Post by Spiderc on Dec 6, 2009 19:55:14 GMT -5
Games can either be played with decks of 40 or 60 (yes, both players have to have the same amount of cards in their decks). In a game of 40 cards you need to knock out 4 of your opponents Pokémon to win and with 60 cards you need to knock out 6 (funny how that works. For both game types, if either player runs out of cards in his deck, they automatically lose. Also for both game types, you start the game with 7 cards in your hand.
For those of you who have played the actual Pokémon TCG, most elements of the game are the same, with the exception of energy cards. The energy cards are more similar to mana in the Magic TCG. As soon as you get energy cards, you play them down. Whenever you play a Pokemon, an item card, or attack, there is an energy cost to the card, which you must have untapped in your energy pool. When you use the energy, you must tap it, and at the end you your turn (after attacking) all of your energy becomes untapped. Normal typed energy (N) costs do not have to be payed with Normal energies, but can be payed with any type, but not vice versa.
How matches will actually be conducted is via AIM. If you don't have an AIM account yet, go here. If your parents won't allow you to download AIM, you can sign in here and use it without downloading it. In AIM you can start a buddy chat, which allows you to talk to multiple people at once, but it also has a built in RNG which is useful for flipping coins. The code to use AIM's RNG is //roll-dicex-sidesy, with x and y being numbers. Note: 1 is tails and 2 is heads.
A referee will be in charge of giving the players their hands, and keeping track of what's going on in the game. In order to know what cards the players have, the ref copies and pastes both decks into this list generator, which then puts the player's cards in a random order. So then the ref can just take the top 7 cards in each list and give them to the players. Likewise, when the player draws a card at the beginning of their turn (or at any other time) the ref just takes the next unused card from the list and gives it to the player. If at any point in the game the deck needs to be reshuffled, then the ref just selects all cards still in the deck and puts them back in the generator.
Each player's turn consists of 4 stages:
1. Draw (draw 1 card)
2. Setup (play any Pokémon cards/item cards)
3. Battle (attack your oppnent's defending Pokémon with your active pokemon)
4. Untap Energy (renews all of your energy for use next turn)
When you are first dealt your cards at the beginning of the match, if you don't have any energy cards or basic Pokémon in your hand, your deck will be reshuffled, and you will be dealt a new hand. However, if this happens, your opponent will draw one additional card for their starting hand if they wish. If both players don't have any basic Pokémon or energy cards, then they will both redraw, without either getting any extra cards. After both players have drawn valid starting hands, they can each play some basic Pokemon from their hand onto the field. However, each player may only play one Pokemon with a PC of 1, all the other have to have a PC of 0.
Additional Pokémon may be played onto your bench by playing the PC on the Pokémon. A player may have up to six Pokémon on the field at any given time (one active Pokémon and five on the bench). If at any time, a player doesn't have an active Pokemon, or a benched Pokémon to make active, they automatically lose the match.
Pokémon can also be evolved by playing the PC of the evolved Pokémon and replacing the unevolved card with the evolved Pokémon. When a Pokémon is evolved, any status condition it has goes away, and they gain more hit points. For example an Iglora at 30/50 would evolve into a Lizadon at 60/80. Also, a Pokémon can not be evolved on the same turn that it is place down.
Most attacks just have the damage listed, some with effects and some that are just straight damage. To calculate damage from an attack, just take the base damage, factor in any effects from the attack, add the defending pokemon's weakness (if it's the same type as the attacking pokemon's type), subtract the defending pokemon's resistance (if it's the same type as the attacking pokemon's type, and account for any abilities or items that are in play. Note: A Pokemon cannot take more damage from its weakness than the power of the attack.
Abilities are a little different from attacks for several reasons. First off, an ability doesn't do any damage, so you can use an ability and an attack on the same turn. Also, abilities always have a usage cost of two energies and they last for two turns. However, the exception to the two turn rule is abilities that inflict a stats condition on their opponent.
TMs are a special kind of attack that must be played from your hand onto the Pokémon during the Setup Phase. TMs can only be placed on Pokémon that share the same type as the TM, so you can't put a Water Pulse TM on a Iglora. Each Pokémon may only know one TM at a time.
Status Effects:
1. Asleep: Before attacking, the afflicted Pokémon must flip a coin. If heads it wakes up and can attack, but if tails the Pokémon continues to sleep. Sleep goes away automatically after 2 failed attempts to wake. Putting a Pokémon with the Asleep status on the bench will not make the status go away.
2. Poisoned: After a Poisoned Pokémon completes the Battle stage, it takes 10 damage. Putting a Pokémon with the Poisoned status on the bench will not make the status go away, but it won't take any damage while on the bench.
3. Burned: A Burned Pokemon is treated the same as a Poisoned Pokemon.
4. Paralyzed: Before attacking, the afflicted Pokémon must flip two coins, and if both of them are tails the Pokémon is unable to attack. Also, N is added to the Retreat Cost of the afflicted Pokémon. Putting a Pokémon with the Paralyzed status on the bench will not make the status go away.
5. Confused: Before attacking, the afflicted Pokémon must flip a coin. If heads, the Pokémon can attack normally, but if tails the attack fails and the Pokémon takes 10 damage. Putting a Pokémon with the Confused status on the bench will make the status go away.
6. Seeded: After a Seeded Pokémon completes the Battle stage, it takes 10 damage and the opponent's Active Pokémon heals 10 damage. Putting a Pokémon with the Seeded status on the bench will make the status go away.
7. Defense Down X: Whenever a Pokémon with this status is attacked, add X to the damage done to the afflicted Pokémon. Putting a Pokémon with the Defense Down status on the bench will make the status go away.
