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** [[https://yugipedia.com/wiki/Mystical_Refpanel Mystical Refpanel]] makes it so that a Spell card that targets a player will instead affect the other. But even after PSCT, Spell card never state if they target a player, so you're going to need a trip to the wiki to figure out if Refpanel can respond to a Spell, ''on top'' of learning how it resolves. Short version: anything that draws, discards from the hand, changes your LP, or limits your actions, and that only affects one player, and that isn't an Equip, Continuous, or Field Spell, and it only transfers effect, not cost, condition, or whoever used it... you can generally tell a card falls into this when it doesn't see a rerelease, and Refpanel hasn't been reissued in the OCG for ''seventeen years'' as of this writing, despite its fairly pivotal anime appearances.

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** [[https://yugipedia.com/wiki/Mystical_Refpanel Mystical Refpanel]] makes it so that a Spell card that targets a player will instead affect the other. But even after PSCT, Spell card never state if they target a player, so you're going to need a trip to the wiki to figure out if Refpanel can respond to a Spell, ''on top'' of learning how it resolves. Short version: anything that draws, discards from the hand, changes your LP, or limits your actions, and that only affects one player, and that isn't an Equip, Continuous, or Field Spell, and it only transfers effect, not cost, condition, or whoever used it... you can generally tell a card falls into this when it doesn't see a rerelease, and Refpanel hasn't been reissued in the OCG for ''seventeen years'' as of this writing, since ''2001'', despite its fairly pivotal anime appearances.
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General clarification on works content, also this Post is wrong on many counts, such as that there are several pages devoted to calculating CR in the dungeon masters guide, and it assumes that the adventuring day, herein defined as the gauntlet of 6-8 medium-hard encounters containing 2 short rests that published adventures always attempt to use and which the rules explicitly spell out, does not exist.


** In 5E, the Challenge Rating system is intended to help the DM balance encounters, but is infamous for how bad it is at doing so. The Challenge Rating/CR of a monster is designed to tell you how great a threat the monster is by saying that four adventurers of the monster's CR should have a difficult but winnable fight. For example, if a monster's CR is 3, that means four party members, each of whom are at level 3, should find such a beast to be a worthy challenge, but not a deadly one. Trouble is, what counts as worthy of a high CR is completely arbitrary, self-contradictory, and hard to pin down. One monster with a CR of 10 may be surprisingly easy for a party of level 6 characters, while a monster with a CR of 12 may end up causing a TotalPartyKill on a level 15 party. Plus, even though the adventurers can only reach level 20, a monster's CR can go as high as 30, which is where the system gets really arbitrary. What exactly makes a CR 24 monster less deadly than a CR 27 monster, considering that the party is going to be underleveled no matter what? Challenge Rating is, at best, a loose approximation of the difficulty of a monster, and one that's going to be dependent on so many different factors -- player types, character classes, number of players, available spell slots, and more -- that it's all but useless.

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** In 5E, the Challenge Rating system is intended to help the DM balance encounters, but is infamous for how bad it is at doing so. The Challenge Rating/CR of a monster is designed to tell you how great a threat the monster is by saying that four adventurers of the monster's CR should have a difficult but winnable fight. For example, if a monster's CR is 3, that means four party members, each of whom are at level 3, should find such a beast to be a worthy challenge, but not a deadly one. Trouble is, what counts as worthy of a high CR is completely arbitrary, self-contradictory, and hard to pin down. One monster with a CR of 10 may be surprisingly easy for a party of level 6 characters, while a monster with a CR of 12 may end up causing a TotalPartyKill on a level 15 party. Plus, even though the adventurers can only reach level 20, a monster's CR can go as high as 30, which is where the system gets really arbitrary. What exactly makes arbitrary, as in order for a CR 24 monster less deadly than to have a total CR 27 monster, considering of 30 its offensive and defensive statistics must both be above certain values, with there being technically no cap. What is not generally obvious but has been claimed by MCDMs analysis is that the party is going a single CR30 monster accounts to be underleveled no matter what? Challenge Rating is, at best, a loose approximation roughly half of the difficulty daily budget over a 2-short rest adventuring day for a party of a monster, 4-6 level 20 characters. While the Dungeon Masters Guides pages on calculating CR work wonders for homebrewers and one that's going to be dependent on so many different factors -- player types, character classes, number of players, available spell slots, and Xanathars Guide To Everything contains yet more -- that it's all but useless.tables on quickly creating encounters, none of the books after the core rules have bothered to explain the value of specific abilities and next to no homebrewers have done so, requiring enterprising DMs to reverse-engineer the CR of monsters so they can use their abilities in other monsters.
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* The ''VideoGame/DonPachi'' series' most prominent scoring mechanic by far is its combo system; destroying enemies within a sufficiently short interval of each other accumulates combo, and to oversimplify, the higher your combo, the more points you get from destroying the next enemy. At first, this seems like an interesting concept, but it becomes apparent that the best way to score is to build stage-long combos, which require extreme levels of memorization of where each enemy is, far beyond what is needed in a survival-based run, because destroying enemies ''too'' quickly will leave you without any enemies to combo off of before the combo timer runs out, breaking your combo and hurting your score.

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* The ''VideoGame/DonPachi'' series' most prominent scoring mechanic by far is its combo system; destroying enemies within a sufficiently short interval of each other accumulates combo, and to oversimplify, the higher your combo, the more points you get from destroying the next enemy. At first, this seems like an interesting concept, but it becomes apparent that the best way to score is to build stage-long combos, which require extreme levels of memorization of where each enemy is, far beyond what is needed in a survival-based run, because destroying enemies ''too'' quickly will leave you without any enemies to combo off of before the combo timer runs out, breaking your combo and hurting your score.score, and depending on where the combo breaks you can miss out on ''tens of millions'' of points (''[=DoDonPachi=]'' 2-loop and ''[=DoDonPachi=] Dai Ou Jou'' 1-loop top-level plays end in the hundred-millions, ''Dai Ou Jou'' 2-loop into the single-digit billions).
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* The ''VideoGame/DonPachi'' series' most prominent scoring mechanic by far is its combo system; destroying enemies within a sufficiently short interval of each other accumulates combo, and to oversimplify, the higher your combo, the more points you get from destroying the next enemy. At first, this seems like an interesting concept, but it becomes apparent that the best way to score is to build stage-long chains, which require extreme levels of memorization of where each enemy is, far beyond what is needed in a survival-based run.

