Follow TV Tropes

Following

History Main / MyRulesAreNotYourRules

Go To

OR

Is there an issue? Send a MessageReason:
None


* Used liberally in ''VideoGame/ArmoredCore''. The player has to constantly balance their weapon's ammunition, their energy generator's reserves, and various sub-functions of the titular AC units. Despite ostensibly using the same parts and mechanics as you, however, the AI has infinite reserves of it all and can swap weapons, use extra functions and the like without batting an eye. A shoulder-mounted heavy weapon will force the player to take a knee and potentially even manually aim it, locking you in place, while the AI will shoot at you with terrifying accuracy in the midst of overboosting their thrusters through the air. Some of this is justified in-universe by the [[SuperSoldier Human-PLUS]] experiments that explicitly give the non-infinite advantages, and the player can acquire them through non-intuitive means (or cheats) in the early series; other cases are against a literal artificial intelligence explicitly cheating with non-usable parts and no human limitations. Most of the time, however, it's just the AI being a cheating bastard for the sake of a harder fight.

to:

* Used liberally in ''VideoGame/ArmoredCore''. The player has to constantly balance their weapon's ammunition, their energy generator's reserves, and various sub-functions of the titular AC units. Despite ostensibly using the same parts and mechanics as you, you as they typically follow an identical ruleset, however, in select situations and missions the AI suddenly has infinite reserves of it all ammo and can swap weapons, use extra functions and the like infinitely boost around without overheating nor batting an eye. A Another infamous case is that a shoulder-mounted heavy weapon will force the player to take a knee and potentially even manually aim it, locking you in place, place if you don't have particular heavy legs like quads or treads, while the AI will shoot at you with terrifying accuracy in the midst of overboosting their thrusters through the air. air and packing regular bipedal legs. Some of this is justified in-universe by the [[SuperSoldier Human-PLUS]] experiments that explicitly give the non-infinite pilots advantages, and the player can acquire them through non-intuitive means (or cheats) in the early series; other cases are against a literal artificial intelligence explicitly cheating with non-usable parts and no human limitations. Most of the time, however, it's just the AI being a cheating bastard for the sake of a harder fight.boss battle.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Used liberally in ''VideoGame/ArmoredCore''. The player has to constantly balance their weapon's ammunition, their energy generator's reserves, and various sub-functions of the titular AC units. Despite ostensibly using the same parts and mechanics as you, however, the AI has infinite reserves of it all and can swap weapons, use extra functions and the like without batting an eye. A shoulder-mounted heavy weapon will force the player to take a knee and potentially even manually aim it, locking you in place, while the AI will shoot at you with terrifying accuracy in the midst of overboosting their thrusters through the air. Some of this is justified in-universe by the [[SuperSoldier Human-PLUS]] experiments that explicitly give the non-infinite advantages, and the player can acquire them through non-intuitive means (or cheats) in the early series; other cases are against a literal artificial intelligence explicitly cheating with non-usable parts and no human limitations. Most of the time, however, it's just the AI being a cheating bastard for the sake of a harder fight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/StreetsOfRage 4'', the player will lose health when performing a special move and their star move is limited by how many stars they've collected. When you fight against a player character in survival mode, they can use their special moves without losing health and they can use their star move as much as they feel like. The only saving grace is they will never pick up weapons and if you throw one at them, they'll catch it and toss it aside.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/CrashBash'' had the crystal challenges, where special rules were placed on the humans. Depending on the mini game that could mean the stage hazard was a one hit kill for you or you couldn't use a certain ability (as such picking up crates in ThreeRoundDeathmatch stages). Computers would exploit them constantly.

to:

* The main campaign of ''VideoGame/CrashBash'' had the crystal challenges, where in which special rules were are placed on the humans. human player(s). Depending on the mini game chosen, that could mean the stage hazard was becomes a one hit kill for you you, or you couldn't use you're prevented from using a certain ability (as such picking up crates in ThreeRoundDeathmatch stages). Computers would exploit them constantly.stages), etc.. Naturally, the AI opponents are not encumbered by these restrictions.



