History Main / MyRulesAreNotYourRules

19th Feb '18 4:11:29 AM TheCuza
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** Cousin Kyle, as Alternate Human Kite will often whine about getting additional turns or negating damage because you didn't say it's your turn.
** Mitch Conner goes one step further, as he will not only claim extra turns or reflect damage, but will also apply status effects to the entire party just by claiming it does. [[spoiler:Kyle as Mitch Conner does the exact same thing in the final battle, and both him and Cartman are only stopped by Doctor Timothy declaring "No Cheating"]].

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** Cousin Kyle, as Alternate Human Kite will often whine about getting additional turns or negating damage because you didn't say it's your turn.
turn. [[spoiler:As a [[OneWingedAngel giant mutant abomination]], he whines that it's not fair how all of your party members get to go before he does, resulting in him getting a turn after each of them, which is the main reason he is such a challenging boss]].
** Mitch Conner The true BigBad [[spoiler:Mitch Conner]] goes one step further, as he will not only claim extra turns or reflect damage, but will also randomly apply status effects to the entire party after his attacks just by claiming it does.claiming, "Oh by the way, that caused [insert status effect here]". [[spoiler:Kyle as Mitch Conner does the exact same thing in the final battle, and both him and Cartman are only stopped by Doctor Timothy declaring "No Cheating"]].
29th Dec '17 6:04:36 AM Hanz
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** Mitch Conner goes one step further, as he will not claim extra turns or reflect damage, but will also apply status effects to the entire party just by claiming it does. [[spoiler:Kyle as Mitch Conner does the exact same thing in the final battle, and both him and Cartman are only stopped by Doctor Timothy declaring "No Cheating"]].

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** Mitch Conner goes one step further, as he will not only claim extra turns or reflect damage, but will also apply status effects to the entire party just by claiming it does. [[spoiler:Kyle as Mitch Conner does the exact same thing in the final battle, and both him and Cartman are only stopped by Doctor Timothy declaring "No Cheating"]].
7th Dec '17 4:16:08 PM amitakartok
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** Tau bases in the ''Dark Crusade'' expansion campaign could build listening posts around their bases rather than on strategic points. You, however, can only put them on [=SPs=], since that is what they are ''for''. The discrepancy was due to the fact that the Tau had no static defensive structures except for these strategic point turrets. As the base building code demanded static defenses, the developers had no other option but let the AI cheat.
*** Also in the ''Dark Crusade'' campaign, your army has an "honor guard" consisting of your commander and several elite units. You can purchase an elite unit during your turn so long as you control the territory that grants it - and if you lose the territory, you lose the unit, no matter where your army was. If you lose the unit in battle you have to wait until your next turn to buy it. Your AI opponents, on the other hand ''always'' have a large number of honor guard units, even if you control required territories. It becomes especially obvious and insulting if you have gained the "attack twice each turn" ability: should you attack the enemy army and wipe out their honor guard, forcing them to retreat, if you attack them again immediately they will have replaced their entire honor guard, for free, during the middle of your turn.

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** Tau bases in the In ''Dark Crusade'' expansion campaign could build listening posts around their bases rather than on strategic points. You, however, can only put them on [=SPs=], since that is what they are ''for''. The discrepancy was due to the fact that the Tau had no static defensive structures except for these strategic point turrets. As the base building code demanded static defenses, the developers had no other option but let the AI cheat.
Crusade'''s campaign:
*** Also in the ''Dark Crusade'' campaign, your Each faction's army has an "honor guard" consisting honor guard composed of your commander and several elite stronger versions of some of the faction's regular units. You For the player, honor guard units can purchase an elite be acquired by capturing the appropriate unit's territory, then spending planetary requisition on the world map to actually train the unit. If the unit during your turn so long as you control is killed, it has to be re-bought and if the territory that grants it - and if you lose the territory, you lose the unit, no matter where your army was. If you lose proves the unit in battle you have to wait until your next turn to buy it. Your AI opponents, on is lost, it must be retaken before the other hand ''always'' have a large number of unit can be re-trained. The AI's honor guard units are always the regular variant - but that's all the advantages the player has: the AI does not require territories to be able to obtain honor guard units, even if you control required territories. It becomes especially obvious gets them for free over time and insulting if you have gained the "attack twice each turn" ability: should you attack the enemy army and wipe out their can obtain ''endgame units'' like Predator tanks as honor guard, forcing them whereas the player's honor guard usually stops a full tier below. Oh, and in case the player has the Eres Badlands territory which allows two attacks per turn and uses both to retreat, if you attack them again immediately they will have replaced their entire the same AI, the AI inexplicably respawns its honor guard, for free, during guard in the middle of your turn.the player's turn!