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* The ''VideoGame/DonPachi'' series' most prominent scoring mechanic by far is its combo system; destroying enemies within a sufficiently short interval of each other accumulates combo, and to oversimplify, the higher your combo, the more points you get from destroying the next enemy. At first, this seems like an interesting concept, but it becomes apparent that the best way to score is to build stage-long chains, combos, which require extreme levels of memorization of where each enemy is, far beyond what is needed in a survival-based run.run, because destroying enemies ''too'' quickly will leave you without any enemies to combo off of before the combo timer runs out, breaking your combo and hurting your score.
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* The ''VideoGame/DonPachi'' series' most prominent scoring mechanic by far is its combo system; destroying enemies within a sufficiently short interval of each other accumulates combo, and to oversimplify, the higher your combo, the more points you get from destroying the next enemy. At first, this seems like an interesting concept, but it becomes apparent that the best way to score is to build stage-long chains, which require extreme levels of memorization of where each enemy is, far beyond what is needed in a survival-based run.
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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. Runner's lane interference calls at the Major League level are not reviewable because they are considered judgment calls. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant. MLB addressed this for the 2024 baseball season by introducing a rule that expands the runner's lane into fair territory.

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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. Runner's lane interference calls at the Major League level are not reviewable because they are considered judgment calls. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant. MLB addressed this for the 2024 baseball season by introducing a rule that expands the runner's lane into the dirt on fair territory.
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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. What makes this worse is at the Major League level, runner's lane interference calls are not reviewable because they are considered judgment calls. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant.
* The "Manfred runner" rule, which places a runner on second base at the start of every extra inning. Fans tolerated this rule when it was first introduced in the COVID-shortened seasons as a NecessaryWeasel to fit as many games as possible into a smaller amount of time, but once it became permanent in 2023 despite the league going back to a normal schedule, audiences cried foul. The main criticism of this rule, unlike other rule changes designed to increase scoring and pace of play introduced in the same season[[note]]such as the pitch clock and pickoff limit rules, which are well-liked[[/note]], is that it creates a scenario where a team can lose or even get ''walked off'' [[WinsByDoingAbsolutelyNothing despite not actually making any mistakes]]. Theoretically, with the Manfred runner rule, it is possible for a pitcher to ''have a perfect game and lose''. This creates a scenario where the pitching team has an incentive to immediately intentionally walk batters to try and create a force out scenario, and the batting team has an incentive to try and go for sacrifice bunts and flies to advance the free baserunner--exactly the kind of slow, boring play that the MLB was trying to ''avoid'' by instituting this rule.

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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. What makes this worse is at the Major League level, runner's Runner's lane interference calls at the Major League level are not reviewable because they are considered judgment calls. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant.
variant. MLB addressed this for the 2024 baseball season by introducing a rule that expands the runner's lane into fair territory.
* The "Manfred runner" rule, which places a runner on second base at the start of every extra inning. Fans tolerated this rule when it was first introduced in the COVID-shortened seasons as a NecessaryWeasel to fit as many games as possible into a smaller amount of time, but once it became permanent in 2023 despite the league going back to a normal schedule, audiences cried foul. The main criticism of this rule, unlike other rule changes designed to increase scoring and pace of play introduced in the same season[[note]]such as the pitch clock and pickoff limit rules, both of which have done their job to address the appropriate issues and as a result are well-liked[[/note]], is that it creates a scenario where a team can lose or even get ''walked off'' [[WinsByDoingAbsolutelyNothing despite not actually making any mistakes]]. Theoretically, with the Manfred runner rule, it is possible for a pitcher to ''have a perfect game and lose''. This creates a scenario where the pitching team has an incentive to immediately intentionally walk batters to try and create a force out scenario, and the batting team has an incentive to try and go for sacrifice bunts and flies to advance the free baserunner--exactly the kind of slow, boring play that the MLB was trying to ''avoid'' by instituting this rule.
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** Even after being removed the "Planeswalker Redirection rule" is still causing problems. Originally the rules allowed non-combat damage to be redirected from a player to a Planeswalker they controlled in order to retroactively allow various things to kill Planeswalkers, similar to how creatures could directly attack them. However the rules were changed in 2018, allowing spells to directly target Planeswalkers, which generally makes much more sense, but also means many older printings of cards don't clarify if they can specifically target Planeswalkers, forcing players to constantly look up if a specific spell or ability can target planeswalkers or not

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** Even after being removed the "Planeswalker Redirection rule" is still causing problems. Originally the rules allowed non-combat damage to be redirected from a player to a Planeswalker they controlled in order to retroactively allow various things to kill Planeswalkers, similar to how creatures could directly attack them. However the rules were changed in 2018, allowing those spells and abilities to directly target Planeswalkers, Planeswalkers instead, which generally makes much more sense, but also means many it's often unclear if older printings of cards don't clarify if they from before the rules were updated can specifically target Planeswalkers, Planeswalkers or not, forcing players to constantly look up if a what specific spell spells or ability abilities can target planeswalkers or nottarget.
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** The rule that disallows players from reordering the cards in their graveyards. This can interfere with effects that count cards of a certain type in graveyards, and forced players to pay strict attention to resolution order when placing cards in graveyards (for example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220139 Day of Judgment]] must go on top of the creatures it destroys, while [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446831 Earthquake]] must go under them). All this for only a handful of cards that cared about the graveyard order ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184537 Death Spark]], anyone?). This is, of course, extremely annoying, particularly because most of those cards aren't any good anyways and haven't been reprinted in a decade or more. For tournaments in any format which does not include those cards (which, at this point, is most of them), ignored the rule and allows players to freely reorder their graveyards at their convenience.

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** The rule There are about two dozen cards printed early in the games history that disallows players from reordering care about the order of cards in their graveyards. This can interfere with effects that count cards of a certain type in graveyards, and forced players graveyard. Unsurprisingly having to pay strict attention to resolution carefully track the exact order when placing cards in graveyards (for example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220139 Day go into the graveyard, especially when a bunch of Judgment]] must them go on there at once, is very annoying, as is not being allowed to pull important cards to the top of the creatures it destroys, while [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446831 Earthquake]] must go under them). All pile for easy access. Fortunately the design team realized pretty quickly this for only a handful of was far more annoying than it was worth and stopped making cards that cared about the graveyard order ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184537 Death Spark]], anyone?). This is, of course, extremely annoying, particularly because most of those order, and the rules specifically clarify that in any format where these cards aren't any good anyways and haven't been reprinted in a decade or more. For tournaments in any format which does not include those cards (which, at this point, legal (which is most of them), ignored them, given all the rule and allows players to freely reorder their relevant cards are from the 90's), graveyards at their convenience.can be reordered freely. The cards in question are also mostly not very good, so even in formats where they're technically in play the issue lucky doesn't come up too often.
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** Despite being removed in a 2018 rules update, the "Planeswalker Redirection rule" continues to cause headaches to this day. In order to allow damaging abilities which were printed before Planeswalkers existed to still hit Planeswalkers, the original rule was that non-combat damage dealt to a player could instead be redirected to a Planewalker they controlled, so any spell that damage a player could also be redirected onto Planeswalkers. The fact that creatures attacked Planeswalkers directly while abilities and spells lead to a bunch of strange edge cases, but was at least functional. The new rule made it so that damaging spells and effects would directly target the planeswalkers with no redirection possible, which makes more sense to most players, but also means that many older cards had to be updated to target Planeswalkers directly. This means many, many physical cards have effects which don't actually match their text, forcing players to look it up to figure out if a specific card can or can't target Planeswalkers.