*** In ''VideoGame/PokemonXAndY'', the Legendary Bird that you're chasing [[note]]dependent on which Mon you chose as your starter[[/note]] will flee the first ten encounters with the player, who does not get to use a move to try and trap it. "Trapping" Abilities like Arena Trap and Shadow Tag also do not apply to these encounters. Furthermore, though the encounter is played out like a "battle", the player does not even get an opportunity to select a move or use an item, preventing the player from even trying to catch it until it's good and ready to be fought properly, despite the fact that in all other battles, trainer actions (like item use) take place before Pokémon actions.

to:

*** In ''VideoGame/PokemonXAndY'', the Legendary Bird that you're chasing [[note]]dependent on which Mon you chose as your starter[[/note]] chosen starter Pokémon[[/note]] will flee the first ten encounters with the player, who does not get to use a move to try and trap it. "Trapping" Abilities like Arena Trap and Shadow Tag also do not apply to these encounters. Furthermore, though the encounter is played out like a "battle", the player does not even get an opportunity to select a move or use an item, preventing the player from even trying to catch it until it's good and ready to be fought properly, despite the fact that in all other battles, trainer actions (like item use) take place before Pokémon actions.



[[AC: Non-Video Game Examples]}

to:

[[AC: Non-Video Game Examples]}Examples]]
Is there an issue? Send a MessageReason:
None


* ''TabletopGames/DungeonsAndDragons''

to:

* ''TabletopGames/DungeonsAndDragons''''TabletopGame/DungeonsAndDragons''



** IN dnd, and, by extension, ''TabletopGame/{{Pathfinder}}'', Players can reach the LevelCap of 20 after only a year or two of adventuring in game. However, there are numerous npcs that are hundreds or even thousands of years old that are less than level 20, despite having plenty of time to get there. With regards to ''Pathfinder'', WordOfGod has outright said that npcs don't use the same xp tables as pcs, and are just whatever level the plot requires.

to:

** IN A rare example that benefits the ''players'': in dnd, and, by extension, ''TabletopGame/{{Pathfinder}}'', Players can reach the LevelCap of 20 after only a year or two of adventuring in game.in-game. However, there are numerous npcs that are hundreds or even thousands of years old that are less than level 20, despite having plenty of time to get there. With regards to ''Pathfinder'', WordOfGod has outright said that npcs don't use the same xp tables as pcs, and are just whatever level the plot requires.

Added: 1000

Changed: 546

Is there an issue? Send a MessageReason:
None


[[AC: Non-Video Game Examples]]
* Spellcasting in ''TabletopGame/DungeonsAndDragons'' mostly averts this, with each spellcasting monster having either the Innate Spellcasting feature (which a PlayerCharacter can get through racial feats or simply picking the right race), or are assigned a spellcasting class and level, and they can then access spells available to that class at that level. Played straight in a few examples, such as the lich Acererak or the half goddess Laeral Silverhand, both of which are described as lv. 20 wizards, but have access to more spellslots than a player character could ever get.

to:

[[AC: Non-Video Game Examples]]
Examples]}
* Spellcasting in ''TabletopGame/DungeonsAndDragons'' ''TabletopGames/DungeonsAndDragons''
** Spellcasting
mostly averts this, with each spellcasting monster having either the Innate Spellcasting feature (which a PlayerCharacter can get through racial feats or simply picking the right race), or are assigned a spellcasting class and level, and they can then access spells available to that class at that level. Played straight in a few examples, such as the lich Acererak or the half goddess Laeral Silverhand, both of which are described as lv. 20 wizards, but have access to more spellslots than a player character could ever get.


