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Trying to make it more clear what "clogging a deck" actually means.


Many {{Deckbuilding Game}}s, and some other games where the players get their own deck of cards, feature cards intended to clog up decks and make draws worse. These Deck Cloggers may also have other detrimental effects, like negative point values, to further penalize players or incentivize them to get rid of them. On the other hand, even if having them is undesirable, some Deck Cloggers have weak positive effects or [[NotCompletelyUseless are useful in specific situations]].

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Many {{Deckbuilding Game}}s, and some other games where the players get their own deck of cards, feature cards intended to clog up decks be drawn instead of other, more useful cards and make draws worse. These Deck Cloggers may also have other detrimental effects, like negative point values, to further penalize players or incentivize them to get rid of them. On the other hand, even if having them is undesirable, some Deck Cloggers have weak positive effects or [[NotCompletelyUseless are useful in specific situations]].
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General clarification on work content


* ''[[Franchise/HarryPotter Harry Potter Hogwarts Battle]]'' adds detention cards in one of the expansion packs, and one of the creatures keeps adding them to the deck.
* ''Heat:Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile, only being removed when the player can perform cooling. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand. To a lesser degree, there are stress cards which also clog the hand but may still be played for moving a random distance, but they cannot be removed from the deck.
* ''[[TabletopGame/LockwoodsAsylum Lockwood's Asylum]]'' has monster cards, which are immediatly played into the current room to cause problems for the current player. As these are negative cards, players purchasing them place then in the discard pile of the player to the left.

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* ''[[Franchise/HarryPotter Harry Potter Hogwarts Battle]]'' adds detention cards in one of the expansion packs, and where one of the enemy creatures keeps adding them to the deck.
* ''Heat:Pedal ''Heat: Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile, only being removed when the player can perform cooling. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand. To a lesser degree, there are stress cards which also clog the hand but may still be played for moving a random distance, but they cannot be removed from the deck.
* ''[[TabletopGame/LockwoodsAsylum Lockwood's Asylum]]'' has monster cards, which are immediatly immediately played into the current room to cause problems for the current player. As these are negative cards, players purchasing them place then in the discard pile of the player to the left.



* In the push-your-luck game ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw ingredients from your bag to gain points and various effects. However, the white ingredients are cherry bombs. Other than filling the pot by one field (which all ingredients do), they only serve to bring your pot closer to exploding.
* ''TabletopGame/SanctuarySaga'' has squabble and grudge cards obtained from some events. Squabbles are removed once encountered, while grudge cards remain in the deck. Squbble cards are also obtained if a player recruits from outside their own guild.
* ''TabletopGame/TwilightStruggle'' has cards dealt to each player from a shared deck, each may be played for operation points, for the event, or for the space race. The events on each card may either be for oneself or the opponent, and if it's the opponent, playing the card for operation points also activates the event. As such, the drawn cards are junk depending on which players receives them, and the game involves trying to manipulate when the opponent gains the benefit.

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* In the push-your-luck game ''[[TabletopGame/TheQuacksOfQuedlinburg The Quacks of Quedlinburg]]'', you draw ingredients from your bag to gain points and various effects. However, the white ingredients are cherry bombs. Other than filling the pot by one field (which all ingredients do), bombs, and they only serve mostly consist of your starting ingredients. Their addition serves to bring your pot closer to exploding.
exploding, costing the bonus die roll and either victory points or purchasing power for the round.
* ''TabletopGame/SanctuarySaga'' has squabble and grudge cards obtained from some events. Squabbles are removed once encountered, while grudge cards remain in the deck. Squbble Squabble cards are also obtained if a player recruits from outside their own guild.
* ''TabletopGame/TwilightStruggle'' has cards dealt to each player from a shared deck, each may be played for operation points, for the event, or for the space race. The events on each card may either be for oneself or the opponent, and if it's the opponent, playing the card for operation points also activates the event. As such, the drawn cards are junk disadvantageous depending on which players receives them, and the game involves trying to manipulate when the opponent gains the benefit.
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Spelling/grammar fix(es)


* ''VideoGame/{{Wildfrost}}'': Junk on its own have this purpose, especially if you are not playing as Clunkmasters (Who can destroy them with Recycle cards for buffs). However, they still count as a hit with 0 damage, allowing them to scale cards like Tiny Tyko and Shen up without losing health.

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* ''VideoGame/{{Wildfrost}}'': Junk on its own have has this purpose, especially if you are not playing as the Clunkmasters (Who (who can destroy them with Recycle cards for buffs). However, they still count as a hit with 0 damage, allowing them to scale cards like Tiny Tyko and Shen up without them losing health.
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* ''Heat:Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand.

to:

* ''Heat:Pedal to the Metal'': Taking reckless actions such as shifting two gears in a turn or taking a corner too fast requires adding heat cards to the discard pile which will clog your hand on future turns when the discard pile is shuffled and becomes your new draw pile.pile, only being removed when the player can perform cooling. Adding too many heat cards can lead to complications like not being able to boost, spinning out when taking a corner, or missing a turn and being forced into 1st gear because you can't play enough cards from your hand. To a lesser degree, there are stress cards which also clog the hand but may still be played for moving a random distance, but they cannot be removed from the deck.
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** ''VideoGame/MegaManBattleNetwork6'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.

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** ''VideoGame/MegaManBattleNetwork6'': ''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.
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** ''VideoGame/MegaManBattleNetwork4'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.

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** ''VideoGame/MegaManBattleNetwork4'' ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.
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Changing it to the first three games where the Add function was still implemented.


** The first two games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.

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** The first two three games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.
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Added example(s)

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* [[InvertedTrope Inverted]] examples from ''VideoGame/MegaManBattleNetwork'':
** The first two games have the Add feature where you can sacrifice Battlechips that aren't needed to have more chips. The problem comes with waiting for an entire turn without chips and only the Megabuster.
** ''VideoGame/MegaManBattleNetwork4'' has Double Soul where a Battlechip (usually a useless one) is sacrificed so Megaman can access a form from a Navi he has communed with.
** ''VideoGame/MegaManBattleNetwork6'': The Dust Cross has the ability, Junk Shute where selected Battlechips can be moved to the bottom of the Folder for new ones to be drawn.
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None


** Delusion cards are the one of the few cards worth negative points, and while they can be used strategically to gain straight or flush bonuses since they're {{Literal Wild Card}}s, they deduct from your total score during card challenges. Accumulating too many also has a negative consequence on the narrative, since this means that Sol is being considered "delusional" by the others for telling them about their visions. [[spoiler:As a result, Instance forces Sol to take medication for their "psychosis", wiping all their PastLifeMemories, and thus the choices that can only be made after the first run.]]

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** Delusion cards are the one of the few only cards worth negative points, and while they can be used strategically to gain straight or flush bonuses since they're {{Literal Wild Card}}s, they deduct from your total score during card challenges. Accumulating too many also has a negative consequence on the narrative, since this means that Sol is being considered "delusional" by the others for telling them about their visions. [[spoiler:As a result, Instance forces Sol to take medication for their "psychosis", wiping all their PastLifeMemories, and thus the choices that can only be made after the first run.]]

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