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** Despite Even after being removed in a 2018 rules update, the "Planeswalker Redirection rule" continues to cause headaches to this day. In order to allow damaging abilities which were printed before Planeswalkers existed to is still hit Planeswalkers, causing problems. Originally the original rule was that rules allowed non-combat damage dealt to a player could instead be redirected to a Planewalker they controlled, so any spell that damage from a player could also be redirected onto Planeswalkers. The fact that to a Planeswalker they controlled in order to retroactively allow various things to kill Planeswalkers, similar to how creatures attacked Planeswalkers could directly while abilities and attack them. However the rules were changed in 2018, allowing spells lead to a bunch of strange edge cases, but was at least functional. The new rule made it so that damaging spells and effects would directly target the planeswalkers with no redirection possible, Planeswalkers, which generally makes much more sense to most players, sense, but also means that many older printings of cards had to be updated to target Planeswalkers directly. This means many, many physical cards have effects which don't actually match their text, clarify if they can specifically target Planeswalkers, forcing players to constantly look it up to figure out if a specific card spell or ability can or can't target Planeswalkers.planeswalkers or not

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** If you were behind the ball when it was passed to you, you're onside regardless of where any defender was.
** The same is true if you were in your own half of the field when it was passed to you.

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** If You can't be offside if you were your own half of the field or behind the ball when it was passed to you, you're onside passed, regardless of where any defender was.
** The same is true if you were in your own half of
the field when it was passed to you.defenders positions.
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** ''Innistrad: Midnight Hunt'' added a day/night cycle to the game and it quickly became one of the most reviled rules in "modern" MTG. The concept is simple enough: once you play a card that references day or night, you then have to track what time of day it is. At the start of any given turn, if it's day and the previous player didn't cast a spell on their turn, it becomes night; if it's night and the previous player cast two or more spells during their turn, it becomes day. The problem was that as soon as a card was played that needed to reference day or night, the players had to keep track of day and night ''for the rest of the game.'' Even if there were no cards left in play that were affected by day/night, players still had to continue to keep track of it because of the possibility that a card could be played that depended on time of day (Daybound and Nightbound cards had completely different stats and abilities depending on whether it was day or night, so it did actually make a difference as to what time of day it was when they are cast). The day/night cycle added an easily forgotten, rather annoying step to games and the fact that it never went away afterwards earned it a lot of ire.
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* The "Manfred runner" rule, which places a runner on second base at the start of every extra inning. Fans tolerated this rule when it was first introduced in the COVID-shortened seasons as a NecessaryWeasel to fit as many games as possible into a smaller amount of time, but once it became permanent in 2023 despite the league going back to a normal schedule, audiences cried foul. The main criticism of this rule, unlike other rule changes designed to increase scoring and pace of play introduced in the same season[[note]]such as the pitch clock and pickoff limit rules, which are well-liked[[/note]], is that it creates a scenario where a team can lose or even get ''walked off'' [[WinsByDoingAbsolutelyNothing despite not actually making any mistakes]]. Theoretically, with the Manfred runner rule, it is possible for a pitcher to ''have a perfect game and lose''. This creates a scenario where the pitching team has an incentive to immediately intentionally walk batters to try and create a force out scenario, and the batting team has an incentive to try and go for sacrifice bunts and flies to advance the free baserunner--exactly the kind of slow, boring play that the MLB was trying to ''avoid'' by instituting this rule.

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* Fumbling out of the back of the end zone. Whenever a player with possession fumbles the ball out of bounds anywhere on the field, his team keeps the ball at the spot it went out of bounds...except if the ball goes out of bounds in the end zone, where it is ruled a touchback for the other team, and ''they'' get possession. The main criticism of this rule is that it effectively punishes offensive players for making an effort to get the ball into the end zone--i.e. ''their objective''. This rule can and has decided games in both the NFL and college before, which always results in a storm of criticism every time it happens.
* Starting with the 2023 season, the NCAA changed their long-time rule that the clock stops on every first down to instead make it keep running in a way similar to the NFL, except for the last two minutes of every half. While it was sold as a way to increase player safety and shorten the length of games, viewers quickly noticed that it didn't change the actual time of the ''game itself'', just the amount of playing time, as the decrease in time of play corresponded in a matching increase of [[MoneyDearBoy advertising time]]. As a result, many fans and even some coaches have called this rule out for being a blatantly mercenary attempt to sell more commercials hiding behind a smokescreen of "player safety".



** The yellow-line rule at Daytona and Talladega is widely considered one of the most arbitrary and useless rules in the series. The rules state that drivers cannot advance their position if any of their wheels go under the yellow line that delineates the track from the apron, except if they are forced beneath it; however, what counts as going beneath the yellow line and being forced under have never been made clear, and the rule is often enforced in wildly disproportionate ways. Many fans outright call for this rule to be abolished, considering it exists at no other tracks but the aforementioned two.

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** The yellow-line rule at Daytona and Talladega is widely considered one of the most arbitrary and useless rules in the series. The rules state that drivers cannot advance their position if any of their wheels go under the yellow line that delineates the track from the apron, except if they are forced beneath it; however, what counts as going it. This was originally implemented to prevent large wrecks caused by drivers making home-run passes on the apron, which was frequently seen in TheEighties--however, the main criticism of this rule is that it actually ''encourages'' rather than prevents wrecks by forcing a large number of cars running close together into a small space. The inconsistency of this rule getting called[[note]]Regan Smith was disqualified and stripped of a win at Talladega in 2008 for passing beneath the yellow line and despite it being forced under have never been made clear, clear as day that Tony Stewart pushed him underneath the line--meanwhile, years earlier, Dale Earnhardt Jr. had the exact same thing happen to him, and his win stood.[[/note]] only makes the rule is often enforced in wildly disproportionate ways. criticism worse. Many fans outright call for this rule to be abolished, considering and the controversy got worse when it exists at no other was announced that Atlanta, after its reprofiling into a high-banked restrictor-plate track[[note]]billed as a "superspeedway" for marketing purposes, despite the fact that NASCAR has traditionally never used that term for tracks but in the aforementioned two.
1- to 2- mile range, with them usually being referred to as "intermediates" instead[[/note]], would also institute the rule.
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* An incident similar to the "Berry"/"Barry" one on ''Jeopardy!'' happened on a 1982 episode of ''[[Series/{{Password}} Password Plus]]''. Marcia Wallace contested a judgment call where her contestant's guess of "Hairy" was determined to be phonetically dissimilar to the password of "Harry". The staff not only maintained their ruling against her, they also rolled out a chalkboard which explained the pronunciation difference. Marcia was understandably not amused.

