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** The game has a wide variety of VanillaUnit cards. In a game where lots of weak Digimon have beneficial effects to give to their Digivolutions, this can be a downside, but they tend to shine in two main area. 1) VanillaUnit Digimon tend to have a higher printed DP than other cards of their level, especially 5000DP Rookies in a tier mostly consisting of 2-3000DP and 12-13000DP Megas instead of the more standard 11000DP. 2) Vanilla Unit Digimon tend to be cheaper, in terms of play cost and/or being lower-rarity.

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** The game has a wide variety of VanillaUnit vanilla cards. In a game where lots of weak Digimon have beneficial effects to give to their Digivolutions, this can be a downside, but they tend to shine in two main area. 1) VanillaUnit Digimon tend to have a higher printed DP than other cards of their level, especially 5000DP Rookies in a tier mostly consisting of 2-3000DP and 12-13000DP Megas instead of the more standard 11000DP. 2) Vanilla Unit Digimon tend to be cheaper, in terms of play cost and/or being lower-rarity.


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* ''TabletopGame/DisneyLorcana'' has some cards without any abilities, but they make up for it with some combination of a low ink cost, high stats, or large Lore value.
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** The basic lands are the simplest lands. They can tap for a single mana of one color. That's it. No bonuses and no drawbacks. Lands with additional utility or better mana abilities come with drawbacks like entering tapped.

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** The basic lands are the simplest lands. They can tap for a single mana of one color. That's it. No bonuses and no drawbacks. Lands with additional utility or better mana abilities come with drawbacks like entering tapped. Also you can put as many basic lands in your deck as you want, whereas you can only have four of any given nonbasic land.
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** ''Anime/MobileSuitGundam'': The humble [=GM=], the mass-produced version of the Gundam, is more than a match for their primary opposition the Zaku IIs, Goufs and Doms. However, unlike the Gundam they're made of regular titanium (except for their lunar titanium shield) and their beam spray gun has less range than the Gundam's beam rifle. In-universe, they're considered BoringButPractical, with a design that would continue to be used for decades with occasional improvements.

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** ''Anime/MobileSuitGundam'': The humble [=GM=], the mass-produced version of the Gundam, is more than a match for their primary opposition the Zaku IIs, [=IIs=], Goufs and Doms. However, unlike the Gundam they're made of regular titanium (except for their lunar titanium shield) and their beam spray gun has less range than the Gundam's beam rifle. In-universe, they're considered BoringButPractical, with a design that would continue to be used for decades with occasional improvements.
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* ''VideoGame/BattleForWesnoth'' has the Knalgan faction, comprised of dwarvish and human units. With two exceptions (Thief units which get BackStab and [[TheBerserker Ulfserkers]]) their unit roster has no special abilities or unusual attack traits. The above-average power and sturdiness of dwarves mostly makes up for the lack of special abilities, but they struggle to hit enemies in favorable terrain due to lack of any AlwaysAccurateAttack units like mages or marksmen.
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Crosswicking

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[[AC:Roguelike]]
* In ''VideoGame/LuckBeALandlord'', the Highlander is a {{Unique Item|s}} with an abnormally high coin payout at 6, but it has no synergies.
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** Gastro Acid turns the target Pokémon into a vanilla by suppressing its ability, leaving it with just raw stats and moves. Weezing's Neutralizing Gas ability takes this further by turning ''every'' Pokémon on the field, save itself, into a vanilla.

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** Gastro Acid turns the target Pokémon into a vanilla by suppressing its ability, leaving it with just raw stats and moves. Weezing's The Koffing line's Neutralizing Gas ability takes this further by turning ''every'' Pokémon on the field, save itself, into a vanilla.
vanilla. There are some Pokémon who ''can't'' be reduced to vanilla via either method as their abilities cannot be suppressed.
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** "Unique" units are campaign-only variations of a unit with improved stats corresponding to the unit's upgrade in the following era, e.g. the WWI German Soldier has the stats of a WW2 Marine but otherwise have no particular ability.

