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The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021; the game was also made available for UsefulNotes/NintendoSwitch, Platform/PlayStation4, and UsefulNotes/XboxOne.

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The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021; the game was also made available for UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, Platform/PlayStation4, and UsefulNotes/XboxOne.Platform/XboxOne.

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The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021; the game was also made available for UsefulNotes/NintendoSwitch, UsefulNotes/PlayStation4, and UsefulNotes/XboxOne.

to:

The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021; the game was also made available for UsefulNotes/NintendoSwitch, UsefulNotes/PlayStation4, Platform/PlayStation4, and UsefulNotes/XboxOne.



* DropTheHammer: One of Smith's main methods of attack.
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Fan Works page has been cut due to containing no internal links.


* GameMod: The game's PC version incorporates Steam Workshop support, allowing users to easily mod in new characters, abilities, and storylines; particularly notable ones [[FanWorks/{{Griftlands}} are listed on the Fan Works page]].

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* GameMod: The game's PC version incorporates Steam Workshop support, allowing users to easily mod in new characters, abilities, and storylines; particularly notable ones [[FanWorks/{{Griftlands}} are listed on the Fan Works page]].storylines.
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* RidiculouslySmallWings: The wings of the Flead Queen are described as "impossibility small" when she emerges to confront the grifter.
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* DeckClogger: There are several {{Status Effect}}s that manifest in gameplay as deck clogging cards. For example, when you drink alcohol or eat food to restore your resolve and health respectively, you get a Tipsy status card and a Bloated status card. Some status cards can't be played, but will exhaust after the turn they show up in your hand during a Negotiation or Combat. Others however cost energy to play and will not be removed from your deck ''until they are played''. Tipsy and Bloated cost 1 and 2 energy to play, for example, though you can get rid of them by going to sleep at the end of the entire day.
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* GrievousBottleyHarm: Smith, as a drunken failson whose techniques mostly come from bar-room brawls, has an entire combat mechanic based around accumulating bottles in your deck by drinking a lot and then using them as weapons to do damage.

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* EasierThanEasy: You can choose to play on story difficulty, if you want to experience the tale without any untimely outcomes getting in the way.



* FightLikeACardPlayer

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* FightLikeACardPlayerFightLikeACardPlayer: Both the conversation and combat portions of the game are played using a deck of ability cards.


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* StoryDifficultySetting: You can choose to play on story difficulty, if you want to experience the tale without any untimely outcomes getting in the way.

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* BlackAndGreyMorality: Sal's campaign in particular has almost no good people, just bad ones and worse ones. You have to team up with either a corrupt police force or a gang of bandits and take down the leader of the other faction, to get their help taking down a slave-trading crime boss. Your only reliable ally is a retired bounty hunter who creates illegal deathtraps in her bar and sees no problem killing an assassin for you after he loses the fight. The other two campaigns have shades of this, but at least have one side that appears morally better than the other.



* CursedWithAwesome: As typical of the genre, there are ways to take normally negative effects and use them to your advantage. One example of this is Smith and anything that causes him to take self damage, since this makes his [[RegeneratingHealth Moxie]] stronger. Worst case scenario, the self-damage would be partially mitigated, and the best case scenario is a net gain of health (especially when combined with cards that Alleviate the damage he receives).


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* CorruptCop: Almost everyone in the Admiralty, though some are worse than others.
* CursedWithAwesome: As typical of the genre, there are ways to take normally negative effects and use them to your advantage. One example of this is Smith and anything that causes him to take self damage, since this makes his [[RegeneratingHealth Moxie]] stronger. Worst case scenario, the self-damage would be partially mitigated, and the best case scenario is a net gain of health (especially when combined with cards that Alleviate the damage he receives).
* CuttingTheKnot: Even quests that are designed with negotiation in mind usually give you the option of just beating people into submission, with or without killing them afterward. This often results in making more enemies, and might place you in fights where you're badly outnumbered.


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* FightLikeACardPlayer
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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: There are dozens and dozens of [=NPCs=], most of whom can be encountered in different roles depending on the playthrough. Each one gives different buffs and debuffs depending on if they love or hate the player during the run, and give unique cards if you murder them.
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* GameMod: The game's PC version incorporates Steam Workshop support, allowing users to easily mod in new characters, abilities, and storylines; particularly notable ones [[FanWorks/Griftlands are listed on the Fan Works page]].

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* GameMod: The game's PC version incorporates Steam Workshop support, allowing users to easily mod in new characters, abilities, and storylines; particularly notable ones [[FanWorks/Griftlands [[FanWorks/{{Griftlands}} are listed on the Fan Works page]].

Added: 363

Changed: 997

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The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021.

to:


The game was created by Creator/KleiEntertainment, and an Early Access version was released for PC on June 14, 2020. The 1.0 version was made available a year later, on June 1, 2021.
2021; the game was also made available for UsefulNotes/NintendoSwitch, UsefulNotes/PlayStation4, and UsefulNotes/XboxOne.



* GeniusLoci: In Rook's campaign, the Bogdwellers in the Grout Bog occasionally believe that the bog has its own intelligence. [[spoiler: A manifestation of that intelligence serves as the final boss]]. Also, in Smith's campaign, it's implied that [[spoiler: the Roaloch island has a similar intelligence, and the god of the Cult of Hesh may have similar aspects]].