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* An incident similar to the "Berry"/"Barry" one on ''Jeopardy!'' happened on a 1982 episode of ''[[Series/{{Password}} Password Plus]]''. Marcia Wallace contested a judgment call where her contestant's guess of "Hairy" was determined to be phonetically dissimilar to the password of "Harry". The staff not only maintained their ruling against her, they also rolled out a chalkboard which explained the pronunciation difference. Marcia was understandably not amused.

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** Make that, there ''was'' no offensive equivalent. A separate rule later introduced at all levels now prohibits any player on either side of the ball from lowering his head to make contact with an opponent.



* Defensive pass interference rules have been contentious for many years. If a defender interferes with a receiver trying to catch a pass, the ball is placed at the spot of the foul (or the one-yard line if it happens in the defending team's end zone) and the offense is given an automatic first down. This can, and with some frequency does, become the most lethal penalty in the entire game, as DPI on a long pass play may produce penalties in upwards of 30 yards. Even a personal foul (which is handed out for dangerous or overly aggressive behavior) is a mere 15 yards and fresh downs. Fans tend to hate the severity of the penalty, and some voices are always calling to make it a set penalty of 15-20 yards, but even those who hate it tend to admit there is a good reason for it being severe (without it, defensive backs would have little incentive to *not* interfere with passes longer than 15 yards). There are also more than a few fans who are okay with the penalty if the interference is blatant, but feel that given the severity of the penalty, the referees need to be very selective about ''when'' to call it, and will get upset if the penalty is called in a situation where the offense is minor or questionable.

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* Defensive pass interference rules have been contentious for many years. If a defender interferes with a receiver trying to catch a pass, the ball is placed at the spot of the foul (or the one-yard line if it happens in the defending team's end zone) and the offense is given an automatic first down. This can, and with some frequency does, become the most lethal penalty in the entire game, as DPI on a long pass play may produce penalties in upwards of 30 yards. Even a personal foul (which is handed out for dangerous or overly aggressive behavior) is a mere 15 yards and and, if against the team without possession, a fresh set of downs. Fans tend to hate the severity of the penalty, and some voices are always calling to make it a set penalty of 15-20 yards, but even those who hate it tend to admit there is a good reason for it being severe (without it, defensive backs would have little incentive to *not* interfere with passes longer than 15 yards). There are also more than a few fans who are okay with the penalty if the interference is blatant, but feel that given the severity of the penalty, the referees need to be very selective about ''when'' to call it, and will get upset if the penalty is called in a situation where the offense is minor or questionable.



** Sometimes, an offside player doesn't even need to touch the ball in order to be offside, which happens if he is interpreted as being involved in the play in some way (like letting the ball pass through his legs or blocking the field of vision of the goalie).

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** Sometimes, an offside player doesn't even need to touch the ball in order to be offside, which happens if he is interpreted as being involved in the play in some way (like letting the ball pass through his legs or blocking the field of vision of the goalie).keeper).



* The NHL has a few rules that vie for the title. The consensus champion, though, is the "puck-over-the-glass" rule. Specifically, following the 2005 lockout, the NHL made it an offence to shoot the puck over the glass from the team's defensive end, netting the offending player a two-minute penalty for delay of game. It's suspected the rule was implemented to boost scoring by boosting penalty minutes (since teams on the powerplay score more), but it does so by penalizing something that is usually an accidental action and which causes no more of a delay than icing the puck (which is not a penalty). Few things are more frustrating than watching your team take one of these penalties (even worse, because icing is legal while on the penalty kill and many players try to bank the glass off the puck and out, this penalty usually gets called on teams already down a man, leading to a 5-on-3 penalty).

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* The NHL has a few rules that vie for the title. The consensus champion, though, is the "puck-over-the-glass" rule. Specifically, following the 2005 lockout, the NHL made it an offence to shoot the puck over the glass from the team's defensive end, netting the offending player a two-minute penalty for delay of game. It's suspected the rule was implemented to boost scoring by boosting penalty minutes (since teams on the powerplay power play score more), but it does so by penalizing something that is usually an accidental action and which causes no more of a delay than icing the puck (which is not a penalty). Few things are more frustrating than watching your team take one of these penalties (even worse, because icing is legal while on the penalty kill and many players try to bank the glass off the puck and out, this penalty usually gets called on teams already down a man, leading to a 5-on-3 penalty).
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* ''VideoGame/{{Espgaluda}} II'' seems like a pretty straightforward BulletHell vertical shmup, with, much like its predecessor, a unique Kakusei mechanic that allows you to slow bullets down, but it drains your gems over time and causes enemies to turn much more aggressive if you stay in this mode after your gems run out. However, if you intend to play for score, this game becomes a very complicated beast. This game introduces Kakusei Zesshikai (also known as Absolute Ascension Dead Zone), a mechanic for cancelling bullets for massive amounts of points and which makes the game significantly more complex than its predecessor. First of all, using it requires both gems and gold, and drains both at a very fast rate, making it difficult to find a good opportunity to use it. Second, bullets cancelled with this mechanic trigger revenge bullets that can cost the player precious lives, and often the bullets spawn in ways that are counter-intuitive, but those revenge bullets can be cancelled for even more points. But without this mechanic, it can be somewhat difficult to get the two point-based extra lives (at 15 million and 35 million points) since the point gains from using regular Kakusei are quite tiny in comparison. It's rather telling that, while most Creator/{{CAVE}} games don't have instructions on how to use their scoring systems to the fullest, ''Espgaluda II''[='=]s console ports actually has an in-depth tutorial on how its game mechanics work, including how to use Kakusei Zesshikai. It's a very satisfying technique to use when pulled off correctly, but the high execution barrier means most non-hardcore players will be content to just use regular Kakusei instead of recklessly endangering their run.

