Extra turn

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A few card-shaped things have abilities that grant a player an extra turn, in addition to the number of turns they would ordinarily be permitted by the game rules. Extra turns can be a very powerful effect—it's possible to accomplish a lot on a turn—and so the abilities that grant extra turns are usually limited in some way to prevent them being abused.

Extra turns do not count toward the tiebreaker rule that the player who has taken fewer turns wins a game with a tied score.

LichLich.jpg has the opposite effect, making you lose a turn. If you play a LichLich.jpg and earn an extra turn on the same turn, the two effects cancel out; you just skip the extra turn and have your next normal turn as usual.

[edit] List of extra-turn effects

  • OutpostOutpost.jpg: the extra turn starts with a reduced handsize
  • PossessionPossession.jpg: the extra turn is played by another player, who can therefore construct their deck to make their extra turns less useful to you
  • MissionMission.jpg: cards may not be bought on the extra turn
  • FleetFleet.jpg: only one extra turn is available, and it is at the end of the game
  • Seize the DaySeize the Day.jpg: may only be used once
  • VoyageVoyage.jpg: you can only play three cards on the extra turn
  • Island FolkIsland Folk.jpg: it costs 5 Favors to get the extra turn
  • JourneyJourney.jpg: the extra turn starts without discarding the previous turn's cards from the play area

[edit] Gallery

Outpost.jpgPossession.jpgVoyage.jpgFleet.jpgIsland Folk.jpgJourney.jpgMission.jpgSeize the Day.jpg


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