The sixth and seventh games also have [[SpearCounterpart bards]], but the Tellius games use [[MagicMusic Herons]] instead. ''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 you could work into a strategy.
* Many of the status inflictions in
''[=~Pokémon~=]'' TCG set that allowed players to draw two cards, with no real cost. Since having a well-stocked hand is advantageous in Pokemon, 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.
** On the subject of Pokemon, many of the status inflictions
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 2-5 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.
* Several characters in the ''StarWars'' 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.
* The Free Spin in ''WheelOfFortune'' works 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 LoseATurn).
** Similarly, each
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.



* Enhanced Time Rate in ''{{GURPS}}'' gives you a whole extra turn ''every turn''. It's immensely powerful even at 100 points per level.
* On ''PressYourLuck'', many of the money squares on the Big Board also had "+ One Spin", which gave the player another chance to press their luck.
* A sufficient speed stat in ''BreathOfFire 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 GameBreaker, to say the least.
* 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):
--> Ain’t that how every war gets scored?
--> Big gun wins. Winner gets a free turn.
--> Enemy after enemy burns.



* ''{{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.
* ''{{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.
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* ''{{Avernum}}'' and ''{{Geneforge}}'' cross-pollinated then changed their mechanics together: carrying over from ''{{Exile}}'', 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 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 character with the same weapon. Quick Strike skill first had 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 chance of granting new hand in case you don't currently hold the cards you need and extra AP, then after Haste was nerfed, it gave 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 15xCost damage and you can one-shot-kill bosses before they even have a chance to grant extra AP 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.
* ''DragonWarriorMonsters'' has "Focus," which allows its user to perform two actions the following turn. It only counts for the monster
that again with +AP gear added up uses it, however.
* Goombella in ''PaperMario: The Thousand Year Door'' learns Rally Wink, which allows Mario
to an extra turn.
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.
** Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* ''{{Dominion}}: Seaside'' Eagle, a commanding officer from ''AdvanceWars'', has the Outpost, which grants special ability "Lightning Drive" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. The titular Dual Strikes in ''Dual Strike'' let every unit take two turns (and if Eagle is involved, 3)
* The easiest way to win at ''PuzzleQuest'' is to build enough mana to cast a near-endless chain of these.
** The fastest way to lose in ''PuzzleQuest'' is for the CPU to AssPull [[TheComputerIsACheatingBastard
an endless supply of these]].
* Full Custom (and folder back a stronger version that lets you reuse every chip you used) in ''MegamanBattleNetwork'' 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 ''MasterOfOrion II'', any ship fitted with a Time Warp Facilitator will get
extra turn after in combat at the turn it's used. end of every round. Makes a very deadly combination with Phasing Cloak (if the ship doesn't attack, it becomes [[strike:invisible]] untouchable at the end of its turn).
* A sufficient speed stat in ''BreathOfFire 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, it has two caveats that keep it from being overpowered:
** It can't be used to take more than two turns
there was a hidden battle formation which would allow every character in a row.
** You only draw three cards instead of five after
the turn is over.
game to have the same speed as the group's leader. It was something of a GameBreaker, to say the least.
[[/folder]]

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** Numerous other blue 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]] (the "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). In addition, there is the red spell [[http://magiccards.info/mr/en/173.html Final Fortune]], which is equivalent to the original Time Walk for the same cost, but causes you to lose the game at the end of your extra turn -- unless, of course, [[InstantWinCondition you manage to win before the turn is up]].

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** Numerous other blue 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]] (the "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). In addition, there is the red spell [[http://magiccards.info/mr/en/173.html Final Fortune]], which is equivalent to the original Time Walk for the same cost, and also only costs 2 mana, but causes you to lose the game at the end of your extra turn -- unless, of course, [[InstantWinCondition you manage to win before the turn is up]].up.
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* ''{{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:

to:

* ''{{Dominion}}'': Seaside ''{{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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* ''{{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.
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None


** 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.

to:

** 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, [[ExactlyWhatItSaysOnTheTin Delayed Blast Fireball]], Delayed Blast Fireball, run for your life".
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* ''{Avernum}}'' and ''{{Geneforge}}'' cross-pollinated then changed their mechanics together: 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.

to:

* ''{Avernum}}'' ''{{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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{Avernum}}'' and ''{{Geneforge}}'' cross-pollinated then changed their mechanics together: 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.
Is there an issue? Send a MessageReason:
None


* The ''YuGiOh'' 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.

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* The ''YuGiOh'' ''{{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.

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