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** Analysis Paralysis is a White card that gives ''the enemy'' six free turns that end once they're over or until you're put in check, whichever comes first. It can be stacked twice to give White's pieces up to 12 free turns.
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* HeelFaceTurn: The Black King's pieces, who desert him in the beginning to become white pieces and ever after make their moves against him.
* HereWeGoAgain: The game always begins with the Black King being such a BadBoss that all his pieces defect to the White King. When the Black King beats the White King and reasserts dominance over his pieces... he quickly demonstrates that he has learned nothing, and keeps being such a tyrant that his pieces rebel ''again'', setting the stage for a new game.
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* {{Bowdlerize}}: When the game was ported to consoles, the developers had to tone down certain instances of strong profanity to comply with the E10+ rating it was given. Notably, one line in the newly added tutorial had the Black King insult the two knights he encounters by calling them "horse-smoochers" instead of "horse-fuckers" as he originally did.
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Blade on a Stick may be disambiguated, but it looks like A Thicket of Spears fits the description

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* AThicketOfSpears: The Pikemen white card gives all Pawns a spear that allows them to attack 2 squares forward, nullifying their greatest weakness in the inability to attack straight downwards and replacing it with a strength. It gets even deadlier if combined with Militia, which allows Pawns to move in all cardinal directions and attack in all diagonals, because Pikemen will also allow them to attack 2 squares in every cardinal direction! It did get nerfed later on, where it now prevents Pawns from attacking diagonally.
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* YetAnotherStupidDeath: In relative order of being your own fault to the game's fault:
** [[EpicFail Dying even with Black Mist active]] because every square is put in check, usually by skipping/wasting turns on purpose.
** Killing a piece that was blocking another piece that would've put you in check, causing a discovered checkmate.
** Righteous Curtsy rolls a 50/50 and pushes a piece that was blocking another piece, causing a discovered checkmate.
** The grenade you threw with Kingly Alms ends up bouncing and landing right next to you.
** Firing at a piece right next to you and some bullets miss because your spread is too high, letting the piece kill you. Folly Shield will ''not'' protect you when firing at near point-blank range with enough Firepower.
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Blade On A Stick has been disambiguated


* BladeOnAStick: The Pikemen white card gives all Pawns a spear that allows them to attack 2 squares forward, nullifying their greatest weakness in the inability to attack straight downwards and replacing it with a strength. It gets even deadlier if combined with Militia, which allows Pawns to move in all cardinal directions and attack in all diagonals, because Pikemen will also allow them to attack 2 squares in every cardinal direction! It did get nerfed later on, where it now prevents Pawns from attacking diagonally.
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* TheManyDeathsOfYou: Besides the standard "caputured/crushed by a White Piece", there are a few other ways to die:

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* TheManyDeathsOfYou: Besides the standard "caputured/crushed "captured/crushed by a White Piece", there are a few other ways to die:
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* CursedWithAwesome: Some Black Cards turn [[ChooseAHandicap White Cards]] into advantage. For example, ''Military Academy'' adds a Knight every 10 turns, which means a potential free turn every 10 turns if you have ''Courteous Jousting''.
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** Pieces knocked back from Rightful Curtsey/Ramesses II and Rooks that uses Castle to swap with a King can no longer instantly checkmate you, making the former more appealing and the latter far less dangerous.

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** Pieces knocked back from Rightful Curtsey/Ramesses II and Rooks that uses used Castle to swap with a King can no longer instantly checkmate you, making the former more appealing and the latter far less dangerous.
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* InjuredVulnerability: The Caltrops card makes any piece that has been injured (not at full health) lose 2 speed, meaning that they take 2 more turns before moving.
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* EpicFail: With a right combination of White Cards, it's possible for ''every'' square to be in check to the point where [[OneUp Black Mist]], which saves you from death and places you on an safe square, [[https://www.youtube.com/watch?v=fmLEh1rGmJQ fails to work]]. Even if you do get the right combination of cards, you'd have to be trying on purpose to get checkmated this badly (i.e. not killing the Militia Pikemen Pawns).

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* EpicFail: With a right combination of White Cards, it's possible for ''every'' square to be in check to the point where [[OneUp Black Mist]], which saves you from death and places you on an a safe square, [[https://www.youtube.com/watch?v=fmLEh1rGmJQ fails to work]]. Even if you do get the right combination of cards, you'd have to be trying on purpose to get checkmated this badly (i.e. not killing the Militia Pikemen Pawns).
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* SuccubiAndIncubi: A possible White card is called Succubus and it depicts a White Queen with demonic wings. In-game, its effect adds another Queen to the board, but gives you a free Soul slot implying that White's forces sold their soul to one.

