Extra Vote

The **Extra Vote** was a power introduced in *Survivor: Tasmania*, which returned in mass quantity as part of the Island of the Votes in *Survivor: Maluku*. It allows players to vote twice in one Tribal Council, potentially shifting the vote balance.

Bank or Send, Vote Cache and the Vote Stealer are all variants of this advantage.

## Overview

Castaways with an extra vote must indicate when they wish to use it with their normal vote at Tribal Council. This can either duplicate their vote on a single person, or if specified, split the votes between two people, one vote against each. A fully fledged Extra Vote may be played at any time until a specified deadline, however a shorter timeframe may be applied depending on the season. This power also carries over into re-votes if the player is not rendered unable to vote.

The way the Extra Vote is placed in the game, how it can be found, and its longevity can vary from season.

* In *Tasmania*, this advantage was an option for players to select on two separate Advantage Menus, alongside a Challenge Advantage and Fake Idol kit, and was only valid for the next three Tribal Councils.
* In *Maluku*, this advantage was a potential prize on the Island of the Votes, and was only valid for the next three Tribal Councils, with a usage cap at the Final Five.
* In *Naozhou*, this advantage was an option for players to select at The Dragon's Head, alongside the Sackeshi-tard curse. Unlike previous times so far, this was valid to be used at any point before the Final Six.
* In *All-Stars*, this advantage was placed on it's own in each tribe camp, to be found by any player and bought or sold with SuitBucks in the pre-merge, and bought with a Vote Sacrifice in the post-merge. Valid until Final Six.
* In *Yucatan*, this advantage could be won through the Blackjack Gamble opportunity hidden in tribe camps, to be found by any player and bought or sold with SuitBucks in the pre-merge, and bought with a Vote Sacrifice in the post-merge. Valid until Final Six.
* In *Zambezi*, this advantage could be won through the Blackjack Gamble opportunity hidden in all tribe camps. Valid until Final Six.
* In *Havasu Canyon*, this advantage could be won through the Blackjack Gamble opportunity hidden in all tribe camps. Valid until Final Six.
* In *Isle of Skye*, this advantage could be purchased through the Feudal Hierarchy prize menu. Valid for either one or three Tribal Councils.
* In *Final Verdict*, this advantage could be won through the Blackjack Gamble opportunity hidden in all tribe camps. It could also be obtained through one of the Final Verdict pathways that could be selected by a Tribe Chieftain. Valid until Final Six.
* In *Easter Island*, this advantage could be won through the Blackjack Gamble opportunity hidden in all tribe camps. Valid until Final Six.
* In *Jamaica*, this advantage could be crafted through the Material World twist. Valid until Final Six.
* In *Luzon*, this advantage was one of the Chaos Cards that players could pull on Retribution Island after being eliminated. It could also be found at the post-merge camp. Valid until Final Six.
* In *Uzbekistan*, this advantage could be won through the Blackjack Gamble opportunity hidden in all tribe camps. Valid until Final Six.
* In *Qionghai*, this advantage was placed on its own in each tribe camp, to be found by any player. There was one half on each pre-merge tribe camp, and two halves in the merge camp. Halves had to be combined with another half in order to become a fully activated advantage. Valid until Final Six.
* In *Nunavut*, this advantage was placed on its own in each pre-merge tribe camp, to be found by any player. There were four halves in each camp. Halves had to be combined with another half in order to become a fully activated advantage. Valid until Final Six.
* In *The Black Forest*, this advantage could be obtained by trading Power Charms. Valid until Final Thirteen.
* In *Rogue Island*, this advantage could be one of the rewards from Stranded Spirits tasks. Valid until Final Six.