25 Best “One More Turn” Games Outside Strategy
Turn based games can hook you just as hard as any strategy title, especially when short encounters, persistent unlocks, and clever systems keep progress moving. These picks lean on deckbuilding, RPG combat, roguelike loops, and puzzle turns to make it easy to squeeze in a quick run and then queue up another. Most offer fast setups, clear rewards, and new variables every time you play. If you like tight sessions that naturally lead to one more try, this list is built for you.
Slay the Spire

‘Slay the Spire’ builds a deck one card at a time as you climb procedurally generated floors. Relics alter rules in small but impactful ways and stack across a run. Paths, events, and elites create quick decisions that shape your build. Permanent unlocks add new cards and relics to the pool to expand later attempts.
Balatro

‘Balatro’ turns poker hands into a roguelike scoring puzzle with jokers that modify rules. Shops and blinds arrive on a fixed rhythm so runs move fast. Deck edits and planet cards scale multipliers and hand types over time. Unlocks add new decks and jokers that change how you approach each round.
Monster Train

‘Monster Train’ runs seat multiple floors of units while you upgrade cards through map nodes. Artifacts provide global modifiers that steer your build. Covenant levels scale difficulty with small rule tweaks to encourage more attempts. Post run meta progress unlocks clans, cards, and champion paths.
Inscryption

‘Inscryption’ layers a card battler with evolving rules and short matches. Sacrifices, sigils, and totems combine into quick tactical turns. Runs feed unlocks that introduce new cards and encounters. Supplemental modes and puzzles add reasons to start another session.
Dicey Dungeons

‘Dicey Dungeons’ uses dice rolls to trigger equipment cards that convert pips into effects. Episodes remix character rules to create compact challenges. Shops, level ups, and loot appear on small maps that finish quickly. Unlocks open harder episodes and new equipment to deepen the pool.
Roguebook

‘Roguebook’ pairs two heroes whose positions and synergies matter each turn. Inks paint the map to reveal rewards, making exploration fast and intentional. Drafted cards and gems upgrade abilities mid run. Meta upgrades expand card pools and add starting advantages for future climbs.
Peglin

‘Peglin’ fuses pachinko boards with turn based orbs that deal damage as they bounce. Relics modify crits, refreshes, and bomb behavior to alter each fight. Map choices branch into shops, chests, and elites for quick decisions. Unlocks add new orbs and classes that reshape later runs.
Griftlands

‘Griftlands’ splits combat and negotiation into separate card systems with distinct decks. Daily runs and campaign routes keep sessions short and replayable. Grafts and perks add meta progression that carries between attempts. Events and companion relationships change available cards and outcomes.
SteamWorld Quest: Hand of Gilgamech

‘SteamWorld Quest: Hand of Gilgamech’ uses a deck of punches, skills, and upgrades across party based battles. Chain bonuses reward playing cards in certain orders. Crafting and enhancements let you refine a build between short quests. Exploration nodes deliver quick fights, treasure, and story beats.
Yakuza: Like a Dragon

‘Yakuza: Like a Dragon’ switches the series to turn based combat with jobs and skills. Side quests, mini dungeons, and street encounters fit into short play windows. Crafting and bond ranks steadily unlock new abilities. The business management and arena offer repeatable sessions that feed character growth.
Persona 5 Royal

‘Persona 5 Royal’ runs on a calendar that breaks progress into daily actions. Turn based combat uses weaknesses and Baton Pass chains to end fights quickly. Palaces and Mementos provide compact runs that feed persona fusion. Confidant ranks unlock passive boosts that make each subsequent day more efficient.
Persona 3 Reload

‘Persona 3 Reload’ structures time into school days and evening activities with clear limits. Exploiting weaknesses and using the Shift system speeds up battles. Tartarus floors are bite sized climbs that save progress often. Social links and persona fusion keep steady forward momentum across short sessions.
Shin Megami Tensei V

‘Shin Megami Tensei V’ emphasizes Press Turn combat where exploiting affinities grants extra actions. Essences and miracles customize builds in small increments. World zones contain compact objectives, chests, and optional bosses. Fusion and demon negotiations deliver new tools after nearly every encounter.
Octopath Traveler II

‘Octopath Traveler II’ uses a turn order timeline and Boost Points to pace fast battles. Eight paths split progress into short chapters that can be tackled in any order. Jobs and licenses open new strategies without long setup. Side quests and hunts add quick objectives between story stops.
Sea of Stars

‘Sea of Stars’ adds timing based boosts and locks to streamline turn based encounters. Relics let you tune difficulty and pacing for breezy sessions. Short dungeons and save points make it easy to jump in for a bit. Equipment and combo skills unlock steadily to encourage another run at a boss or puzzle.
Chained Echoes

‘Chained Echoes’ uses an Overdrive bar that rewards switching skills and roles mid fight. Encounters are compact and designed to resolve quickly. Crafting and crystal tuning improve gear in small steps. Chapters and side areas split neatly into sessions that end with permanent upgrades.
Dragon Quest XI S: Echoes of an Elusive Age

‘Dragon Quest XI S: Echoes of an Elusive Age’ features classic turn based commands with visible skill trees. Campsites and forges provide short maintenance stops between fights. Pep powers and party lineup swaps add quick tactical choices. Quests and zones are structured so progress happens in bite sized chunks.
Final Fantasy X

‘Final Fantasy X’ uses a conditional turn order that shows whose move is next. Sphere Grid upgrades convert small wins into permanent growth. Swap in benched characters mid fight for quick ability solutions. Save spheres and compact paths make it easy to play in short bursts.
Super Mario RPG

‘Super Mario RPG’ builds on timed button presses to add damage and defense during turns. Equipment and special moves unlock in steady steps as you clear short areas. Minigames and simple puzzles break progress into quick beats. Bosses teach new timings that carry forward to later encounters.
Paper Mario: The Thousand-Year Door

‘Paper Mario: The Thousand-Year Door’ focuses on action commands and audience meters during battles. Badges customize builds in small increments you can swap at will. Chapters are self contained with clear goals and quick detours. Star powers and partner abilities unlock at a steady pace.
South Park: The Stick of Truth

‘South Park: The Stick of Truth’ uses gridless turn based fights with timing based inputs. Perks and equipment apply status effects that resolve quickly. Quests are discrete and map travel is fast for short sessions. Summons and special attacks unlock through simple side activities.
Child of Light

‘Child of Light’ runs an active time bar you can interrupt with well timed actions. Light orbs slow enemies to set up quick advantage turns. Crafting with gems adds elemental effects in small upgrades. Areas are compact with frequent saves and short battles.
Tangledeep

‘Tangledeep’ is a turn based roguelike with job systems and randomized floors. Seeds, dreams, and banked items provide carryover progress between runs. Short quests and side rooms keep momentum high. Weapon mastery and feats accumulate to push deeper on the next attempt.
Caves of Qud

‘Caves of Qud’ uses classic turn based movement and actions with deep character generation. Factions, mutations, and tinkering create quick build experimentation. Procedural zones and quests deliver fast objectives that branch widely. Unlocks and knowledge from prior runs translate into better early turns next time.
Baba Is You

‘Baba Is You’ advances one tile per input so each move is a discrete turn. Words on the board rewrite rules, enabling short experiments with immediate feedback. Undo lets you iterate quickly without losing progress. Level packs and variants add compact puzzles that encourage one more try.
Share your favorite turn based time sink in the comments and let us know which one keeps you playing just one more turn.