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* ''VideoGame/{{Espgaluda}} II'' seems like a pretty straightforward BulletHell vertical shmup, with, much like its predecessor, a unique Kakusei mechanic that allows you to slow bullets down, but it drains your gems over time and causes enemies to turn much more aggressive if you stay in this mode after your gems run out. However, if you intend to play for score, this game becomes a very complicated beast. This game introduces Kakusei Zesshikai (also known as Absolute Ascension Dead Zone), a mechanic for cancelling bullets for massive amounts of points and which makes the game significantly more complex than its predecessor. First of all, using it requires both gems and gold, and drains both at a very fast rate, making it difficult to find a good opportunity to use it. Second, bullets cancelled with this mechanic trigger revenge bullets that can cost the player precious lives, and often the bullets spawn in ways that are counter-intuitive, but those revenge bullets can be cancelled for even more points. But without this mechanic, it can be somewhat difficult to get the two point-based extra lives (at 15 million and 35 million points) since the point gains from using regular Kakusei are quite tiny in comparison. It's rather telling that, while most Creator/{{CAVE}} games don't have instructions on how to use their scoring systems to the fullest, ''Espgaluda II''[='=]s console ports actually has an in-depth tutorial on how its game mechanics work, including how to use Kakusei Zesshikai. It's a very satisfying technique to use when pulled off correctly, but the high execution barrier means most non-hardcore players will be content to just use regular Kakusei for a low-scoring, survival-oriented playstyle instead of recklessly endangering their run.
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* ''VideoGame/{{Espgaluda}} II'' seems like a pretty straightforward BulletHell vertical shmup, with, much like its predecessor, a unique Kakusei mechanic that allows you to slow bullets down, but it drains your gems over time and causes enemies to turn much more aggressive if you stay in this mode after your gems run out. However, if you intend to play for score, this game becomes a very complicated beast. This game introduces Kakusei Zesshikai (also known as Absolute Ascension Dead Zone), a mechanic for cancelling bullets for massive amounts of points and which makes the game significantly more complex than its predecessor. First of all, using it requires both gems and gold, and drains both at a very fast rate, making it difficult to find a good opportunity to use it. Second, bullets cancelled with this mechanic trigger revenge bullets that can cost the player precious lives, and often the bullets spawn in ways that are counter-intuitive, but those revenge bullets can be cancelled for even more points. But without this mechanic, it can be somewhat difficult to get the two point-based extra lives (at 15 million and 35 million points) since the point gains from using regular Kakusei are quite tiny in comparison. It's rather telling that, while most Creator/{{CAVE}} games don't have instructions on how to use their scoring systems to the fullest, ''Espgaluda II''[='=]s console ports actually has an in-depth tutorial on how its game mechanics work, including how to use Kakusei Zesshikai. It's a very satisfying technique to use when pulled off correctly, but the high execution barrier means most non-hardcore players will be content to just use regular Kakusei and settle with getting just enough points for the two point-based extra lives.

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* ''VideoGame/{{Espgaluda}} II'' seems like a pretty straightforward BulletHell vertical shmup, with, much like its predecessor, a unique Kakusei mechanic that allows you to slow bullets down, but it drains your gems over time and causes enemies to turn much more aggressive if you stay in this mode after your gems run out. However, if you intend to play for score, this game becomes a very complicated beast. This game introduces Kakusei Zesshikai (also known as Absolute Ascension Dead Zone), a mechanic for cancelling bullets for massive amounts of points and which makes the game significantly more complex than its predecessor. First of all, using it requires both gems and gold, and drains both at a very fast rate, making it difficult to find a good opportunity to use it. Second, bullets cancelled with this mechanic trigger revenge bullets that can cost the player precious lives, and often the bullets spawn in ways that are counter-intuitive, but those revenge bullets can be cancelled for even more points. But without this mechanic, it can be somewhat difficult to get the two point-based extra lives (at 15 million and 35 million points) since the point gains from using regular Kakusei are quite tiny in comparison. It's rather telling that, while most Creator/{{CAVE}} games don't have instructions on how to use their scoring systems to the fullest, ''Espgaluda II''[='=]s console ports actually has an in-depth tutorial on how its game mechanics work, including how to use Kakusei Zesshikai. It's a very satisfying technique to use when pulled off correctly, but the high execution barrier means most non-hardcore players will be content to just use regular Kakusei and settle with getting just enough points for the two point-based extra lives.instead of recklessly endangering their run.
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* ''VideoGame/{{Espgaluda}} II'' seems like a pretty straightforward BulletHell vertical shmup, with, much like its predecessor, a unique Kakusei mechanic that allows you to slow bullets down, but it drains your gems over time and causes enemies to turn much more aggressive if you stay in this mode after your gems run out. However, if you intend to play for score, this game becomes a very complicated beast. This game introduces Kakusei Zesshikai (also known as Absolute Ascension Dead Zone), a mechanic for cancelling bullets for massive amounts of points and which makes the game significantly more complex than its predecessor. First of all, using it requires both gems and gold, and drains both at a very fast rate, making it difficult to find a good opportunity to use it. Second, bullets cancelled with this mechanic trigger revenge bullets that can cost the player precious lives, and often the bullets spawn in ways that are counter-intuitive, but those revenge bullets can be cancelled for even more points. But without this mechanic, it can be somewhat difficult to get the two point-based extra lives (at 15 million and 35 million points) since the point gains from using regular Kakusei are quite tiny in comparison. It's rather telling that, while most Creator/{{CAVE}} games don't have instructions on how to use their scoring systems to the fullest, ''Espgaluda II''[='=]s console ports actually has an in-depth tutorial on how its game mechanics work, including how to use Kakusei Zesshikai. It's a very satisfying technique to use when pulled off correctly, but the high execution barrier means most non-hardcore players will be content to just use regular Kakusei and settle with getting just enough points for the two point-based extra lives.
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** Modern ''Tetris'' games use what is known as the [[https://tetris.wiki/Super_Rotation_System Super Rotation System]]. In many older ''Tetris'' games, it can be hard to rotate pieces in tight spots, since if the piece's new orientation would be blocked by another block or a wall, the piece will not rotate. So some ''Tetris'' games implemented a "kick" mechanic where if you try to rotate a piece but it would be blocked, the game will attempt to shift its new position to an adjacent space. SRS involves a complex set of tables to determine how pieces should rotate in tight spots. The kicks aren't always intuitive either, as upward kicks tend to get prioritized, meaning that if you're trying to slip a piece into a tight gap, the game will more than likely pop your piece out instead. Ironically, ''Tetris: The Grand Master'', a series known for its complex grade systems, has one of the more BoringButPractical versions of wall kicks: If piece rotation is blocked, try shifting the piece one column to the right, and if that doesn't work, shift the piece one column to the left of its intial position, and fail if neither of those kicks work.

