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** Analysis Paralysis makes you skip turns at the start of a level until 6 turns are up or until you're put into check, whichever comes first. Aside from allowing White's pieces to move a fair bit into an advantageous position, it also adds turns to various reinforcement cards. It used to be even worse before, where you would keep skipping turns until White made a move that put you in check.
* 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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** Analysis Paralysis makes you skip turns at the start of a level until 6 turns are up or until you're put into check, whichever comes first. Aside from allowing White's pieces to move a fair bit into an advantageous position, it also adds turns to various reinforcement cards. It used to be even worse before, where you would keep skipping turns until White made a move that put you in check.
* 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.
check.

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* ScrappyWeapon: The Rightful Curtsey card allows Black to have a 50% chance of [[KnockBack knocking back]] any White pieces he hits. Not only is this extremely luck-based due to the random chance, but it will more often than not cause a discovered checkmate when a piece in front is knocked out of an attacker's range, or knock pieces (especially Knights) ''into'' an instant checkmate position on you. Strangely enough, getting two of these makes it ''less'' unreliable due to making the knockback always occur, and allowing the player to plan around it. An update gave it a BalanceBuff that made pieces knocked back unable to insta-checkmate you for the turn, but the discovered checkmate issue still exists.

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* ScrappyWeapon: ScrappyWeapon:
**
The Rightful Curtsey card allows Black to have a 50% chance of [[KnockBack knocking back]] any White pieces he hits. Not only is this extremely luck-based due to the random chance, but it will more often than not cause a discovered checkmate when a piece in front is knocked out of an attacker's range, or knock pieces (especially Knights) ''into'' an instant checkmate position on you. Strangely enough, getting two of these makes it ''less'' unreliable due to making the knockback always occur, and allowing the player to plan around it. An update gave it a BalanceBuff that made pieces knocked back unable to insta-checkmate you for the turn, but the discovered checkmate issue still exists.exists.
** After a {{Nerf}} that changed Unfaithful Steed's effect (+1 movement for every Knight Soul you have > +1 movement if there's a Knight on the board), it became borderline useless/having no effect. Knights are often the first pieces that a player kills thanks to their fast movement and getting in your face early. Furthermore, a number of much better Black cards have anti-synergy with keeping a Knight alive, like Courteous Jousting to get extra turns from killing Knights, or The Moat which prevents non-Knight pieces from crossing in one turn. This usually means Unfaithful Steed becomes a dead drop ''very'' quickly once the Knights all go down.
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** Iron Maiden makes Queens get their turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots. Any spawned Queens like those from Pawn promotion or the one spawned by Succubus or Genderqueer will also be invulnerable. This also makes it permanently impossible to get the very useful Queen Souls from thereon, unless you have King's Shoulders to throw an Iron Queen out of the map.

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** Iron Maiden makes Queens get their turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots.shots as long as any Non-Queen piece is alive. Any spawned Queens like those from Pawn promotion or the one spawned by Succubus or Genderqueer will also be invulnerable. This also makes it permanently impossible to get the very useful Queen Souls from thereon, unless you have King's Shoulders to throw an Iron Queen out of the map.



** Guilotine ''[[RemovedAchillesHeel removes the White King from the board.]]'' This forces you to kill all the pieces on the board to clear it and can screw you over if there are too many pieces, took too many cards that generate reinforcements, or if you don't have enough ways to take out multiple pieces at once. The only saving grace is that it requires you to get the Revolution card in order to show up, and [[MutuallyExclusivePowerups can't be taken at the same time as Iron Maiden.]]

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** Guilotine ''[[RemovedAchillesHeel removes the White King from the board.]]'' This forces you to kill all the pieces on the board to clear it and can screw you over if there are too many pieces, took too many cards that generate reinforcements, or if you don't have enough ways to take out multiple pieces at once. The only saving grace is that it requires you to get the Revolution card in order to show up, and it [[MutuallyExclusivePowerups can't couldn't be taken at the same time as Iron Maiden.]]Maiden...]] [[FromBadToWorse Till a later update]] changed how Iron Maiden worked so that Queens lose their invulnerably when they're the only pieces left, thus allowing both to be taken at the same time.
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** Cathedral removes a Bishop, adds a Rook... and all pieces adjacent to Rooks will only take a [[ScratchDamage maximum of 1 damage]] in a shot. Needless to say, this makes pieces near Rooks borderline unkillable, and while this card does open up the useful Church Organ card, the downside is still quite horrific.

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** Cathedral removes a Bishop, adds a Rook... and all non-Rook pieces adjacent to Rooks will only take a [[ScratchDamage maximum of 1 damage]] in a shot. Needless to say, this makes pieces near Rooks borderline unkillable, and while this card does open up the useful Church Organ card, the downside is still quite horrific.
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** Cathedral removes a Bishop, adds a Rook... and all pieces adjacent to Rooks will only take a [[ScratchDamage maximum of 1 damage]] in a shot. Needless to say, this makes pieces near Rooks borderline unkillable, and while this card does open up the useful Church Organ card, the downside is still quite horrific.
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** In a game where every turn counts, any movement abilities that can reliably and consistently grant you an ExtraTurn becomes one, especially since movement recharges your ammo and reloads any empty barrels:

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** In a game where every turn counts, any movement abilities that can reliably and consistently grant you an ExtraTurn becomes one, especially since you get doubled turns over the enemy and movement recharges your ammo and reloads any empty barrels:
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*** Royal Loafers doesn't give you a free turn, but it allows you to select a target, then move while auto-aim attacking that target at the same time to bypass the DoNotRunWithAGun rule. It's essentially two turns in one.

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*** Royal Loafers doesn't give you a free turn, but it allows you to select a target, then move while auto-aim attacking that target at the same time to bypass the DoNotRunWithAGun rule. It's essentially two turns in one. Furthermore, card effects count for the square you moved to and not the one you are on, meaning that High Focus' effects will still apply if you jumped from next to the enemy into a square without any adjacent ones, and Cornered Despot will take effect when you jump to an edge.
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*** Taunting Hop went from an impractical CherryTapping meme to a ''much better'' card due to a single change: Hopping on an enemy is now a once-per-turn free action. This makes it a very powerful escape strategy tool since you can now hop over an enemy piece then move again to get out of its range (which couldn't be done against Queens prior to the buff), plus you can whittle an enemy's health down to one-shot range and use your subsequent action to execute them.

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*** Taunting Hop went from an impractical CherryTapping meme to a ''much better'' card due to a single change: Hopping on an enemy is now a once-per-turn free action. This makes it a very powerful escape strategy tool since you can now hop over an adjacent enemy piece checking you then move again to get out of its range (which couldn't be done against Queens prior to the buff), plus you can whittle an enemy's health down to one-shot range and use your subsequent action to execute them.

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