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** "Unique" units are campaign-only variations of a unit with improved stats corresponding to the unit's upgrade in the following era, e.g. the WWI German Soldier has the stats of a WW2 [=WW2=] Marine but otherwise have no particular ability.

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* ''VideoGame/{{Pokemon}}'': The majority of damage-dealing moves have a secondary effect, but there are some (e.g. Dazzling Gleam) that don't. They tend to have middle-of-the-road power -- stronger than moves with beneficial effects, and weaker than moves with drawbacks.

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* ''VideoGame/{{Pokemon}}'': ''VideoGame/{{Pokemon}}'':
**
The majority of damage-dealing moves have a secondary effect, but there are some (e.g. Dazzling Gleam) that don't. They tend to have middle-of-the-road power -- stronger than moves with beneficial effects, and weaker than moves with drawbacks.
** Gastro Acid turns the target Pokémon into a vanilla by suppressing its ability, leaving it with just raw stats and moves. Weezing's Neutralizing Gas ability takes this further by turning ''every'' Pokémon on the field, save itself, into a vanilla.


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[[AC:Puzzle Game]]
* ''VideoGame/AngryBirds'': Red and Terence are the only birds without special abilities. Red is an example of the LowTierLetdown sort of vanilla unit; conversely, Terence is one of the strongest birds in the game, making up for his lack of abilities with raw destructive power. ''VideoGame/AngryBirds2'' gives Red a new ability in the form of a [[SuperScream battle cry]] that pushes around structures and pigs, but Terence still has no abilities.
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* ''VideoGame/WarcraftIIIReignOfChaos'':

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* ''VideoGame/WarcraftIIIReignOfChaos'': ''[[VideoGame/{{Warcraft}} Warcraft III: Reign of Chaos]]'':



** If Reimu has a needle-based shot type, it probably serves as the "vanilla" shot type: the needles only go forward and have no special abilities, but they have high power to compensate. However, there are exceptions, like ''VideoGame/SubterraneanAnimism'' giving the Needle Reimu shot type the unique ability to warp between the left and right edges of the screen.
** In ''VideoGame/DoubleDealingCharacter'', the weapons of the three protagonists are acting oddly. At the start of the game, you can choose whether you want to use the cursed weapon. Choosing not to gives you a more basic shot type.
** In ''VideoGame/WilyBeastAndWeakestCreature'', collecting five spirits makes you enter Roaring Mode. If you got three or more beast spirits of the same type, you enter Berserk Roaring Mode, which triggers a power depending on the type of beast spirit, as well as giving you some generic benefits like protecting you from one hit. If not, you enter the "vanilla" Roaring Mode, which only offers the generic benefits.

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** If Reimu has a needle-based shot type, it probably serves as the "vanilla" shot type: the needles only go forward and have no special abilities, but they have high power to compensate. However, there are exceptions, like ''VideoGame/SubterraneanAnimism'' ''[[VideoGame/TouhouChireidenSubterraneanAnimism Subterranean Animism]]'' giving the Needle Reimu shot type the unique ability to warp between the left and right edges of the screen.
** In ''VideoGame/DoubleDealingCharacter'', ''[[VideoGame/TouhouKishinjouDoubleDealingCharacter Double Dealing Character]]'', the weapons of the three protagonists are acting oddly. At the start of the game, you can choose whether you want to use the cursed weapon. Choosing not to gives you a more basic shot type.
** In ''VideoGame/WilyBeastAndWeakestCreature'', ''[[VideoGame/TouhouKikeijuuWilyBeastAndWeakestCreature Wily Beast and Weakest Creature]]'', collecting five spirits makes you enter Roaring Mode. If you got three or more beast spirits of the same type, you enter Berserk Roaring Mode, which triggers a power depending on the type of beast spirit, as well as giving you some generic benefits like protecting you from one hit. If not, you enter the "vanilla" Roaring Mode, which only offers the generic benefits.
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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. The High Evolutionary unlocks abilities for all these units at the start of a game if he's in your deck, making them no longer vanilla -- ironically, that makes him a Virtual Vanilla since he has no other abilities that trigger over the course of the game.