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** Modern ''Tetris'' games use what is known as the [[https://tetris.wiki/Super_Rotation_System Super Rotation System]]. In many older ''Tetris'' games, it can be hard to rotate pieces in tight spots, since if the piece's new orientation would be blocked by another block or a wall, the piece will not rotate. So some ''Tetris'' games implemented a "kick" mechanic where if you try to rotate a piece but it would be blocked, the game will attempt to shift its new position to an adjacent space. SRS involves a complex set of tables to determine how pieces should rotate in tight spots. The kicks aren't always intuitive either, as upward kicks tend to get prioritized, meaning that if you're trying to slip a piece into a tight gap, the game will more than likely pop your piece out instead. Ironically, ''Tetris: The Grand Master'', a series known for its [[LoadsAndLoadsOfRules complex grade systems, systems]], has one of the more BoringButPractical versions of wall kicks: If piece rotation is blocked, try shifting the piece one column to the right, and if that doesn't work, shift the piece one column to the left of its intial position, and fail if neither of those kicks work.
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** Modern ''Tetris'' games use what is known as the [[https://tetris.wiki/Super_Rotation_System Super Rotation System]]. In many older ''Tetris'' games, it can be hard to rotate pieces in tight spots, since if the piece's new orientation would be blocked by another block or a wall, the piece will not rotate. So some ''Tetris'' games implemented a "kick" mechanic where if you try to rotate a piece but it would be blocked, the game will attempt to shift its new position to an adjacent space. SRS involves a complex set of tables to determine how pieces should rotate in tight spots. The kicks aren't always intuitive either, as upward kicks tend to get prioritized, meaning that if you're trying to slip a piece into a tight gap, the game will more than likely pop your piece out instead.

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** Modern ''Tetris'' games use what is known as the [[https://tetris.wiki/Super_Rotation_System Super Rotation System]]. In many older ''Tetris'' games, it can be hard to rotate pieces in tight spots, since if the piece's new orientation would be blocked by another block or a wall, the piece will not rotate. So some ''Tetris'' games implemented a "kick" mechanic where if you try to rotate a piece but it would be blocked, the game will attempt to shift its new position to an adjacent space. SRS involves a complex set of tables to determine how pieces should rotate in tight spots. The kicks aren't always intuitive either, as upward kicks tend to get prioritized, meaning that if you're trying to slip a piece into a tight gap, the game will more than likely pop your piece out instead. Ironically, ''Tetris: The Grand Master'', a series known for its complex grade systems, has one of the more BoringButPractical versions of wall kicks: If piece rotation is blocked, try shifting the piece one column to the right, and if that doesn't work, shift the piece one column to the left of its intial position, and fail if neither of those kicks work.

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* Ranking up in ''VideoGame/TetrisTheGrandMaster'' is simple enough: Score enough points. And clearing multiple lines at once gives you a better points-to-line ratio. But once you reach rank S9, the game ceases to tell you how many points are needed for the next rank. This is because the final rank of [[TitleDrop Grand Master]] requires you to meet score and time quotas at levels 300, 500, and 900, ''and'' finish with a high enough score and low enough time. [[GuideDangIt None of which is stated in the game itself, and you're not informed whether you meet or fail any of these checkpoints.]] Later games in the ''TGM'' series only get more complex.

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* ''VideoGame/{{Tetris}}'':
**
Ranking up in ''VideoGame/TetrisTheGrandMaster'' is simple enough: Score enough points. And clearing multiple lines at once gives you a better points-to-line ratio. But once you reach rank S9, the game ceases to tell you how many points are needed for the next rank. This is because the final rank of [[TitleDrop Grand Master]] requires you to meet score and time quotas at levels 300, 500, and 900, ''and'' finish with a high enough score and low enough time. [[GuideDangIt None of which is stated in the game itself, and you're not informed whether you meet or fail any of these checkpoints.]] Later games in the ''TGM'' series only get more complex.complex.
** Modern ''Tetris'' games use what is known as the [[https://tetris.wiki/Super_Rotation_System Super Rotation System]]. In many older ''Tetris'' games, it can be hard to rotate pieces in tight spots, since if the piece's new orientation would be blocked by another block or a wall, the piece will not rotate. So some ''Tetris'' games implemented a "kick" mechanic where if you try to rotate a piece but it would be blocked, the game will attempt to shift its new position to an adjacent space. SRS involves a complex set of tables to determine how pieces should rotate in tight spots. The kicks aren't always intuitive either, as upward kicks tend to get prioritized, meaning that if you're trying to slip a piece into a tight gap, the game will more than likely pop your piece out instead.
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* ''VideoGame/BattleGaregga'' seems like a pretty straightforward ShootEmUp...except for its take on the DynamicDifficulty "rank" system. Basically, rank very slowly increases over time, and actions like shooting (especially by tapping the shot button rapidly) and collecting items will additionally increase the rank. Eventually rank will get to a point where enemy attacks become too aggressive for most players to feasibly dodge, resulting in feeding continues or otherwise a thwarted no-continue run. The only way to reduce rank is by ''dying'', and the rank decreases more the fewer lives you have in stock when you die. The intricacies of rank are [[https://shmups.wiki/library/Battle_Garegga/Advanced_Rank extremely complex]] and forces the player to commit several [[ViolationOfCommonSense Violations of Common Sense]] to strike a balance between surviving, not collecting excess powerups or powering up too quickly, and occasionally suiciding to keep the rank at a managable level.

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* ''VideoGame/BattleGaregga'' seems like a pretty straightforward ShootEmUp...except for its take on the DynamicDifficulty "rank" system. Basically, rank very slowly increases over time, and actions like shooting (especially by tapping the shot button rapidly) and collecting items will additionally increase the rank. Eventually rank will get to a point where enemy attacks become too aggressive for most players to feasibly dodge, resulting in feeding continues or otherwise a thwarted no-continue run. The only way to reduce rank is by ''dying'', and the rank decreases more the fewer lives you have in stock when you die. The intricacies of rank are [[https://shmups.wiki/library/Battle_Garegga/Advanced_Rank extremely complex]] complex]], [[GuideDangIt not explained at all in-game or in out-of-game official instructions]], and forces force the player to commit several [[ViolationOfCommonSense Violations of Common Sense]] to strike a balance between surviving, not collecting excess powerups or powering up too quickly, and occasionally suiciding to keep the rank at a managable level.
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* ''VideoGame/BattleGaregga'' seems like a pretty straightforward ShootEmUp...except for its take on the DynamicDifficulty "rank" system. Basically, rank very slowly increases over time, and actions like shooting (especially by tapping the shot button rapidly) and collecting items will additionally increase the rank. Eventually rank will get to a point where enemy attacks become too aggressive for most players to feasibly dodge, resulting in feeding continues or otherwise a thwarted no-continue run. The only way to reduce rank is by ''dying'', and the rank decreases more the fewer lives you have in stock when you die. The intricacies of rank are extremely complex and forces the player to commit several [[ViolationOfCommonSense Violations of Common Sense]] to strike a balance between surviving, not collecting excess powerups or powering up too quickly, and occasionally suiciding to keep the rank at a managable level.