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* SuccubiAndIncubi: A possible White card is called Succubus and it depicts a White Queen with demonic wings. In-game, its effect adds another Queen to the board, but gives you a free Soul slot implying that White's forces King sold their soul to one.get her as a mistress.
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* SuccubiAndIncubi: A possible White card is called Succubus and it depicts a White Queen with demonic wings. In-game, its effect adds another Queen to the board, but gives you a free Soul slot implying that White's forces sold their soul to one.
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* GeoEffects: The Moat is a card that converts the fourth row from the bottom into Moat tiles. Any piece (including the Black King) that isn't a Knight or an Ascension Bishop cannot cross it in one move, forcing them to move onto the moat first before being able to attack the other side of the map from there. The Deep Waters card takes things even further by preventing any non-Knight piece on the Moat from attacking you until they get off.

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* GeoEffects: The Moat is a card that converts the fourth row from the bottom rank into Moat tiles. Any piece (including the Black King) that isn't a Knight or an Ascension Bishop cannot cross it in one move, forcing them to move onto the moat first before being able to attack the other side of the map from there. The Deep Waters card takes things even further by preventing any non-Knight piece on the Moat from attacking you until they get off.
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* ShortRangeShotgun: While you can aim your shotgun to increase its range, it will increase its firing arc so that less pellets will have a chance of hitting one target, at best hitting multiple targets at once. You can increase the range and decrease the firing arc though, with the Engraved Scope upgrade allowing you to turn the shotgun into essentially a sniper rifle temporarily.

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* ShortRangeShotgun: While you can aim your shotgun to increase its range, it will increase its firing arc so that less pellets will have a chance of hitting one target, at best hitting multiple targets at once. You can increase the range and decrease the firing arc though, with the Engraved Scope upgrade allowing you to turn the shotgun into essentially a sniper rifle temporarily. Alternatively, with enough raw firepower, even a wide shotgun becomes useful at most ranges, tearing large chunks of health out of entire swathes of enemies.
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* BeginWithAFinisher: Welcome Gift gives you a whopping 4 extra firepower, but deactivates for the floor if you reload even once. This encourages you to your first clip count.

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* BeginWithAFinisher: Welcome Gift gives you a whopping 4 extra firepower, but deactivates for the floor if you reload even once. This encourages you to make your first clip count.
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* BeginWithAFinisher: Welcome Gift gives you a whopping 4 extra firepower, but deactivates for the floor if you reload even once. This encourages you to your first clip count.
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** Royal Loafers effectively gives you two turns in one by allowing you to tag an enemy, then fire at them while you make a move.
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** Undercover Mission places a waypoint on the upper side of the board that when landed on, will allow the Black King to sabotage White's pieces in a debilitating way. This effect can be selected by the player, ranging from deactivating a White card, lowering the max HP of all of White's units by 1, getting free ammo and refills, or damaging the White King.

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** Undercover Mission places a waypoint on the upper side of the board that when landed on, will allow the Black King to sabotage White's pieces in a debilitating way. This effect can be selected by the player, ranging from [[ManipulatingTheOpponentsDeck deactivating a White card, card]], [[MaximumHPReduction lowering the max HP of all of White's units by 1, 1]], getting free ammo and refills, or damaging the White King.
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* AchievementMockery: You get an achievement from getting eaten by the FinalBoss White King, and another from getting blown up by your own Kingly Alms grenades.
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* ManipulatingTheOpponentsDeck: One of the choices for reaching the waypoint spawned by Undercover Mission is "Sabotage the White Army". This allows the Black King to select and deactivate one of White's cards for the floor, making them lose their effect while retroactively removing pieces that those cards spawned (such as removing the Queen if Homecoming was selected).

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* ManipulatingTheOpponentsDeck: One of the choices for reaching the waypoint spawned by Undercover Mission is "Sabotage the White Army". This allows the Black King to select and deactivate one of White's cards for the floor, making them lose their effect while retroactively removing pieces that those cards spawned (such as removing the a Queen if Homecoming was selected).
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* ManipulatingTheOpponentsDeck: One of the choices for reaching the waypoint spawned by Undercover Mission is "Sabotage the White Army". This allows the Black King to select and deactivate one of White's cards for the floor, making them lose their effect while retroactively removing pieces that those cards spawned (such as removing the Queen if Homecoming was selected).
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* AirborneMook: The Ascension white card turns Bishops into these, allowing them to move/attack past other pieces unblocked. It also makes them unaffected by [[GeoEffects The Moat]].
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* GoombaStomp: The Taunting Hop black card allows the Black King to hop on an enemy to an empty square on the other side as a free action once per turn, dealing 1 damage to that enemy. It can be used as a method of escape or a means to [[CherryTapping finish off enemies]].
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** Taunting Hop got changed to using up your turn into becoming a free action once per turn.

