Update GAME_RULES.md

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@ -87,17 +87,15 @@ Mantimon TCG uses a **custom hybrid** ruleset, cherry-picking mechanics from mul
| Mechanic | Era Source | Notes |
|----------|------------|-------|
| Basic turn structure | Classic (Base-Neo) | [TBD] |
| Pokemon stages | [TBD] | Basic, Stage 1, Stage 2, and/or EX/V variants? |
| Trainer card types | [TBD] | Item/Supporter/Stadium split, or classic Trainer? |
| Energy types | [TBD] | How many types? Special energy? |
| Pokemon stages | Support for Stage 2, EX, V, GX | Campaign will have fixed ruleset, but engine is flexible |
| Trainer card types | Modern item/supporter/stadium split | |
| Energy types | Modern | 10 types: Colorless, Darkness, Dragon, Fighting, Fire, Grass, Lightning, Metal, Psychic, and Water |
### What's NOT Included
List of official mechanics that are explicitly excluded:
- [TBD] - e.g., "No VMAX or Gigantamax mechanics"
- [TBD]
- [TBD]
- No mechanics are explicitly unsupported because the game should be infinitely customizable
---
@ -111,14 +109,10 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
### Modified Rule
[TBD] - Describe your energy system changes here. Examples of possible modifications:
Default ruleset will be similar to Pokemon Pocket:
- [ ] **Multiple attachments**: Attach up to X energy per turn
- [ ] **Type-free energy**: All basic energy counts as colorless
- [ ] **Energy acceleration**: Specific cards/abilities that attach extra energy
- [ ] **Energy generation**: Start of turn gain energy tokens instead of cards
- [ ] **Shared energy pool**: Energy attached to a Pokemon can be used by bench
- [ ] **No energy cards**: Attacks cost action points instead
- **Energy deck**: Players build a deck of 20 energy cards to go with each deck; no energy cards are included in main deck
- **Energy generation**: At start of turn, flip top card of energy deck; may play it any time before attacking
### Energy Types in Use
@ -145,25 +139,24 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
| Rule | Value |
|------|-------|
| Minimum deck size | [TBD] cards |
| Maximum deck size | [TBD] cards |
| Exact size required? | [TBD] Yes/No |
| Minimum deck size | 40 cards |
| Maximum deck size | 40 cards |
| Exact size required? | Yes |
| Energy cards included? | No |
| Energy deck size | 20 cards |
### Card Limits
| Card Type | Max Copies | Notes |
|-----------|------------|-------|
| Pokemon (same name) | [TBD] | |
| Trainer cards (same name) | [TBD] | |
| Energy cards (basic, same type) | [TBD] | |
| Energy cards (special, same name) | [TBD] | |
| Pokemon (same name) | 40 | Configurable outside of defaults |
| Trainer cards (same name) | 4 | Configurable |
### Required Cards
| Requirement | Value |
|-------------|-------|
| Minimum Basic Pokemon | [TBD] |
| Minimum Energy cards | [TBD] |
| Minimum Basic Pokemon | 1 |
| Other requirements | [TBD] |
### Banned/Restricted Cards
@ -175,7 +168,7 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
### Format Rotations
[TBD] - Which card sets are legal? Do sets rotate out?
- No rotating format at launch, but should be configurable
| Set Name | Set Code | Status |
|----------|----------|--------|
@ -196,20 +189,24 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
### Modified Win Conditions
[TBD] - Describe your win condition changes. Examples:
All settings should be configurable, below are core game defaults
- [ ] **Prize count change**: Take [X] prizes instead of 6
- [ ] **Alternative victory**: Win by [condition]
- [ ] **Removed condition**: [Which standard condition is removed?]
