Follow TV Tropes

Following

History Main / DeckClogger

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''Heat:Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand.

to:

* ''Heat:Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile.pile, only being removed when the player can perform cooling. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand. To a lesser degree, there are stress cards which also clog the hand but may still be played for moving a random distance, but they cannot be removed from the deck.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MegaManBattleNetwork6'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.

to:

** ''VideoGame/MegaManBattleNetwork6'': ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MegaManBattleNetwork4'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.

to:

** ''VideoGame/MegaManBattleNetwork4'' ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.
Is there an issue? Send a MessageReason:
Changing it to the first three games where the Add function was still implemented.


** The first two games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.

to:

** The first two three games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* [[InvertedTrope Inverted]] examples from ''VideoGame/MegaManBattleNetwork'':
** The first two games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.
** ''VideoGame/MegaManBattleNetwork4'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.
** ''VideoGame/MegaManBattleNetwork6'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.
Is there an issue? Send a MessageReason:
None


** Delusion cards are the one of the few cards worth negative points, and while they can be used strategically to gain straight or flush bonuses since they're {{Literal Wild Card}}s, they deduct from your total score during card challenges. Accumulating too many also has a negative consequence on the narrative, since this means that Sol is being considered "delusional" by the others for telling them about their visions. [[spoiler:As a result, Instance forces Sol to take medication for their "psychosis", wiping all their PastLifeMemories, and thus the choices that can only be made after the first run.]]

to:

** Delusion cards are the one of the few only cards worth negative points, and while they can be used strategically to gain straight or flush bonuses since they're {{Literal Wild Card}}s, they deduct from your total score during card challenges. Accumulating too many also has a negative consequence on the narrative, since this means that Sol is being considered "delusional" by the others for telling them about their visions. [[spoiler:As a result, Instance forces Sol to take medication for their "psychosis", wiping all their PastLifeMemories, and thus the choices that can only be made after the first run.]]

Top