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** Taunting Hop got changed to from using up your turn into becoming a free action once per turn.turn, making it ''much'' more viable as a means of escape or dealing chip damage to soften enemies up.
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Pawns are allowed for this, apparently, as long as there's only ONE bishop on the field.


* GuideDangIt: In order to get fight the TrueFinalBoss and obtain the secret endings, [[spoiler:you need White to have both the Theocracy and The Red Book cards, and have no other pieces but a ''single'' White bishop alive when you defeat the final White King. The only hints one gets is the Black Bishop holding a red book in the opening cutscene, and a White Bishop holding the same book in the standard ending]]. Getting the best ending ''also'' requires that you have [[spoiler:at least 1 remaining shell loaded in your shotgun when the Black Bishop is felled]].

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* GuideDangIt: In order to get fight the TrueFinalBoss and obtain the secret endings, [[spoiler:you need White to have both the Theocracy and The Red Book cards, and have no other pieces but a ''single'' White bishop alive when you defeat the final White King. The only hints one gets is the Black Bishop holding a red book in the opening cutscene, and a White Bishop holding the same book in the standard ending]]. Getting the best ending ''also'' requires that you have [[spoiler:at least 1 remaining shell loaded in your shotgun when the Black Bishop is felled]].

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Removed: 122

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** The KnockBack from Rightful Curtsey now prevents affected pieces from attacking you on the same turn, which used to be a source of cheap deaths (especially against Knights). It still does ''not'' save you from discovered check from knocking a piece out of another's attack.
** Castle no longer allows Rooks to instantly checkmate you upon a swap, making it much more tolerable, if still annoying.

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** The KnockBack from Rightful Curtsey now prevents affected pieces from attacking you on the same turn, which used to be a source of cheap deaths (especially against Knights). It still does ''not'' ''does not'' save you from discovered check from knocking a piece out of another's attack.
** Castle no longer allows Rooks to instantly checkmate you upon a swap, making it much more tolerable, if still annoying.
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* {{Nerf}}:
** Kingly Alms grenades now draw from a separate ammunition pool and only deal 2 instead of 3 damage, preventing GrenadeSpam from ending the enemy forces early on.
** Unfaithful Steed now requires a surviving enemy Knight instead of the Black King having Knight Souls, making Knight Souls no longer a way to get fast.
** Pikemen now prevents Pawns from attacking diagonally, making it easier to sidestep them. It also means Militia Pikemen pawns are no longer an InstantDeathRadius.
** Castle no longer allows Rooks to instantly checkmate you upon a swap, making it ''much more'' tolerable, if still annoying.

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* AntiFrustrationFeatures: The folly shields. They exist primarily to prevent you from accidentally checkmating yourself, however they activate if there is even a hint of danger, even if there’s a 99% chance you’ll take the checking piece out before it can move. They can be disabled in the settings.

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* AntiFrustrationFeatures: AntiFrustrationFeature:
**
The folly shields. They exist primarily to prevent you from accidentally checkmating yourself, however they activate if there is even a hint of danger, even if there’s a 99% chance you’ll take the checking piece out before it can move. They can be disabled in the settings.settings.
** Pieces knocked back from Rightful Curtsey/Ramesses II and Rooks that uses Castle to swap with a King can no longer instantly checkmate you, making the former more appealing and the latter far less dangerous.



* SwapTeleportation: The Castle card makes the King swap places with a surviving Rook whenever he would take damage, causing the Rook to [[TakingTheBullet take damage in his stead]]. If you're orthogonally lined up with the King and the Rook survives taking the shot (quite likely, as they have 5 health without modifiers), you will be immediately checkmated. Be thankful its a rare spawn.

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* SwapTeleportation: The Castle card makes the King swap places with a surviving Rook whenever he would take damage, causing the Rook to [[TakingTheBullet take damage in his stead]]. If you're It used to allow Rooks to instant-checkmate you if you were orthogonally lined up with the King and the Rook survives taking the shot (quite likely, as they have 5 health without modifiers), you will be immediately checkmated. Be thankful its a rare spawn.but this no longer happens.
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** Castle no longer allows Rooks to instantly checkmate you upon a swap, making it much more tolerable, if still annoying.
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* ArbitraryMinimumRange: The Presbyopia Black Card makes both Queens and Bishops unable to attack you if they're right next to you.


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* RapidAging: The Golden Aging card causes this with the enemy King and Queen. It makes both have 1 less health, and every 10 turns their speed decreases by one, making them move less and less often. It also is a prerequisite for [[ArbitraryMinimumRange Presbyopia]].

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