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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. The High Evolutionary unlocks abilities for all these units at the start of a game if he's in your deck, making them no longer vanilla -- ironically, that makes him a Virtual technical Vanilla since he has no other abilities that trigger over the course of the game.
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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. The High Evolutionary unlocks abilities for all these units at the start of a game if he's in your deck, making them no longer vanilla.

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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. The High Evolutionary unlocks abilities for all these units at the start of a game if he's in your deck, making them no longer vanilla.vanilla -- ironically, that makes him a Virtual Vanilla since he has no other abilities that trigger over the course of the game.
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** The Wall-Nut is the most basic defensive plant, doing nothing but absorbing a large amount of damage from zombies. Other defensive plants have special effects, such as the capability to block vaulting or airborne zombies, health regeneration, damaging the zombies attacking it, knocking back zombies, or having a much quicker recharge time. The Wall-Nut still has more health than most of these and is cheaper than them at 50 sun.

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** The Wall-Nut Wall-nut is the most basic defensive plant, doing nothing but absorbing a large amount of damage from zombies. Other defensive plants have special effects, such as the capability to block vaulting or airborne zombies, health regeneration, damaging the zombies attacking it, knocking back zombies, or having a much quicker recharge time. The Wall-Nut Wall-nut still has more health than most of these and is cheaper than them at 50 sun.
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** The Peashooter is the most basic attacking plant with low cost but no special abilities, compared to other Peashooter variants which have abilities like chilling enemies, firing more shots, attacking other lanes, or shooting backwards. Even the Cabbage-Pult, another plant with the same cost and no special effects, has the capability to hit submerged Snorkels and bypass Screen Doors and Ladders.

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** The Peashooter is the most basic attacking plant with low cost but no special abilities, compared to other plants (including Peashooter variants variants) which have abilities like chilling enemies, firing more shots, attacking other lanes, or shooting backwards. Even the Cabbage-Pult, another plant with the same cost and no special effects, has the capability to hit submerged Snorkels Snorkel Zombies and bypass the shields of zombies who have them (such as Newspaper, Screen Doors Door and Ladders.Ladder Zombies).



** The Wall-Nut is the most basic defensive plant, doing nothing but absorbing a large amount of damage from zombies. Other defensive plants have special effects, such as the capability to block vaulting or airborne zombies, health regeneration, damaging the zombies attacking it, knocking back zombies, or having a much quicker recharge time. Wall-nut still has more health than most of these and is cheaper than them at 50 sun.

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** The Wall-Nut is the most basic defensive plant, doing nothing but absorbing a large amount of damage from zombies. Other defensive plants have special effects, such as the capability to block vaulting or airborne zombies, health regeneration, damaging the zombies attacking it, knocking back zombies, or having a much quicker recharge time. Wall-nut The Wall-Nut still has more health than most of these and is cheaper than them at 50 sun.
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** There is at least one fighter of this kind for each plant/zombie card class. ''Franchise/PlantsVsZombies'' being a pun-based series, there's even a unit that plays this in both the ''literal'' and trope sense -- The Smarty Class' [[https://plantsvszombies.fandom.com/wiki/Vanilla Vanilla]], a 3-cost 3/3 vanilla flower (and bean) with no special abilities.
** There are also several Virtual Vanilla units with "when played" effects and nothing else, although considering how devastating some of their effects are[[labelnote:For instance]]Pineclone turning all plants on board into 3/3 Pineclones, Cornucopia spawning random plants in every lane, Brainana removing all of the Zombie Hero's [[YouRequireMoreVespeneGas Brains]] for the turn, and Zombot 1000 destroying all plant units on the field[[/labelnote]], they're often never considered vanilla.