- [ ] **Sudden death**: [Special rules for tiebreakers]
- **Prize count change**: Take 4 prizes instead of 6
- **Alternative win conditions**:
- field control, opponent runs out of pokemon on the board
- deck depletion, players who cannot draw a card from their deck lose
- multiplayer only: turn timer, after 90 seconds player forfeits; winning player may choose to allow extra time
- **Tiebreaker**: Player with most points after completion of game timer wins; draw if players are tied on points
### Prize Card Rules
### Prize Cards
> In core gameplay, prize cards are removed in favor of scoring points. Any time a prize card would be taken in standard rules, player instead scores a point
| Rule | Value |
|------|-------|
| Number of prizes | [TBD] |
| Prizes taken per knockout | [TBD] - (Standard: 1 for basic, 2 for EX/V) |
| Prize card selection | [TBD] - Random or chosen? |
| Number of prizes/points | 4 |
| Prizes taken per knockout | Standard: 1 for basic, 2 for EX/V |
| Prize card selection | Configurable, not used in core rules |
---
@ -222,7 +219,7 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
- Draw 1 card from deck
2. MAIN PHASE (any order, as many times as allowed)
- Attach energy (once per turn) [TBD if modified]
- Attach energy (once per turn)
- Play Basic Pokemon to bench
- Evolve Pokemon
- Play Trainer cards
@ -236,24 +233,24 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
4. END PHASE
- Apply end-of-turn effects
- Check for knockouts
- Take prize cards if applicable
- Take prize cards/score points if applicable
- Flip top card of energy deck
```
### Turn Modifications
[TBD] - Any changes to the turn structure?
| Modification | Description |
|--------------|-------------|
| [TBD] | |
| New step to flip top card of energy deck | |
### First Turn Rules
| Rule | Value |
|------|-------|
| First player draws on turn 1? | [TBD] Yes/No |
| First player can attack turn 1? | [TBD] Yes/No |
| First player can play Supporters turn 1? | [TBD] Yes/No |
| First player draws on turn 1? | Yes |
| First player can attack turn 1? | Yes |
| First player can play Supporters turn 1? | Yes |
| First player can attach energy turn 1? | No |
---
@ -266,33 +263,35 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
| Basic Pokemon | Can be played directly from hand to bench |
| Stage 1 | Evolves from a Basic Pokemon |
| Stage 2 | Evolves from a Stage 1 Pokemon |
| [TBD] | [Any special Pokemon types like EX, V, etc.?] |
| EX | Worth 2 knockout points, could be basic, stage 1, or stage 2 |
| V | Can be played directly from hand to bench |
| V-Max | Evolves from a V pokemon |
### Evolution Rules
| Rule | Value |
|------|-------|
| Can evolve same turn played? | No (unless card effect allows) |
| Can evolve same turn as previous evolution? | [TBD] |
| Evolution on first turn of game? | [TBD] |
| Can evolve same turn as previous evolution? | No (unless card effect allows) |
| Evolution on first turn of game? | No (unless card effect allows) |
### Trainer Cards
[TBD] - Which trainer card subtypes are in use?
All trainer card subtypes are in use
| Type | Rules |
|------|-------|
| Item | [TBD] - Unlimited per turn? |
| Supporter | [TBD] - One per turn? |
| Stadium | [TBD] - Stays in play? |
| Tool | [TBD] - Attach to Pokemon? |
| Item | Unlimited per turn |
| Supporter | One per turn |
| Stadium | Stays in play, can play one per turn |
| Tool | Attach to Pokemon, unlimited per turn |
### Energy Cards
| Type | Description |
|------|-------------|
| Basic Energy | Provides 1 energy of its type |
| Special Energy | [TBD] - Custom effects? |
| Special Energy | Custom effects, no limits to enrgy deck by default |
---
@ -300,17 +299,15 @@ In standard Pokemon TCG, you may attach **one energy card** per turn from your h
### Active Status Conditions
Conditions stack unless otherwise boted
| Condition | Effect | Removal |
|-----------|--------|---------|
| Poisoned | [TBD] damage between turns | [TBD] |
| Burned | [TBD] damage + flip to continue | [TBD] |
| Asleep | Cannot attack or retreat, flip to wake | [TBD] |
| Paralyzed | Cannot attack or retreat for 1 turn | End of next turn |
| Confused | Flip to attack, damage self on tails | [TBD] |
### Condition Stacking
[TBD] - Can multiple conditions be active? Which override others?
| Poisoned | 10 damage between turns | Specific card effect, evolution, retreat |
| Burned | 20 damage + flip to continue | Removed on heads flip |
| Asleep | Cannot attack or retreat; overrides paralysis and confusion | Removed on heads flip |
| Paralyzed | Cannot attack or retreat for 1 turn; overrides sleep and confusion | End of next turn |
| Confused | Flip to attack, 30 damage self on tails; overrides sleep and paralysis | Evolution, retreat |
---