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** ''VideoGame/KingdomHeartsChainOfMemories'' provides the page image but in reality zigzags it. Cards are present in the game's setting, as Sora is told that cards are used to progress in Castle Oblivion and he obtains World Cards used to generate new floors, but in most cutscenes no one is ever seen using cards to fight.

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** ''VideoGame/KingdomHeartsChainOfMemories'' provides the page image but in reality zigzags it.{{zigzag|ging Trope}}s this trope. Cards are present in the game's setting, as Sora is told that cards are used to progress in Castle Oblivion and he obtains World Cards used to generate new floors, but in most cutscenes no one is ever seen using cards to fight.


* ''VideoGame/KingdomHeartsChainOfMemories'' sort of qualifies.
** Even though the tutorial character [[spoiler:[[BigBad Marluxia]]]] explicitly says that the game's setting, Castle Oblivion, is governed by cards, characters are seen to fight normally in cutscenes.
** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] is on low health, he can unleash a shockwave that will ''remove any cards still scattered''.

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* ''Franchise/KingdomHearts'':
**
''VideoGame/KingdomHeartsChainOfMemories'' sort of qualifies.
** Even though
provides the tutorial character [[spoiler:[[BigBad Marluxia]]]] explicitly says that page image but in reality zigzags it. Cards are present in the game's setting, as Sora is told that cards are used to progress in Castle Oblivion, Oblivion and he obtains World Cards used to generate new floors, but in most cutscenes no one is governed ever seen using cards to fight.
** The Command Deck system in ''VideoGame/KingdomHeartsBirthBySleep'', ''VideoGame/KingdomHeartsCoded'', and ''VideoGame/KingdomHearts3DDreamDropDistance''. Players build a Deck
by cards, collecting Commands through various means and equipping them; characters are seen to fight normally in cutscenes.
** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact
have a limited Deck capacity that Sora's abilities are locked into cards leads to a very dangerous move from increases over the FinalBoss, where he ''blows course of the cards out of your deck game, with stronger Commands taking up more space. By pushing a button, characters can instantly use a special attack or item, but upon doing so the Command must "reload" and scatters them, including can't be used for a period of time. There's no explanation as to why the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] is on low health, he can unleash a shockwave that will ''remove any cards still scattered''.characters can't just use all of their best moves whenever they want as much as they want.


[-[[caption-width-right:249:[[http://destiny-islanders.tumblr.com/post/133443879482/you-dont-need-your-memories-to-grasp-the Original comic]] by [[http://destiny-islanders.tumblr.com/ DaPanda]].\\

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[-[[caption-width-right:249:[[http://destiny-islanders.tumblr.com/post/133443879482/you-dont-need-your-memories-to-grasp-the Original comic]] by [[http://destiny-islanders.tumblr.com/ DaPanda]].\\com DaPanda.]]\\


%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.



* ''VideoGame/MetalGearAcid'' and its sequel.

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* %%* ''VideoGame/MetalGearAcid'' and its sequel.



* The SNES port of ''VideoGame/PrincessMaker''.

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* %%* The SNES port of ''VideoGame/PrincessMaker''.



* ''Anime/DragonBallZ'' has a series of games that play like this.

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* %%* ''Anime/DragonBallZ'' has a series of games that play like this.



* ''VideoGame/SigmaHarmonics'', in a way similar to the above.

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* %%* ''VideoGame/SigmaHarmonics'', in a way similar to the above.



* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi Yomi]].

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* %%* Real-life card game example: David Sirlin's card game [[http://www.sirlin.net/articles/designing-yomi Yomi]].



* The two ''Dodge Danpei'' games that were made by Creator/{{Sunsoft}} play this way, the first more so than the second.

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* %%* The two ''Dodge Danpei'' games that were made by Creator/{{Sunsoft}} play this way, the first more so than the second.


* ''VideoGame/MegaManBattleNetwork''
** And the sequel series, ''VideoGame/MegaManStarForce'', even more so, since the "Battle Chip" cards of ''Battle Network'' are swapped out for actual cards.
*** In both, the explanation is that all the battles are virtual and the "cards" have attack data for you to use. Though that doesn't really explain why you need to select your attacks from a randomly selected hand, or why you discard attack data after using them once.

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* ''VideoGame/MegaManBattleNetwork''
** And the
''VideoGame/MegaManBattleNetwork'' and its sequel series, ''VideoGame/MegaManStarForce'', even more so, since the "Battle Chip" cards of ''Battle Network'' are swapped out for actual cards.
*** In both, the explanation is that all the
''VideoGame/MegaManStarForce'' both had battles are virtual and in which the "cards" have combatant had to process attack data for you to use. Though that doesn't really explain why you need to select your attacks produce weapons or abilities from either battle chips or battle cards, respectively (which would be carried in a folder and presented randomly selected hand, or why you discard attack data after using them once.to the participant during each battle).