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** There is at least one fighter of this kind for each plant/zombie card class. ''Franchise/PlantsVsZombies'' being a pun-based series, there's even a unit fighter that plays this in both the ''literal'' and trope sense -- The the Smarty Class' [[https://plantsvszombies.fandom.com/wiki/Vanilla Vanilla]], a 3-cost 3/3 vanilla flower (and bean) with no special abilities.
** There are also several Virtual Vanilla units fighters with "when played" effects and nothing else, although considering how devastating some of their effects are[[labelnote:For instance]]Pineclone turning all plants on board into 3/3 Pineclones, Cornucopia spawning random plants in every lane, Brainana removing all of the Zombie Hero's [[YouRequireMoreVespeneGas Brains]] for the turn, and Zombot 1000 destroying all plant units on the field[[/labelnote]], they're often never considered vanilla.
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** There is at least one of these for each class. ''PVZ'' being a pun-based series, there's even a unit that plays this in both the ''literal'' and trope sense -- The Smarty Class' [[https://plantsvszombies.fandom.com/wiki/Vanilla Vanilla]], a 3-cost 3/3 vanilla flower (and bean) with no special abilities.
** There are also several Virtual Vanilla units with "when played" effects and nothing else, although considering how devastating some of their effects are[[note]]Pineclone turning all plants on board into 3/3 Pineclones, Cornucopia spawning random plants in every lane, Brainana removing all Zombie Hero's [[YouRequireMoreVespeneGas Brains]] for the turn, Zombot 1000 destroying all plant units on the field[[/note]], they're often never considered vanilla.

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** There is at least one fighter of these this kind for each plant/zombie card class. ''PVZ'' ''Franchise/PlantsVsZombies'' being a pun-based series, there's even a unit that plays this in both the ''literal'' and trope sense -- The Smarty Class' [[https://plantsvszombies.fandom.com/wiki/Vanilla Vanilla]], a 3-cost 3/3 vanilla flower (and bean) with no special abilities.
** There are also several Virtual Vanilla units with "when played" effects and nothing else, although considering how devastating some of their effects are[[note]]Pineclone are[[labelnote:For instance]]Pineclone turning all plants on board into 3/3 Pineclones, Cornucopia spawning random plants in every lane, Brainana removing all of the Zombie Hero's [[YouRequireMoreVespeneGas Brains]] for the turn, and Zombot 1000 destroying all plant units on the field[[/note]], field[[/labelnote]], they're often never considered vanilla.

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Vanilla units may seem boring, and they indeed tend to be BoringButPractical if they're playable at all, but there are still plenty of reasons to include them in a game. They're useful for keeping the level of complexity manageable, especially if a lot of units will appear in a match.[[note]]In particular, abilities that can churn out a lot of units will usually generate vanillas, both for balance and complexity reasons.[[/note]] Sometimes they're intended as easy-to-use units for beginners, and progression in the game involves replacing them with better ones. Sometimes they're there to serve as a useful basis for comparisons, or to challenge players to decide when the vanilla unit is better than a unit with worse stats and an ability. Vanillas are also a simple way to show you what to expect of a game's factions: the offence-oriented faction gets GlassCannon vanilla monsters, the defence-oriented faction gets StoneWall vanilla monsters, the most monster-friendly faction gets the strongest vanilla monsters, and so on. Also, the lack of rules text means a lot of room for FlavourText.

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Vanilla units may seem boring, and they indeed tend to be BoringButPractical if they're playable at all, but there are still plenty of reasons to include them in a game. They're useful for keeping the level of complexity manageable, especially if a lot of units will appear in a match.[[note]]In particular, abilities that can churn out a lot of units will usually generate vanillas, both for balance and complexity reasons.[[/note]] Sometimes they're intended as easy-to-use units for beginners, and progression in the game involves replacing them with better ones. Sometimes they're there to serve as a useful basis for comparisons, or to challenge players to decide when the vanilla unit is better than a unit with worse stats and an ability. If a game wants its units to be comparable in quality, there may be a vanilla unit with high base stats.