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* ''VideoGame/BattleGaregga'' seems like a pretty straightforward ShootEmUp...except for its take on the DynamicDifficulty "rank" system. Basically, rank very slowly increases over time, and actions like shooting (especially by tapping the shot button rapidly) and collecting items will additionally increase the rank. Eventually rank will get to a point where enemy attacks become too aggressive for most players to feasibly dodge, resulting in feeding continues or otherwise a thwarted no-continue run. The only way to reduce rank is by ''dying'', and the rank decreases more the fewer lives you have in stock when you die. The intricacies of rank are [[https://shmups.wiki/library/Battle_Garegga/Advanced_Rank extremely complex complex]] and forces the player to commit several [[ViolationOfCommonSense Violations of Common Sense]] to strike a balance between surviving, not collecting excess powerups or powering up too quickly, and occasionally suiciding to keep the rank at a managable level.
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* ''VideoGame/BattleGaregga'' seems like a pretty straightforward ShootEmUp...except for its take on the DynamicDifficulty "rank" system. Basically, rank very slowly increases over time, and actions like shooting (especially by tapping the shot button rapidly) and collecting items will additionally increase the rank. Eventually rank will get to a point where enemy attacks become too aggressive for most players to feasibly dodge, resulting in feeding continues or otherwise a thwarted no-continue run. The only way to reduce rank is by ''dying'', and the rank decreases more the fewer lives you have in stock when you die. The intricacies of rank are extremely complex and forces the player to commit several [[ViolationOfCommonSense Violations of Common Sense]] to strike a balance between surviving, not collecting excess powerups or powering up too quickly, and occasionally suiciding to keep the rank at a managable level.

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** Summoning conditions in regards to reviving monsters. If a monster's effect says it can only be Special Summoned one way, can it be Special Summoned from the Graveyard after being Special Summoned through that method? For some cards, no. For others, yes. In the modern day, this is pretty easy to distinguish, since the former (known as "Nomis") say "Must be Special Summoned by X", and the latter (known as "Semi-Nomis") say "Must ''first'' be Special Summoned by X." The thing is, the terminology on older cards was far less distinct, and known to change every couple of years--for instance, "can''not'' be Special Summoned ''except'' by X" versus "can ''only'' be Special Summoned by X", which happened in a period where they were trying to ''formalize'' the definition. Go back a little earlier, and you're trying to pick between which of [[https://i.imgur.com/ENNFV2r.png these]] [[https://i.imgur.com/bno2tFJ.png two]] cards is a Nomi. Reprints with modern text have somewhat alleviated the issue, but there's still a lot of cards out there with text that remains outdated.

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** The inconsistent wording of old cards made it really confusing to determine card interactions. What's the cost, and what's part of the effect? Can you trigger X effect after performing Y action? Can Card A negate action B? The Problem-Solving Card Text has helped to alleviate matters without needing to reference an online, but some niche situations can catch players off-guard, and add to the steep learning curve for new players.
***
Summoning conditions in regards to reviving monsters. If a monster's effect says it can only be Special Summoned one way, can it be Special Summoned from the Graveyard after being Special Summoned through that method? For some cards, no. For others, yes. In the modern day, this is pretty easy to distinguish, since the former (known as "Nomis") say "Must be Special Summoned by X", and the latter (known as "Semi-Nomis") say "Must ''first'' be Special Summoned by X." The thing is, the terminology on older cards was far less distinct, and known to change every couple of years--for instance, "can''not'' be Special Summoned ''except'' by X" versus "can ''only'' be Special Summoned by X", which happened in a period where they were trying to ''formalize'' the definition. Go back a little earlier, and you're trying to pick between which of [[https://i.imgur.com/ENNFV2r.png these]] [[https://i.imgur.com/bno2tFJ.png two]] cards is a Nomi. Reprints with modern text have somewhat alleviated the issue, but there's still a lot of cards out there with text that remains outdated.outdated.
*** Negating an effect is significantly different from preventing its activation. For instance, if "Skill Drain" is on the field, it normally prevents "Accesscode Talker" from destroying it... unless Accesscode Talker banishes ''itself'' as part of its cost. Now that Accesscode is off the field when the Chain is resolving, it won't be negated by Skill Drain and can destroy that floodgate. This is just one example of how ExactWords can lead to unintuitive interactions.
*** Inherent Summons are a little difficult to distinguish from effects that Summon, and in turn it decides whether a player can Summon past a monster negate, or if an effect that negates a Summon (but not an effect that Summons) can stifle that action. The key is to see if there's a colon within the Summon condition (indicating that action starts a Chain).



** The fine print on spell/trap/effect monster cards can also lead to some unusual circumstances and headaches. Legendary Fisherman on the Field while "Umi" is active? If no other monsters are on the field, opponent can attack your life points directly. Trap Card negating the effects of all monsters on the field? Monsters can still be special-summoned by their own effect, ignoring any change to ATK and DEF as a result[[note]]A monster effect that allows you to special summon that monster isn't considered to activate on the field.[[/note]]. Both of these are official rulings. Also, flip effects of monsters ONLY activate after damage calculation. A face-down defense-position monster that is attacked is NOT flip-summoned, it is merely "flipped". A handful of cards have the exact text "When this card is flip summoned..."
** By a similar count, some costs are merely conditions to activate an effect (meaning they can't be negated), and others are part of the effect itself (meaning they can be negated). Determining which is which and how it affects your strategies can be quite troublesome for a new player. For example, take Skill Drain and Stardust Dragon: Stardust can tribute itself while on the field and negate a destruction effect, Skill Drain negates all monster effects on the field. You'd expect it to negate Stardust completely, but since Stardust's tributing of itself is a cost, this isn't negated, and then since Stardust is now in the Graveyard, its effect activates there and therefore Skill Drain does nothing to it.
** There are cards (such as [[http://yugioh.wikia.com/wiki/Thunder_King_Rai-Oh Thunder King Rai-Oh]]) that specify that they can negate the special summon (any summon that isn't a normal summon or flip summon) of a monster. Despite what they say, they can only negate certain special summons. They can negate anything where a monster special summons itself without starting a chain (synchro summon, xyz summon, Cyber Dragon, [[GameBreaker Black Luster Soldier - Envoy of the Beginning]], etc.), but they can't negate a special summon performed during the resolution of another card's effect (fusion summon, ritual summon, Monster Reborn, etc.). This is because you aren't allowed to activate effects during the resolution of other effects. Cards that can negate any special summon have to explicitly say that they can negate a special summon or an effect that would summon a monster.