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* GameMod: The game's PC version incorporates Steam Workshop support, allowing users to easily mod in new characters, abilities, and storylines; particularly notable ones [[FanWorks/Griftlands are listed on the Fan Works page]].
* GeniusLoci: In Rook's campaign, the Bogdwellers in the Grout Bog occasionally believe that the bog has its own intelligence. [[spoiler: A [[spoiler:A manifestation of that intelligence serves as the final boss]]. Also, in Smith's campaign, it's implied that [[spoiler: the [[spoiler:the Roaloch island has a similar intelligence, and the god of the Cult of Hesh may have similar aspects]].
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* CursedWithAwesome: As typical of the genre, there are ways to take normally negative effects and use them to your advantage. One example of this is Smith and anything that causes him to take self damage, since this makes his [[RegeneratingHealth Moxie]] stronger. Worst case scenario, the self-damage would be partially mitigated, and the best case scenario is a net gain of health.

to:

* CursedWithAwesome: As typical of the genre, there are ways to take normally negative effects and use them to your advantage. One example of this is Smith and anything that causes him to take self damage, since this makes his [[RegeneratingHealth Moxie]] stronger. Worst case scenario, the self-damage would be partially mitigated, and the best case scenario is a net gain of health.health (especially when combined with cards that Alleviate the damage he receives).
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None


%%* Intoxication Mechanic: You can order alcohol at bars to replenish your Negotiation HitPoints. However, doing so adds intoxication cards to your deck that will not be removed unless played. These cards typically cost 2 of the base 3 actions you are allotted each turn, which makes playing these cards burn through the majority of your turn. Your character will slur their speech and sway for a few seconds after these cards are played.

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%%* Intoxication Mechanic: * IntoxicationMechanic: You can order alcohol at bars to replenish your Negotiation HitPoints. However, doing so adds intoxication cards to your deck that will not be removed unless played. These cards typically cost 2 of the base 3 actions you are allotted each turn, which makes playing these cards burn through the majority of your turn. Your character will slur their speech and sway for a few seconds after these cards are played.
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* IntoxicationMechanic: You can order alcohol at bars to replenish your Negotiation HitPoints. However, doing so adds intoxication cards to your deck that will not be removed unless played. These cards typically cost 2 of the base 3 actions you are allotted each turn, which makes playing these cards burn through the majority of your turn. Your character will slur their speech and sway for a few seconds after these cards are played.

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* IntoxicationMechanic: %%* Intoxication Mechanic: You can order alcohol at bars to replenish your Negotiation HitPoints. However, doing so adds intoxication cards to your deck that will not be removed unless played. These cards typically cost 2 of the base 3 actions you are allotted each turn, which makes playing these cards burn through the majority of your turn. Your character will slur their speech and sway for a few seconds after these cards are played.
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* IntoxicationMechanic: You can order alcohol at bars to replenish your Negotiation HitPoints. However, doing so adds intoxication cards to your deck that will not be removed unless played. These cards typically cost 2 of the base 3 actions you are allotted each turn, which makes playing these cards burn through the majority of your turn. Your character will slur their speech and sway for a few seconds after these cards are played.
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* SpeakingSimlish: Outside of the Narrator who also gives the Tutorial, everyone speaks like this.
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* LoadsAndLoadsOfCharacters: There are dozens and dozens of NPCs, most of whom can be encountered in different roles depending on the playthrough.

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* LoadsAndLoadsOfCharacters: There are dozens and dozens of NPCs, [=NPCs=], most of whom can be encountered in different roles depending on the playthrough.playthrough. Each one gives different buffs and debuffs depending on if they love or hate the player during the run, and give unique cards if you murder them.
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* EquipmentUpgrade: If you use a card enough times to max out its XP bar, you can pick between two randomly selected versions to upgrade it to.

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* EquipmentUpgrade: If you use a card enough times to max out its XP bar, you can pick between two randomly selected versions to upgrade it to.to. Starting attack and defend cards have several different upgrades, of which two are picked from.
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* AfterCombatRecovery: Zigzagged. By default, health isn't restored between events, but you can buy upgrades to restore health after negotiations. Resolve, on the other hand, is partially restored after fights. Strangely enough, your ''enemies'' don't completely have this. This can lead into situations where you get into a fight with someone, find a random event involving that same person immediately afterwards, and start another fight only to realize they're one clean hit away from death/surrender.
** The Mettle update gives you stronger after-recovery if you spend your Mettle Points on the corresponding upgrades.

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* AfterCombatRecovery: Zigzagged. By default, health isn't restored between events, but you can buy upgrades to restore health after negotiations. Resolve, on the other hand, is partially restored after fights. However, both of these recovery methods are disabled at higher difficulty levels. Strangely enough, your ''enemies'' don't completely have this. This can lead into situations where you get into a fight with someone, find a random event involving that same person immediately afterwards, and start another fight only to realize they're one clean hit away from death/surrender.
** The Mettle update gives you stronger after-recovery if you spend your Mettle Points on the corresponding upgrades.upgrade.

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