Vanillas are also a simple way to show you what to expect of a game's factions: the offence-oriented faction gets GlassCannon vanilla monsters, the defence-oriented faction gets StoneWall vanilla monsters, the most monster-friendly faction gets the strongest vanilla monsters, and so on. Also, the lack of rules text means a lot of room for FlavourText.
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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. %%The High Evolutionary unlocks abilities for all these units if he's in your deck, making them no longer vanilla.

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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. %%The The High Evolutionary unlocks abilities for all these units at the start of a game if he's in your deck, making them no longer vanilla.
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* ''VideoGame/AdvanceWars'' has tanks. They can't capture or get boosted vision on mountains like infantry, lack the high vision of recons, can't supply or transport like [=APCs=], can't one-punch air units like anti-airs, can't strike over distances like indirects, can't transverse seas or the air like naval or air units, and have no special affinities or unique traits. All it has is bog-standard average fuel, ammo, movement, and vision, and a primary and secondary weapon... meaning it is [[SimpleYetAwesome the most versatile unit at your disposal]].
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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent.

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** Any of the generic "good stats for the cost" cards with no effect. The Hulk is probably the most major one, being a 12 Power body for 6 Energy. That's the most efficient stats-to-cost in the game with no downside, but there are cards that can combo to get bigger than that or do more to disrupt the opponent. %%The High Evolutionary unlocks abilities for all these units if he's in your deck, making them no longer vanilla.

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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', most ingredients have an effect in addition to filling the pot, which every ingredient does. The exception is the orange Pumpkin, whose only function is filling the pot by one space. To compensate, it's the cheapest chip in the game. The ''Herb Witches'' ExpansionPack adds a type of orange chip at the opposite extreme -- it's the most expensive chip, and it fills the pot by six spaces.

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* ''TabletopGame/{{Parks}}'': The ''Nightfall'' ExpansionPack adds parks with effects like "you may reserve or buy another park" and "you gain two suns" when you buy them. This retroactively highlights the original parks' positions as vanillas, as they do nothing but give you points when you buy them.
* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', most ingredients have an effect in addition to filling the pot, which every ingredient does. The exception is the orange Pumpkin, whose only function is filling the pot by one space. To compensate, it's the cheapest chip in the game. The ''Herb Witches'' ExpansionPack adds a type of orange chip at the opposite extreme -- it's the most expensive chip, and it fills the pot by a whopping six spaces.
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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', most ingredients have an effect. The exception is the orange Pumpkin. Its only function is filling the pot by one field, which every ingredient does. To compensate, it's the cheapest chip in the game.

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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', most ingredients have an effect. effect in addition to filling the pot, which every ingredient does. The exception is the orange Pumpkin. Its Pumpkin, whose only function is filling the pot by one field, which every ingredient does.space. To compensate, it's the cheapest chip in the game. The ''Herb Witches'' ExpansionPack adds a type of orange chip at the opposite extreme -- it's the most expensive chip, and it fills the pot by six spaces.
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* ''VideoGame/PlantsVsZombies'':

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* ''VideoGame/PlantsVsZombies'':''VideoGame/PlantsVsZombies'' and its sequel ''VideoGame/PlantsVsZombies2ItsAboutTime'':




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** The Wall-Nut is the most basic defensive plant, doing nothing but absorbing a large amount of damage from zombies. Other defensive plants have special effects, such as the capability to block vaulting or airborne zombies, health regeneration, damaging the zombies attacking it, knocking back zombies, or having a much quicker recharge time. Wall-nut still has more health than most of these and is cheaper than them at 50 sun.
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* In ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', most ingredients have an effect. The exception is the orange Pumpkin. Its only function is filling the pot by one field, which every ingredient does. To compensate, it's the cheapest chip in the game.
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Oops. It's Dice Forge, not Dice Force. (Even if the latter admittedly sounds cool.)


* ''TabletopGame/DiceForce'': Many dice faces do nothing but give you Glory Points whenever you roll them. Also, some of the high-value Heroic Feats do nothing but give you a fixed sum of points.