Added DiffLines:

** IN dnd, and, by extension, ''TabletopGame/{{Pathfinder}}'', Players can reach the LevelCap of 20 after only a year or two of adventuring in game. However, there are numerous npcs that are hundreds or even thousands of years old that are less than level 20, despite having plenty of time to get there. With regards to ''Pathfinder'', WordOfGod has outright said that npcs don't use the same xp tables as pcs, and are just whatever level the plot requires.
Is there an issue? Send a MessageReason:
None


** Actually downplayed in the Battle Maison for ''VideoGame/PokemonXAndY''. There are instances of abilities/items unavailable for this generation, such as Contrary Serperior or Snow Warning Aurorus [[note]]programmed in and intended as Hidden Abilities, but unreleased[[/note]], and Jaboca Berry [[note]]available in Gen V, but unavailable in -- and cannot be transferred via Pokémon Bank to -- Gen VI, etc.[[/note]], but they are examples of moves/items that were DummiedOut for some reason, not illegal moves and items per se. Playing fair: Pretty much everything else. With the exception of the above, all movesets/abilities of opponent's Pokémon are obtainable by the player, and the legendaries being used in the consecutive battles are all legal in rated battles.

to:

** Actually downplayed in the Battle Maison for ''VideoGame/PokemonXAndY''. There are instances of abilities/items unavailable for this generation, such as Contrary Serperior or Snow Warning Aurorus [[note]]programmed in and intended as Hidden Abilities, but unreleased[[/note]], unreleased when the games launched, though they were eventually released late in the generation as Pokémon Bank and tournament rewards respectively.[[/note]], and Jaboca Berry [[note]]available in Gen V, but unavailable in -- and cannot be transferred via Pokémon Bank to -- Gen VI, etc.[[/note]], but they are examples of moves/items that were DummiedOut for some reason, not illegal moves and items per se. Playing fair: Pretty much everything else. With the exception of the above, all movesets/abilities of opponent's Pokémon are obtainable by the player, and the legendaries being used in the consecutive battles are all legal in rated battles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/CursedToGolf'' is a two-dimensional hybrid golf/roguelike game set in the afterlife, in which you can gain limited powerups that affect your shots, such as turning your golfball into a fireball that can burn away rough terrain. These always end with a one-on-match against the course champ, who all have unlimited access to abilities such as moving their golf ball ahead a set distance even if there are multiple impenetrable walls between the start and end points.

Added: 78

Changed: 72

Is there an issue? Send a MessageReason:
None


Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing base building, investing everything in a ZergRush of starter units to win quickly). In fighting games, this has its own subtrope in the form of the SNKBoss.

to:

Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing base building, investing everything in a ZergRush of starter units to win quickly).

In fighting games, this trope has its own subtrope in the form of the SNKBoss.
Is there an issue? Send a MessageReason:
None


Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing base building, investing everything in a ZergRush of starter units to win quickly).

to:

Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing base building, investing everything in a ZergRush of starter units to win quickly).
quickly). In fighting games, this has its own subtrope in the form of the SNKBoss.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* For ''Warhammer 40,000: Herald of Oblivion'', this is done on the player's behalf. Normally a Terminator has a very limited selection of weapons, but your particular Terminator character is free to use all kinds of weapons that he finds, including a plasma gun and chainsword - which aren't available to Terminators in other 40K video games. As a CYOA type of game, this gives your character some variety plus you're alone against some very powerful enemies.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. The goal of the game is to use your minions to deal enough damage to tip the scale in your favor. You have a deck plus a side deck and most minions require sacrificing other minions or Bones from fallen minions to summon, and if you run out of cards to draw, it puts Starvation units on the opponent's side of the board each turn until they eventually overwhelm you. Your opponent has no concept of a deck or resources and just summons minions arbitrarily and they have to queue what they'll summon the next turn, which leaves them open for overkill damage.

to:

* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. The goal of the game is to use your minions to deal enough damage to tip the scale in your favor. You have a deck plus a side deck and most minions require sacrificing other minions or Bones from fallen minions to summon, and if you run out of cards to draw, it puts Starvation units on the opponent's side of the board each turn until they eventually overwhelm you. Your opponent has no concept of a deck or resources and just summons minions arbitrarily and they have to queue what they'll summon the next turn, which leaves them open for overkill damage. They will run out of minions eventually, but they never have to deal with Starvation.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. You have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which puts Starvation units on the opponent's field, which prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.

to:

* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. You have a deck The goal of the game is to use your minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before to tip the scale in your favor. You have a deck runs out, which plus a side deck and most minions require sacrificing other minions or Bones from fallen minions to summon, and if you run out of cards to draw, it puts Starvation units on the opponent's field, which prevent minion attacks and side of the board each turn until they eventually overwhelm you. Your opponent has no concept of a deck or resources or a deck and just summons minions arbitrarily and they always reveal have to queue what they're going to they'll summon the next turn.turn, which leaves them open for overkill damage.

