Well, it could be things like in a simple racing game story, an unexpected rule might be that you can't overtake on certain days of the week in the game world. It adds a strange and unanticipated twist to the normal gameplay.
Well, in the Fairy Tail story, the unexpected rule of the game might be related to the magic guild rankings. It's not just about the power of the individual mages in a guild. Guilds also get points for things like community service in the magical world. This means that a guild can't just focus on winning battles but also has to contribute to the overall well - being of the magical society. And another aspect could be the rule regarding magical artifacts. If a guild finds a powerful magical artifact, they can't keep it for themselves. They have to either share it with other guilds or donate it to a magical museum. This rule is to prevent any one guild from getting too powerful.
Unexpected rules in a game story can greatly enhance the replayability. Say in a puzzle game, an unexpected rule is that the pieces you use to solve the puzzle change shape every few minutes. This means that every time you play, you have to approach the puzzle differently. It keeps the game fresh and engaging, and players are more likely to come back to figure out new ways to deal with these unexpected rules.
The unexpected rules in the Fairy Tail game have a profound impact on the characters. Take the rule about guild rankings depending on community service. This makes characters in different guilds more aware of their social responsibilities. They can't just be power - hungry. They need to think about how their actions affect the magical community at large. Also, rules about magic usage limitations might make a character with powerful but restricted magic work on improving their other skills. So, overall, these rules shape the characters' development and how they interact with the world around them.
The rules of a game story often involve fairness. All players should have an equal chance to succeed based on their skills and decisions within the framework of the story. In a strategy game story, this means that the resources available to each side are balanced at the start. Also, the rules define the progression of the story. In a mystery game story, there might be rules about how clues are revealed, and how the mystery unfolds as players make certain choices. This keeps the story engaging and makes players feel like they are in control of the outcome.
Well, in the 'Rules of the Game' full story, the rules are multi - faceted. The rules of chess are central. It includes rules like the pawn can only move forward, and if it reaches the other end, it can be promoted. Also, in the context of her family life, there are rules about obedience. Waverly has to abide by her mother's wishes at times, like when her mother wants her to be more humble after she wins at chess. These rules shape her experiences.
Maybe an unexpected rule is about the guilds. In some fanfictions, there could be a rule that guilds can only accept a certain number of members with the same type of magic. So, if there are too many fire - magic users in Fairy Tail already, they can't accept another one easily. This would lead to interesting plotlines where characters have to prove their unique value beyond their magic type.
The lake game has the rule that players must find a specific type of stone that glows under the moonlight near the lake. They have to search within a marked area around the lake. Once they find it, they need to bring it back to the starting point. If the stone is broken or not the right type during the process, the player is disqualified.
Since I don't know the specific tomato game story, I can't say for sure. But it could be that the rule is to keep a tomato on your head while doing a silly dance.
In a chess story, the basic rules usually include that each piece has its own way of moving. For example, the pawn moves forward one step at a time (two steps on its first move in some cases). The knight moves in an L - shape. Bishops move diagonally, rooks move horizontally or vertically, and the queen can move in multiple directions. And the king can move one step in any direction. Capturing opponents' pieces is also a key part of the rules, where a piece can take an opponent's piece if it lands on its square following the proper movement rules.
The main rule in the 'eyes game' story is that players must maintain eye contact without blinking. Whoever blinks first loses.