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* ''TabletopGame/DiceForce'': ''TabletopGame/DiceForge'': Many dice faces do nothing but give you Glory Points whenever you roll them. Also, some of the high-value Heroic Feats do nothing but give you a fixed sum of points.

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Changing "Trading Card Game" to the standardized "Collectible Card Game".


[[AC:Parlour Games]]
* ''TabletopGame/Werewolf1997'':
** A vanilla player has no special abilities. They can vote, and they get the appropriate factional ability if there is any, but that's it. The most basic player is the Vanilla Townie, which has no abilities. These vanillas are important because a setup full of power roles is hard to balance.
** The Named Townie has no abilities. It's a Vanilla Townie in all but name, though the mere fact that it's named makes it easy for the player to confirm themselves as Town.
** False roles are vanilla players who were told that they had a power.
** There are a few power roles that interact with vanilla status, e.g. the Neapolitan (who can check if a player is vanilla) and the Vanillaiser (who can forcibly turn someone else into a vanilla player).

[[AC:Tabletop RPG]]
* ''TabletopGame/DungeonsAndDragons'':
** In 1st and 2nd edition Fighters were just good at attacking and soaking up damage. They didn't have any spells or special abilities. 3rd edition added a degree of customization with a bunch of bonus feats and later editions threw in subclasses with supernatural abilities but they're still best at hitting things.
** 3rd edition also added a series of barebone NPC classes to be assigned to the many unimportant NonPlayerCharacter background, none of them with any special abilities of their own. The Fighters of earlier editions were replicated as Warriors, city-guard grunts that can hold their own in a fight but little else; and joined in by the Adepts, that can cast a few spells but gain none of the other spellcaster abilities; Experts, with many skill points to simulate NPC professions of varying mastery and that's it; Aristocrats, the wealthy gentry often acting as quest givers; and most infamously, Commoners, who have the ''worst'' HitPoints and skill points and precisely nothing beyond that.

[[AC:Trading Card Games]]

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[[AC:Parlour Games]]
* ''TabletopGame/Werewolf1997'':
** A vanilla player has no special abilities. They can vote, and they get the appropriate factional ability if there is any, but that's it. The most basic player is the Vanilla Townie, which has no abilities. These vanillas are important because a setup full of power roles is hard to balance.
** The Named Townie has no abilities. It's a Vanilla Townie in all but name, though the mere fact that it's named makes it easy for the player to confirm themselves as Town.
** False roles are vanilla players who were told that they had a power.
** There are a few power roles that interact with vanilla status, e.g. the Neapolitan (who can check if a player is vanilla) and the Vanillaiser (who can forcibly turn someone else into a vanilla player).

[[AC:Tabletop RPG]]
* ''TabletopGame/DungeonsAndDragons'':
** In 1st and 2nd edition Fighters were just good at attacking and soaking up damage. They didn't have any spells or special abilities. 3rd edition added a degree of customization with a bunch of bonus feats and later editions threw in subclasses with supernatural abilities but they're still best at hitting things.
** 3rd edition also added a series of barebone NPC classes to be assigned to the many unimportant NonPlayerCharacter background, none of them with any special abilities of their own. The Fighters of earlier editions were replicated as Warriors, city-guard grunts that can hold their own in a fight but little else; and joined in by the Adepts, that can cast a few spells but gain none of the other spellcaster abilities; Experts, with many skill points to simulate NPC professions of varying mastery and that's it; Aristocrats, the wealthy gentry often acting as quest givers; and most infamously, Commoners, who have the ''worst'' HitPoints and skill points and precisely nothing beyond that.