Added: 728

Removed: 728

Is there an issue? Send a MessageReason:
None


* The Japan-only smartphone game ''Anime/KemonoFriends Festival'' works like this: You choose a party of four characters, then you and the AI (who can not only have more characters on the field than you, but also have duplicates of said characters) take turns attacking each other. You're limited to attacking in the order you set your party up in (meaning, of course, you can't attack with the same character twice in a row), while your opponent can attack you in any order they want. Not only that, but the AI's characters have their own HP meters, while you have only one for your entire party. To make matters worse, in the boss fights against the [[HordeOfAlienLocusts Celliens]], the AI can attack multiple times per turn.



* The Japan-only smartphone game ''Anime/KemonoFriends Festival'' works like this: You choose a party of four characters, then you and the AI (who can not only have more characters on the field than you, but also have duplicates of said characters) take turns attacking each other. You're limited to attacking in the order you set your party up in (meaning, of course, you can't attack with the same character twice in a row), while your opponent can attack you in any order they want. Not only that, but the AI's characters have their own HP meters, while you have only one for your entire party. To make matters worse, in the boss fights against the [[HordeOfAlienLocusts Celliens]], the AI can attack multiple times per turn.

Added: 682

Removed: 653

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. You have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which puts Starvation units on the opponent's field, which prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.
* ''Franchise/KingdomHearts'':



* ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. You have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which summons Starvation that prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.
* ''Franchise/KingdomHearts'':
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Inscryption}}'', you have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which summons Starvation that prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.

to:

* In ''VideoGame/{{Inscryption}}'', ''VideoGame/{{Inscryption}}'' is framed as a versus CardBattleGame, yet the mechanics of using cards for you and the AI opponent are completely different from each other. You have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which summons Starvation that prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/{{Inscryption}}'', you have a deck of minions and you need to summon bigger minions by sacrificing ones already on the field or using Bones obtained from fallen minions and you need to deal enough damage before your deck runs out, which summons Starvation that prevent minion attacks and eventually overwhelm you. Your opponent has no concept of resources or a deck and just summons minions arbitrarily and they always reveal what they're going to summon the next turn.

Added: 1295

Changed: 534

Is there an issue? Send a MessageReason:
None


* ''VideoGame/LordsOfMagic'' is notorious for the computer not giving a single damn about the rules. One of its many tricks is seizing only a mage tower and using it to make units (normally, the associated city also has to be taken to produce units) and said mage tower can also produce units that can are normally only produced from the Great Temple instead of the mage tower. Most notoriously, it can also produce as many of the top tier Great Temple unit (normally only one can be summoned per game, even if it dies) as it desires.



* In the ''VideoGame/{{Yakuza}}'' games[[note]]the ones with action-based combat systems anyway, not [[VideoGame/YakuzaLikeADragon the ones which switched to a turn-based combat system]][[/note]] your combat lock-on is very flakey- if an enemy dodges your attack, your character will continue going forward in a straight line and you have to stop and manually readjust yourself to face them again, very annoying considering you can only block attacks from the front. Enemies, however, can track you like they're laser guided. Bosses in particular are sometimes capable of launching dramatic leaping pounce or lunging charge attacks which will literally go past you then spin around 180 degrees in mid-attack to hit you in the back when you thought you'd dodged.