** Honor Guards you have access to are usually upgraded versions of your vanilla troops, and usually in low numbers. You may get one or two vehicles, but even then it's one of your low-tier ones. However, your opponents have no such handicap. Be prepared to face squads upon squads of enemies as well as end-tier units such as Predators, Leman Russes and Hammerheads. Compounding the fact is that AI Honor Guard units are treated as if they're an add-on to the AI's existing force, so if you let the battle drag out, the AI can not only rebuild his honor guard ''mid battle'' but can also send out the normal varieties of those troops (hence, breaking the squad cap of those units).
** The Imperial Guard has a scanner ability that allows you to detect an invisible unit anywhere on the map... if you know where it is (MuzzleFlashlight and {{Laser Sight}}s are only there so you can "see" them). The AI, of course, always locks on to the ''exact'' position of your stealthed unit.

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** Honor Guards you have access *** Normally, attacking an enemy territory only allows the player to start the battle with assets other than a single headquarters building, a single builder and whatever honor guard the player is bringing to bear, by capturing the Hyperion Peaks territory first and spending planetary requisition to prebuild a few extra structures. When the AI is the one attacking, however, its starting assets are usually upgraded versions determined by the strength rating of your vanilla troops, and usually in low numbers. You may get one or two vehicles, but even then the territory it's one of your low-tier ones. However, your opponents have no such handicap. Be prepared attacking from, up to face squads upon squads of enemies as well as end-tier and including two fully built bases with free units such as Predators, Leman Russes at a rating of 10. Oh, and Hammerheads. Compounding if the fact player's honor guard's collective strength is that AI Honor Guard units are treated as if they're an add-on to below those of the AI's existing force, so if you let the battle drag out, the AI can not only rebuild his starting assets plus honor guard ''mid battle'' but (which it usually is), the AI ''immediately'' rushes the player literally ''seconds'' into the match and will be rolling in endgame units a minute later while the player is struggling with just getting enough resources to hold the line with starting units, much less actually be able to afford the next unit tier.
*** When playing as the Tau, the only static defenses the player
can also send out build are Listening Posts meant to be put on [=SPs=]. When playing against the normal varieties of those troops (hence, breaking Tau, however, they get free-floating Listening Posts around their base. This is due to the squad cap fact that each campaign map has map markers for where to spawn the AI's starting assets building by building, including defense turrets. Problem is, the Tau ''do not have defense turrets'' as one of those units).
the faction's gimmicks, so they have to be substituted with ''something''. This leads to massive irony due to the fact that with Listening Posts being considerably stronger than turrets, Tau bases ironically have the deadliest static defenses in the campaign despite the lore stating that they consider static defenses counter-intuitive!
** The Imperial Guard has a scanner ability that allows you to detect an invisible unit anywhere on the map... if you know where it is (MuzzleFlashlight and {{Laser Sight}}s are only there so you can "see" them). The AI, however, simply queries a list of course, always locks on to the ''exact'' position player's units, picks the first one with active invisibility and drops the scanner right on top of your stealthed unit.it, no matter where the unit actually is. No matter how many invisible units the player has, the AI only ever scanners the first one that chronologically entered the game until it dies. If there are multiple AI opponents, they all scanner the same unit at the same time with every HQ they have, repeated ''ad infinitum'' until they lose all [=HQs=].



* Psionic attacks in the first two ''X-COM'' games ([[VideoGame/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'') have different targeting rules between the Alien AI and the human player: For a player to psionically attack an enemy, at least one of your soldiers must see it (though not necessarily your psi user, allowing for spotter tactics). On the other hand, as soon as Aliens see ''any'' of your guys (or even a tank), they can target ''anyone'', including the ones still in the Skyranger.