8. Attack Down X: Whenever a Pokémon with this status attacks, subtract X from the damage done to the attacked Pokémon. Putting a Pokémon with the Attack Down status on the bench will make the status go away.
For those of you who have played the actual Pokémon TCG, most elements of the game are the same, with the exception of energy cards. The energy cards are more similar to mana in the Magic TCG. As soon as you get energy cards, you play them down. Whenever you play a Pokemon, an item card, or attack, there is an energy cost to the card, which you must have untapped in your energy pool. When you use the energy, you must tap it, and at the end you your turn (after attacking) all of your energy becomes untapped. Normal typed energy (N) costs do not have to be payed with Normal energies, but can be payed with any type, but not vice versa.
How matches will actually be conducted is via AIM. If you don't have an AIM account yet, go here. If your parents won't allow you to download AIM, you can sign in here and use it without downloading it. In AIM you can start a buddy chat, which allows you to talk to multiple people at once, but it also has a built in RNG which is useful for flipping coins. The code to use AIM's RNG is //roll-dicex-sidesy, with x and y being numbers. Note: 1 is tails and 2 is heads.
A referee will be in charge of giving the players their hands, and keeping track of what's going on in the game. In order to know what cards the players have, the ref copies and pastes both decks into this list generator, which then puts the player's cards in a random order. So then the ref can just take the top 7 cards in each list and give them to the players. Likewise, when the player draws a card at the beginning of their turn (or at any other time) the ref just takes the next unused card from the list and gives it to the player. If at any point in the game the deck needs to be reshuffled, then the ref just selects all cards still in the deck and puts them back in the generator.
Each player's turn consists of 4 stages:
1. Draw (draw 1 card)
2. Setup (play any Pokémon cards/item cards)
3. Battle (attack your oppnent's defending Pokémon with your active pokemon)
4. Untap Energy (renews all of your energy for use next turn)
When you are first dealt your cards at the beginning of the match, if you don't have any energy cards or basic Pokémon in your hand, your deck will be reshuffled, and you will be dealt a new hand. However, if this happens, your opponent will draw one additional card for their starting hand if they wish. If both players don't have any basic Pokémon or energy cards, then they will both redraw, without either getting any extra cards. After both players have drawn valid starting hands, they can each play some basic Pokemon from their hand onto the field. However, each player may only play one Pokemon with a PC of 1, all the other have to have a PC of 0.
Additional Pokémon may be played onto your bench by playing the PC on the Pokémon. A player may have up to six Pokémon on the field at any given time (one active Pokémon and five on the bench). If at any time, a player doesn't have an active Pokemon, or a benched Pokémon to make active, they automatically lose the match.
Pokémon can also be evolved by playing the PC of the evolved Pokémon and replacing the unevolved card with the evolved Pokémon. When a Pokémon is evolved, any status condition it has goes away, and they gain more hit points. For example an Iglora at 30/50 would evolve into a Lizadon at 60/80. Also, a Pokémon can not be evolved on the same turn that it is place down.
Most attacks just have the damage listed, some with effects and some that are just straight damage. To calculate damage from an attack, just take the base damage, factor in any effects from the attack, add the defending pokemon's weakness (if it's the same type as the attacking pokemon's type), subtract the defending pokemon's resistance (if it's the same type as the attacking pokemon's type, and account for any abilities or items that are in play. Note: A Pokemon cannot take more damage from its weakness than the power of the attack.
Abilities are a little different from attacks for several reasons. First off, an ability doesn't do any damage, so you can use an ability and an attack on the same turn. Also, abilities always have a usage cost of two energies and they last for two turns. However, the exception to the two turn rule is abilities that inflict a stats condition on their opponent.
TMs are a special kind of attack that must be played from your hand onto the Pokémon during the Setup Phase. TMs can only be placed on Pokémon that share the same type as the TM, so you can't put a Water Pulse TM on a Iglora. Each Pokémon may only know one TM at a time.
Status Effects:
1. Asleep: Before attacking, the afflicted Pokémon must flip a coin. If heads it wakes up and can attack, but if tails the Pokémon continues to sleep. Sleep goes away automatically after 2 failed attempts to wake. Putting a Pokémon with the Asleep status on the bench will not make the status go away.
2. Poisoned: After a Poisoned Pokémon completes the Battle stage, it takes 10 damage. Putting a Pokémon with the Poisoned status on the bench will not make the status go away, but it won't take any damage while on the bench.
3. Burned: A Burned Pokemon is treated the same as a Poisoned Pokemon.
4. Paralyzed: Before attacking, the afflicted Pokémon must flip two coins, and if both of them are tails the Pokémon is unable to attack. Also, N is added to the Retreat Cost of the afflicted Pokémon. Putting a Pokémon with the Paralyzed status on the bench will not make the status go away.
5. Confused: Before attacking, the afflicted Pokémon must flip a coin. If heads, the Pokémon can attack normally, but if tails the attack fails and the Pokémon takes 10 damage. Putting a Pokémon with the Confused status on the bench will make the status go away.
6. Seeded: After a Seeded Pokémon completes the Battle stage, it takes 10 damage and the opponent's Active Pokémon heals 10 damage. Putting a Pokémon with the Seeded status on the bench will make the status go away.
7. Defense Down X: Whenever a Pokémon with this status is attacked, add X to the damage done to the afflicted Pokémon. Putting a Pokémon with the Defense Down status on the bench will make the status go away.
8. Attack Down X: Whenever a Pokémon with this status attacks, subtract X from the damage done to the attacked Pokémon. Putting a Pokémon with the Attack Down status on the bench will make the status go away.