* ''VideoGame/LordsOfMagic'' is notorious for the computer not giving a single damn about the rules. One of its many tricks is siezing only a mage tower and using it to make units (normally, the associated city also has to be taken to produce units) and said mage tower can also produce units that can are normally only produced from the Great Temple instead of the mage tower. Most notoriously, it can also produce as many of the top tier Great Temple unit (normally only one can be summoned per game, even if it dies) as it desires.

to:

* ''VideoGame/LordsOfMagic'' is notorious for the computer not giving a single damn about the rules. One of its many tricks is siezing only a mage tower and using it to make units (normally, the associated city also has to be taken to produce units) and said mage tower can also produce units that can are normally only produced from the Great Temple instead of the mage tower. Most notoriously, it can also produce as many of the top tier Great Temple unit (normally only one can be summoned per game, even if it dies) as it desires.
Is there an issue? Send a MessageReason:
this is called Conversation In The Main Page and it is disapproved of


** This can actually be seen as more of an aversion/inversion. Their rules ''are'' your rules. They can attack first like you normally can. They can dodge, like you normally can. The one exception is that [[spoiler:he can attack during your turn.]], but you beat them by [[spoiler:getting another attack off during ''his'' turn]], showing that you're capable of it too.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also with the Battle Tower, as well as all of the various post-game battle facilities throughout the series, as you increase your win streak the game will begin to fudge RNG in an attempt to screw you over. There are no shortage of horror stories out there of a Walrein getting off Quick Claw + Sheer Cold three times in a row.[[note]]Quick Claw is a held item that makes its user have a 20% chance of moving before the opponent. Sheer Cold is an instant KO move that has an accuracy based on how high your level is compared to your opponent's, being 30% accurate in this case because you and the Walrein are the same level. Successfully using both 3 times in a row has a 0.0216% chance of happening.[[/note]]

Removed: 488

Is there an issue? Send a MessageReason:
None


* ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'': In certain Parallel Quests, the AI uses versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.
Is there an issue? Send a MessageReason:


Compare RulesAreForHumans, which applies to adaptations of existing games, and SecretAIMoves, which is about differences in character movesets. Contrast PlayerExclusiveMechanic, where the player can do things the AI cannot.

to:

Compare RulesAreForHumans, which applies to adaptations of existing games, and SecretAIMoves, which is about differences in character movesets. Contrast PlayerExclusiveMechanic, where the player can do things the AI cannot.

Added: 5699

Changed: 1714

Is there an issue? Send a MessageReason:


In a video game adaptation of a different type of game, such as a board game, the [[VideoGameAI AI]] may have the ability to pull off moves which are against the rules of the original game.



* ''VideoGame/BaldursGate'':
** The game is based on the 2nd edition AD&D rules of ''TabletopGame/DungeonsAndDragons'' and generally follows a PragmaticAdaptation of the rules. Enemy mages, however, break the system. They're able to put spells into Spell Triggers and Contingencies that are not legal for player characters in tabletop or the game, they're able to have multiple Spell Triggers and Contingencies (which is also illegal) and finally they can use an ability called the 'tattoo of power' to grant them an extra layer of instant defence, which does not exist in Pen-And-Paper and is inaccessible to the party. This may be intended to represent the buffs they set up earlier in the day, since the game's engine doesn't normally allow them to cast until the fight begins.
** The new Dorn companion in the [[UpdatedRerelease Enhanced Edition]] ''is'' a breach -- in 2E and consequently ''Baldur's Gate'', only humans could be paladins. Dorn is a non-human paladin (of the Blackguard kit, but kits as implemented in ''Baldur's Gate'' can only change allowed alignments, not allowed races).
** Coran and Kagain had impossibly high ability scores (only doable using special tomes), Edwin can cast two more spells per day than any player-created wizard can, and Aerie is an elven mage/cleric, which is a multiclass only permitted by gnomes and half-elves. On the other hand, the restriction of paladins to humans is a significant element of one party member's backstory.



* AI players in the 2010 ''TabletopGame/BloodBowl'' adaptation randomly acquire traits, which can lead to AI players with the grab + frenzy combo. This combo is [[ObviousRulePatch outright stated to be illegal]] in the Blood Bowl rulebook, and in both traits' descriptions in-game.