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* Psionic attacks in the first two ''X-COM'' games ([[VideoGame/XCOMUFODefense (''[[VideoGame/XCOMUFODefense UFO Defense]]'' and ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'') have different targeting rules between the Alien AI and the human player: For a player to psionically attack an enemy, at least one of your soldiers must see it (though not necessarily your psi user, allowing for spotter tactics). On the other hand, as soon as Aliens see ''any'' of your guys (or even a tank), they can target ''anyone'', including the ones still in the Skyranger.
2nd Dec '17 6:30:08 AM Hanz
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* Done intentionally in ''Videogame/SouthParkTheFracturedButWhole'' by two characters, who are explicitly cheating by altering the rules of the Superhero {{LARP}} that you're playing:
** Cousin Kyle, as Alternate Human Kite will often whine about getting additional turns or negating damage because you didn't say it's your turn.
** Mitch Conner goes one step further, as he will not claim extra turns or reflect damage, but will also apply status effects to the entire party just by claiming it does. [[spoiler:Kyle as Mitch Conner does the exact same thing in the final battle, and both him and Cartman are only stopped by Doctor Timothy declaring "No Cheating"]].
20th Nov '17 9:31:37 AM ChronoLegion
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* In ''VideoGame/{{Homeworld}}'', you have a population cap on your units. The remastered versions also limit how many of each type of unit you're allowed to have. Naturally, the computer has no such limitations. In some missions, you may face half a dozen battlecruisers, which is twice as many as you're allowed to build (or capture).
9th Nov '17 9:08:45 AM gophergiggles
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* The agents in ''Film/TheMatrix'' can manipulate the world around them to perform their enforcing job - though some people can cheat back.

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* The Zigzagged with the agents in ''Film/TheMatrix'' ''Film/TheMatrix'', who can manipulate bend the rules of the virtual world around them to perform their enforcing job - though some people have super strength and speed and thus are severe threats. However, Morpheus explains that as agents of the system they are limited to bending the rules, which is very powerful, but can cheat back.not outright ''break'' the rules and can never be as powerful as a human can potentially be. [[spoiler:In the end Neo effectively becomes a god by learning to actually break the rules, thus becoming The One, and in the sequels we see just how bad things get when an agent actually ''does'' [[AGodAmI decide]] [[ApocalypseHow to]] [[TheVirus break]] [[GrandTheftMe the]] [[EnemyMine rules]].]]


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* Actually justified in ''WesternAnimation/TheRealGhostBusters'' episode ''Night Game'', where the forces of Evil are allowed to cheat while the forces of Good are not. The Umpire explains that cheating is evil's nature, and if a Good player cheats they will become Evil as they are embracing evil's nature.
29th Oct '17 5:11:35 PM thatother1dude
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Compare RulesAreForHumans, which applies to adaptations of existing games.

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Compare RulesAreForHumans, which applies to adaptations of existing games. \n Contrast PlayerExclusiveMechanic, where the player can do things the AI cannot.



** Also [[InvertedTrope inverted]], as the player has some advantages over the computer (note that these advantages do not apply in multiplayer):
*** The player has a bigger and better inventory, whereas AI-controlled trainers only have up to three items of the same kind, or no items at all.
*** Unless this option is disabled for more challenge, the player is the only character in the game who can know what Pokémon their opponent will use next in a single battle, and change the current Pokémon if necessary without losing a turn.
*** All status moves (like Growl or Tail Whip) have a chance of failing when the AI uses them, even if they would have perfect accuracy when used by the player.
25th Oct '17 9:28:15 PM Nicoaln
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* Debuffs like possessed, Charm, or Taunt in ''VideoGame/DivinityOriginalSinII'' work ''way'' differently, to the point where all they really do for the ''player'' is "make an enemy not attack you for a round". Enemies who are charmed will still ''somehow'' make actions to ''hinder'' the player (such as throwing a grenade at literally ''one'' enemy and mostly going after players), whereas charmed ''player characters'' will make actions to benefit the computer. Enemies who are hit with the "madden" status ailment will still somehow walk over other CPU units to attack the player character, whereas player characters will do the ''opposite'', when InUniverse, they are supposed to be going after whoever is the closest.
17th Oct '17 8:47:03 AM SeptimusHeap
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* ''VideoGame/{{F-Zero}}'':

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* ''VideoGame/{{F-Zero}}'':''VideoGame/FZero'':
1st Oct '17 9:02:23 PM ArcaneAzmadi
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* In ''VideoGame/{{Shadowverse}}'', like in a lot of [=CCGs=], you're only allowed to build decks using cards from your faction and the neutral card pool. In the later stages of each character's story campaign, their opponents start casually disregarding this rule to use decks containing cards from multiple factions. Worse, they specifically abuse this ability to create very degenerate and unfair combinations of cards that would be impossible for a human player, such as combining Dragoncraft's Dragonsong Flute with Forestcraft's ability to fill its hand with Fairies to be converted into Hellflame Dragons, or Shadowcraft's Nephthys being used to pull Swordcraft's Leonidas from the deck and immediately destroy him again to generate the devastating Leonidas' Resolve amulet far earlier than would usually be possible.
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