** Mystical Refpanel. Its effect: it can change the target of a card that targets one player to the other. Figuring out what this means will likely require another trip to the wiki. Short version: anything that draws, discards from the hand, changes your LP, or limits your actions, and that only affects one player, and that isn't an Equip, Continuous, or Field Spell, and it only transfers effect, not cost, condition, or whoever used it... you can generally tell a card falls into this when it doesn't see a rerelease, and Refpanel hasn't been reissued in the OCG for ''seventeen years'' as of this writing, despite its fairly pivotal anime appearances.

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** [[https://yugipedia.com/wiki/Mystical_Refpanel Mystical Refpanel. Its effect: Refpanel]] makes it can change the target of so that a Spell card that targets one a player to will instead affect the other. Figuring out what this means will likely require another But even after PSCT, Spell card never state if they target a player, so you're going to need a trip to the wiki.wiki to figure out if Refpanel can respond to a Spell, ''on top'' of learning how it resolves. Short version: anything that draws, discards from the hand, changes your LP, or limits your actions, and that only affects one player, and that isn't an Equip, Continuous, or Field Spell, and it only transfers effect, not cost, condition, or whoever used it... you can generally tell a card falls into this when it doesn't see a rerelease, and Refpanel hasn't been reissued in the OCG for ''seventeen years'' as of this writing, despite its fairly pivotal anime appearances.


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** Time rules at a tournament usually dictate that a player with more LP when time is called is the winner. However, this means that you end up with games being decided on incidental burn damage or LP gain to ''just'' get the numbers advantage, and some players abuse the rule by stalling to overtime while they're ahead. This also consequentially makes the few decks that rely on paying LP as part of their game plan, such as P.U.N.K., Dinomorphia and Gold Pride, much more difficult to play since the player who's using them has to be extra careful to not lose because of the time rules.

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--> '''Ted Lasso''': "WILL YOU EXPLAIN TO ME HOW THAT WAS OFFSIDE!? ...no, I'm asking you seriously, explain offside to me.

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--> '''Ted Lasso''': "WILL Lasso:''' WILL YOU EXPLAIN TO ME HOW THAT WAS OFFSIDE!? ...no, I'm asking you seriously, explain offside to me.
* ''Film/BendItLikeBeckham'': Jules' mother finally accepts her daughter's love of the sport and decides to learn how it's played. Her husband explains the offside rule to her over lunch using the various condiments as substitutes for the players.
-->'''Paula:''' Don't tell me. The offside rule is when the french mustard has to be between the teriyaki sauce and the sea salt.\\
'''Alan:''' She's got it!
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** This is extended into ''VideoGame/FinalFantasyXIV'', which brings the Plus and Same rules over wholesale in it's recreation of said card minigame. Due to lacking any particularly good explanation or visualization of said rule, it's mostly considered the same way it is in [=FF8=] - a way for the [[TheAllSeeingAI computer]] to pull off wins from nowhere.

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** This is extended into ''VideoGame/FinalFantasyXIV'', which brings the Plus and Same rules over wholesale in it's its recreation of said card minigame. Due to lacking any particularly good explanation or visualization of said rule, it's mostly considered the same way it is in [=FF8=] - a way for the [[TheAllSeeingAI computer]] to pull off wins from nowhere.
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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant.

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* The runner's lane interference rule. The batter-runner can be called out if he interferes with a throw that would have resulted in a play at first base. First base is in fair ground, and the runner's lane leading there from home plate is in foul territory. The runner has to divert from the lane to step on the bag by avoiding contact with a fielder while not straying from the base path too much. The most common complaint about this rule is that if a throw is wild or at least uncatchable, then it rewards bad defense by turning an error into an out. It also invites a situation where the fielder can induce an unavoidable collision at first if he sets up to catch the ball in foul territory. In this case, the umpire could overrule an obstruction call in favor of runner's lane interference if the fielder was in a position to catch the ball regardless of the throw's accuracy. What makes this worse is at the Major League level, runner's lane interference calls are not reviewable because they are considered judgment calls. Fans have offered suggestions on how to improve this rule, such as putting another base adjacent to the one already there in foul territory as seen in softball or the recently created [=Baseball5=] variant.
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*** Fifth Edition, which doesn't have "nonlethal" damage as a rule at all, simplifies this to just stating that whoever deals the damage which reduces a monster/NPC to 0hp can simply declare they are knocking them out rather than killing. Of course, this is still subject to DM arbitration as to wether this is possible given the ''way'' the damage was dealt (like with an area-effect fireball)
** In 5E, the Challenge Rating system is ''intended'' to help GMs balance encounters, but is infamous for how bad it is at doing so.

to:

*** Fifth Edition, which Edition doesn't have "nonlethal" damage as a rule at all, simplifies this to just stating that all. Instead, whoever deals the damage which reduces a monster/NPC creature to 0hp zero HP can simply declare they are knocking them their target out rather than killing. killing them. Of course, this is still subject to DM arbitration as to wether whether this is possible given the ''way'' the damage was dealt (like dealt. It's certainly possible to knock somebody out with an area-effect fireball)
a TapOnTheHead; knocking them out with a Fireball is a little more dicey.
** In 5E, the Challenge Rating system is ''intended'' intended to help GMs the DM balance encounters, but is infamous for how bad it is at doing so.so. The Challenge Rating/CR of a monster is designed to tell you how great a threat the monster is by saying that four adventurers of the monster's CR should have a difficult but winnable fight. For example, if a monster's CR is 3, that means four party members, each of whom are at level 3, should find such a beast to be a worthy challenge, but not a deadly one. Trouble is, what counts as worthy of a high CR is completely arbitrary, self-contradictory, and hard to pin down. One monster with a CR of 10 may be surprisingly easy for a party of level 6 characters, while a monster with a CR of 12 may end up causing a TotalPartyKill on a level 15 party. Plus, even though the adventurers can only reach level 20, a monster's CR can go as high as 30, which is where the system gets really arbitrary. What exactly makes a CR 24 monster less deadly than a CR 27 monster, considering that the party is going to be underleveled no matter what? Challenge Rating is, at best, a loose approximation of the difficulty of a monster, and one that's going to be dependent on so many different factors -- player types, character classes, number of players, available spell slots, and more -- that it's all but useless.

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