* A certain TabletopGame/{{chess}} program, when it was close to losing, would actually flash the message "The [piece] has escaped!" and one of the captured pieces would reappear on the board. Obviously, only the computer's pieces ever 'escaped'. One hopes that this isn't how Deep Blue beat Garry Kasparov (judging by the fact that Deep Blue ''wasn't'' smashed to pieces under mysterious circumstances shortly afterward, it probably wasn't).



* ''VideoGame/CrashBash'' had the crystal challenges, where special rules were placed on the humans. Depending on the mini game that could mean the stage hazard was a one hit kill for you or you couldn't use a certain ability (as such picking up crates in ThreeRoundDeathmatch stages). Computers would exploit them constantly.



* In ''Franchise/{{Digimon}}: Digital Card Battle'', most enemies avoid this, but one of the bosses fights with a deck containing all the top cards and which doesn't have to be shuffled, while simultaneously moving the player's partner cards to the bottom of their deck. The game explicitly states he's a cheater. However, this trope is used to your advantage in ''VideoGame/DigimonWorld3'': the player has access to a set of Digimon other humans don't; others have a separate pool to choose from where their forces can only have three moves.

to:

* In ''Franchise/{{Digimon}}: Digital Card Battle'', ''VideoGame/DigimonDigitalCardBattle'', most enemies avoid this, cheating, but one of the bosses fights with a deck containing all the top cards and which doesn't have to be shuffled, while simultaneously moving the player's partner cards to the bottom of their deck. The game explicitly states he's a cheater. However, this trope is used to your advantage in ''VideoGame/DigimonWorld3'': the player has access to a set of Digimon other humans don't; others have a separate pool to choose from where their forces can only have three moves.moves.
* A computer version of Avalon Hill's board game Diplomacy allows fleets to support attacks into adjacent inland provinces or coastal provinces that share only a land border, though this is more likely a programming glitch than deliberate cheating. The interface does not allow a human player to submit such an order.



* A minor case in ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'': in certain Parallel Quests, the AI uses versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.

to:

* A minor case in ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'': in In certain Parallel Quests, the AI uses versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.modding.
* In the ''Manga/DragonBall Z'' CCG video game, Cell gets extra benefits from cards that normally only apply if you declare a Favorite Fighting Style Advantage. Partially justified in that he's a DNA composite of all the heroes -- but he ''can't'' do this in the card game the video game is based on.



* The final boss of the Microprose ''VideoGame/MagicTheGathering'' PC game has an absurd amount of health, in addition to starting with several permanents in play. However, by the time you fight him, you've already foiled his plans; win or lose, you win, and the amount of damage you rack up simply determines how long he's banished from your world. Additionally, his five-color deck is quite impractical, so it's very possible to run down his health as he tries to get the proper types of mana to cast his spells.



* ''VideoGame/NationalLampoonsChessManiac5BillionAnd1'' (yes, there was such a thing) cheated ''constantly,'' though this was part of the point.
* Inverted in ''VideoGame/NeverwinterNights2'', with the Frenzied Berserker. In the ''TabletopGame/DungeonsAndDragons'' rules, that class gets an ability called "Deathless Frenzy" which means the berserker ''[[ImplacableMan can not die]]'' as long as his frenzy lasts. Players in the video game are mysteriously missing this power, but a boss enemy does have it-- meaning that in this case it's the computer who follows the rules.



* There was once an electronic Tic Tac Toe game in the Sydney Powerhouse Museum, which was literally impossible to win, thanks to this trope. The computer's flawed programming meant that it could override a box you had put your "O" in with one of its own "X"s, meaning that the computer would ''always'' win in three or four moves, no matter what you did.



** The Chess event in the Karazhan raid has Medivh cheat every so often by doing things like setting your pieces on fire. The game explicitly tells you that Medivh is cheating. This is by design - in the original version of this event, Medivh did not cheat and as a result, the event was extremely easy. Characters capable of stealth soon discovered they were able to creep directly to this event, solo it and collect free loot. Medivh's cheating prevented this and ensured that a full party was required to complete the event.