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* ''VideoGame/{{SlayTheSpire}}'' revitalized the card-RPG genre with a generalized ruleset:
** You have a deck, while your enemies have a pre-generated but powerful moveset.
** Each turn, you draw cards from your draw pile and gain a specific number of action points (typically 3, which can then be modified based on the cards you play and any passive bonuses on your character). At the end of the turn, the cards you played and in your hand go to the discard pile, which is turned into the new draw pile once the old draw pile runs out of cards. Each card has an action point cost, with stronger cards requiring more action points or special conditions to play them, including exhaust which prevents the card from returning to the deck after reshuffling.
** Card types typically consist of Attack, Block (decreases non armor-piercing damage and is removed after the enemy's turn), Tactics (buffs/debuffs), and Items (can only be used a limited number of times, then they're removed from the deck permanently).
** All of the above are treated like skills you actually have instead of cards in a deck you hold.
** Other examples include Griftlands, Night of the Full Moon,

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* ''TabletopGame/LaceAndSteel'' features card-based dueling systems for [[SwordFight swordfighting]], [[WizardDuel sorcery]], and [[TalkingTheMonsterToDeath repartee]]

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* Combat in ''TabletopGame/FuryOfDracula'' is handled with a fairly basic card battle mechanic. Hunters have a few stock combat cards like Punch, Dodge and Escape, and can supplement these by finding & exchanging weapons, talismans and special abilities in the course of the game. Dracula has a more varied range of starting cards, including most of the [[ClassicalMovieVampire classic vampire powers]]. All combat cards have various combinations of icons that interact based on a TacticalRockPaperScissors mechanic, so the Hunters' main advantage is in Drac not knowing what other tricks they have up their sleeves, while they (usually) know exactly what he's capable of.


* ''VideoGame/PhantasyStarOnline Episode III: C.A.R.D Revolution'' (since the rest of the ''VideoGame/PhantasyStar'' series doesn't use cards like this)

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* ''VideoGame/{{Shadowverse}}'' is a straightforward CollectibleCardGame, but the story mode shows no indication of cards being used in any way.


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* The RPG ''TabletopGame/CastleFalkenstein'' uses playing cards as the main mechanic. This is explained as the game having been created InUniverse, by a game designer who ended up in the Falkenstein universe, and the prejudices of that world mean that gaming with dice just isn't "proper".
* The short-lived Creator/{{TSR}} SAGA system used special cards in place of dice, with unique decks for ''TabletopGame/{{Dragonlance}}: The Fifth Age'' and ''TabletopGame/MarvelSuperHeroes Adventure Game''.


** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] on low health, he can unleash a shockwave that will ''remove any cards still scattered''.

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** In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again. Also, when [[spoiler:Marluxia]] is on low health, he can unleash a shockwave that will ''remove any cards still scattered''.


** Even though the tutorial character explicitly says that the castle you enter is governed by cards, characters are seen to fight normally in cutscenes.
** The fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them'', so you have to pick them up while dodging attacks before you can fight again.

to:

** Even though the tutorial character [[spoiler:[[BigBad Marluxia]]]] explicitly says that the castle you enter game's setting, Castle Oblivion, is governed by cards, characters are seen to fight normally in cutscenes.
** The In ''[[VideoGameRemake Re:Chain of Memories]]'', the fact that Sora's abilities are locked into cards leads to a very dangerous move from the FinalBoss, where he ''blows the cards out of your deck and scatters them'', them, including the card you need to reload your deck'', so you have to pick them up while dodging attacks before you can fight again.again. Also, when [[spoiler:Marluxia]] on low health, he can unleash a shockwave that will ''remove any cards still scattered''.


* ''VideoGame/{{Paladins}}'' has two types of cards utilized in the gameplay. A "loadout" deck which provides extra power to a Hero and their abilities, (20 cards for each hero, 5 each for the 3 non-ultimate abilities, and the last 5 for their main weapon and passive armor effects) that are unique for each hero, and 17 cards that are bought in-battle (Think like the equipment in a MOBA.) with four types: Defense, Utility, Healing, and Offence.

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* ''VideoGame/{{Paladins}}'' has two three types of cards utilized utilised in the its gameplay. A "loadout" deck which provides extra power and cooldown reductions to a Hero champion and their abilities, abilities (20 cards for each hero, champion, 5 each for the 3 non-ultimate their main three abilities, and the last 5 for their main weapon and passive armor effects) that which are unique for each hero, and 17 16 cards that are bought in-battle (Think like the equipment in a MOBA.) with four types: Defense, Utility, Healing, and Offence. There are also "Talent" cards, with one only available when a character comes out, but more unlock as you level them up. Talent cards compliment your loadout and massively change the gameplay style of the character.


* The VSSystem video game had this in spades. The plot involved rather uninspired hero vs. villain comic book conflicts, just an excuse for an extended sequence of fight scenes. Every time there was a fight, you played cards. At least the computer's deck usually meshed well with the events of the plot, but, especially in the early phases of the game, it was impossible for you to construct a deck that meshed with what "you" were doing in the plot.

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* The VSSystem ''VS System'' video game had this in spades. The plot involved rather uninspired hero vs. villain comic book conflicts, just an excuse for an extended sequence of fight scenes. Every time there was a fight, you played cards. At least the computer's deck usually meshed well with the events of the plot, but, especially in the early phases of the game, it was impossible for you to construct a deck that meshed with what "you" were doing in the plot.

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