[[AC:Trading
[[AC:Collectible Card Games]]


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[[AC:Parlour Games]]
* ''TabletopGame/Werewolf1997'':
** A vanilla player has no special abilities. They can vote, and they get the appropriate factional ability if there is any, but that's it. The most basic player is the Vanilla Townie, which has no abilities. These vanillas are important because a setup full of power roles is hard to balance.
** The Named Townie has no abilities. It's a Vanilla Townie in all but name, though the mere fact that it's named makes it easy for the player to confirm themselves as Town.
** False roles are vanilla players who were told that they had a power.
** There are a few power roles that interact with vanilla status, e.g. the Neapolitan (who can check if a player is vanilla) and the Vanillaiser (who can forcibly turn someone else into a vanilla player).

[[AC:Tabletop RPG]]
* ''TabletopGame/DungeonsAndDragons'':
** In 1st and 2nd edition Fighters were just good at attacking and soaking up damage. They didn't have any spells or special abilities. 3rd edition added a degree of customization with a bunch of bonus feats and later editions threw in subclasses with supernatural abilities but they're still best at hitting things.
** 3rd edition also added a series of barebone NPC classes to be assigned to the many unimportant NonPlayerCharacter background, none of them with any special abilities of their own. The Fighters of earlier editions were replicated as Warriors, city-guard grunts that can hold their own in a fight but little else; and joined in by the Adepts, that can cast a few spells but gain none of the other spellcaster abilities; Experts, with many skill points to simulate NPC professions of varying mastery and that's it; Aristocrats, the wealthy gentry often acting as quest givers; and most infamously, Commoners, who have the ''worst'' HitPoints and skill points and precisely nothing beyond that.
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* ''TabletopGame/{{Digimon}}'':

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* ''TabletopGame/{{Digimon}}'':''TabletopGame/DigimonCardGame'':
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* ''TabletopGame/{{Splendor}} Duel'':
** Most cards give subsequent cards a ReducedResourceCost, and may have an additional ability. A few don't, but offer higher point values to compensate.
** Out of the four nobles, three of them have an ability and are worth 2 points. The last one has no ability, but is worth 3 points instead.

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* '''[[BreadEggsBreadedEggs Virtual French vanilla:]]''' A unit that has an ability that triggers when you play it, and is essentially a French vanilla after that point.

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* '''[[BreadEggsBreadedEggs Virtual French vanilla:]]''' A unit that has an ability that triggers when you play it, and is essentially a French vanilla after that point.
point. This sort of character stretches the definition of what a vanilla is, so it's rare for them to be considered as a "vanilla" in the first place.



[[AC:Strategy RPG]]
* ''VideoGame/FireEmblem'': Most weapons in classic games (up to ''Awakening'') have no special effects, which serves to make the ones that ''do'' have them feel more special. However, later games took the exact opposite approach by making all weapon have special effects (negative and positive) to balance out the absence of a BreakableWeapons system.



* ''VideoGame/PlantsVsZombies'': The Peashooter is the most basic plant with low cost but no special abilities, compared to other Peashooter variants which have abilities like chilling enemies, firing more shots, attacking other lanes, or shooting backwards. Even the Cabbage-Pult, another plant with the same cost and no special effects, has the capability to hit submerged Snorkels and bypass Screen Doors and Ladders.

to:

* ''VideoGame/PlantsVsZombies'': ''VideoGame/PlantsVsZombies'':
**
The Peashooter is the most basic attacking plant with low cost but no special abilities, compared to other Peashooter variants which have abilities like chilling enemies, firing more shots, attacking other lanes, or shooting backwards. Even the Cabbage-Pult, another plant with the same cost and no special effects, has the capability to hit submerged Snorkels and bypass Screen Doors and Ladders.
** The Sunflower is the most basic sun-producing plant. All it does is generate a single sun every so often with no other effects, while other sun producers have abilities like generating more sun over time, making zombies drop sun when damaged, or instantly killing zombies and then generating sun. To make up for it, it's cheap to place and very reliable at producing sun.


Added DiffLines:

* ''VideoGame/FireEmblem'': Most weapons in classic games (up to ''Awakening'') have no special effects, which serves to make the ones that ''do'' have them feel more special. However, later games took the exact opposite approach by making all weapon have special effects (negative and positive) to balance out the absence of a BreakableWeapons system.

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