* Some of the ''Franchise/YuGiOh'' games allow the AI to break the limit rules, allowing the AI to build illegal decks with multiple copies of game-breaking cards you're only allowed one copy of.
** In World Championship 2004 the Rare Hunters all have decks with three copies each of Raigeki and Dark Hole -- both of which destroy everything on your field at a moment's notice.
** 7 Trials to Glory was far worse- having Shadow Duels where any enemy could build such illegal decks, like Yami Marik -- who had three copies each of the hideously broken Black Luster Soldier -- Envoy the Beginning and Chaos Emperor Dragon -- Envoy the End; both of which basically ended the duel once they hit the field. However, this trope gets subverted once you realize that while in that area with Shadow Duels, '''you''' are also allowed to build and use an illegal deck.

to:

* Some of the ''Franchise/YuGiOh'' games allow the AI to break the limit rules, allowing the AI to build illegal decks with multiple copies of game-breaking cards you're only allowed one copy of.
''Franchise/YuGiOh'':
** In World Championship 2004 the Rare Hunters all have decks with three copies each of Raigeki and Dark Hole -- both of which destroy everything on your field at a moment's notice.
** 7
''7 Trials to Glory was far worse- having Glory'' features Shadow Duels where any enemy could build such illegal decks, like Yami Marik -- who had three copies each of the hideously broken Black Luster Soldier -- Envoy the Beginning and Chaos Emperor Dragon -- Envoy the End; both of which basically ended the duel once they hit the field. However, this trope gets subverted once you realize that while in that area with Shadow Duels, '''you''' are also allowed to build and use an illegal deck.deck.
** In the ''Tag Force'' series, the appropriate sentiment would be: "Boy, I wish ''I'' could play three copies of a card that's limited to one".
** ''VideoGame/YuGiOhOnlineDuelEvolution'' provides you with [=NPCs=] to duel as well as other humans. The game imposes the current ban/restricted lists of the card game on your deck, meaning there's certain cards you can't use even though you may own them. The [=NPCs=] are not under these restrictions, leaving you saying, "Boy, I wish ''I'' could play Pot of Greed/Snatch Steal/Ring of Destruction."



** In other games in the series, this is played mutually when you're able to choose between multiple ban lists; the player is forced to abide by them, but the AI decks remain the same, following the default ban list (usually the one that was in place when the game was released) no matter what. This means that the AI will be able to use cards you can't (if they were banned after the game's release), but it also means the player might potentially be able to use cards the AI can't (if they were ''unbanned'' after the game's release).

to:

** In other games in '''World Championship 2004''' the series, this is played mutually when you're able to choose between multiple ban lists; the player is forced to abide by them, but the AI Rare Hunters all have decks remain the same, following the default ban list (usually the one that was in place when the game was released) no matter what. This means that the AI will be able to use cards you can't (if they were banned after the game's release), but it also means the player might potentially be able to use cards the AI can't (if they were ''unbanned'' after the game's release).with three copies each of Raigeki and Dark Hole -- both of which destroy everything on your field at a moment's notice.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MortalKombat2'': The AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.

to:

** ''VideoGame/MortalKombat2'': ''VideoGame/MortalKombatII'': The AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.

Added: 177

Changed: 391

Is there an issue? Send a MessageReason:
Wick swap


* In ''VideoGame/MortalKombat2'', the AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.
* Occasionally, the AI in ''VideoGame/MortalKombat3'' can preform moves that are completely impossible for any human player to pull off, such as using Cyrax's net twice in a row.

to:

* In ''VideoGame/MortalKombat2'', the ''Franchise/MortalKombat'':
** ''VideoGame/MortalKombat2'': The
AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.
* ** ''VideoGame/MortalKombat3'': Occasionally, the AI in ''VideoGame/MortalKombat3'' can preform moves that are completely impossible for any human player to pull off, such as using Cyrax's net twice in a row.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/{{Godbound}}'': Stronger enemies often get multiple actions per turn, multiple attacks per action, and can deal 'straight' damage instead of following the damage chart used by everybody else. While Godbound characters can mimic some of these abilities, it's only by investing in specific gifts, and requires expending their limited effort instead of simply having it by default.
** [[BadassNormal Human]] player characters actually have talents that give them multiple actions and attacks normally, but still suffer this trope as they can't bind to a Word of Creation, unlike enemies that get all of the above.
** This trope is inverted in terms of health. While damage is normally inflicted to a creature's hit dice, players still take damage to their hit points, giving them an extremely inflated health track compared to most enemies.
Is there an issue? Send a MessageReason:
speculation and misuse of Crosshair Aware (it's when the game uses visible crosshairs to mark incoming attacks, not "the AI can tell where you're aiming")


** The AI seems to be CrosshairAware[[note]]though this has yet to be concretely confirmed[[/note]]. Leading to droids suddenly dodging from your sniper shots halfway across the map when the enemy is nowhere near them.
Is there an issue? Send a MessageReason:
unnecessary parentheses and uhhh i forget why i started this because i got distracted by that


** The player has to attack multiple times in order to build up enough energy to cast high-level magic and skills, and can only cast one spell (max) per turn. The computer is ''completely unbounded'' by this rule. It can cast magic and skills from the first turn of battle, on consecutive turns, or in some cases, more than once in a single turn, without ever having to build up energy with standard attacks. (However, enemies have predictable patterns instead. So if you know what's coming next, you have the advantage. This is actually VITALLY NECESSARY to get the best ending.)
** In addition to the above, there are spells that can only be used by characters with the same innate color as the spell. Some bosses are able to use these spells despite having a different innate color. Grobyc, for example, can use the blue-innate-character-only spell Vigora, even though he is black innate. (This is also purely for show, since Vigora regenerates stamina; player characters need Stamina to act, but enemies don't HAVE stamina and, as noted above, can already act however often they're scripted to.)

to:

** The player has to attack multiple times in order to build up enough energy to cast high-level magic and skills, and can only cast one spell (max) per turn. The computer is ''completely unbounded'' by this rule. It can cast magic and skills from the first turn of battle, on consecutive turns, or in some cases, more than once in a single turn, without ever having to build up energy with standard attacks. (However, Instead, enemies have predictable patterns instead. So patterns, so if you know what's coming next, you have the advantage. This is actually VITALLY NECESSARY to get a vital part of getting the best ending.)
ending.
** In addition to the above, there There are spells that can only be used by characters with the same innate color as the spell. Some bosses are able to use these spells despite having a different innate color. Grobyc, for example, can use the blue-innate-character-only spell Vigora, even though he is black innate. (This This particular example is also purely for show, since Vigora regenerates stamina; player characters need Stamina stamina to act, but enemies don't HAVE stamina and, as noted above, can already act however often they're scripted to.)

Added: 714

Changed: 710

Is there an issue? Send a MessageReason:
indentation


* In ''VideoGame/AdvanceWars: Dual Strike'', units which are controlled by an AI are able to load their air units into the naval aircraft transport units on an allied team (including your own units controlled by you). When under the control of the player they appear colored as your own units (despite that fact that they are not yours) in the status window and the menu. When unloaded they momentarily appear as the same color as the transport unit, then resume their normal coloring. When the transport unit is owned by an AI player, they will always unload the unit after they move it unless they are attacking another unit, they also have no problem unloading an aircraft unit in range of twenty or more enemy carriers and missiles.

to:

* ''VideoGame/AdvanceWars'':
**
In ''VideoGame/AdvanceWars: Dual ''Dual Strike'', units which are controlled by an AI are able to load their air units into the naval aircraft transport units on an allied team (including your own units controlled by you). When under the control of the player they appear colored as your own units (despite that fact that they are not yours) in the status window and the menu. When unloaded they momentarily appear as the same color as the transport unit, then resume their normal coloring. When the transport unit is owned by an AI player, they will always unload the unit after they move it unless they are attacking another unit, they also have no problem unloading an aircraft unit in range of twenty or more enemy carriers and missiles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the fight against Evrae in ''VideoGame/FinalFantasyX'', after getting down to 1/3rd of its max health, Evrae casts Haste on itself. Trying to dispel the effect or replace it with Slow causes the boss to break turn order to immediately re-apply Haste.

Top