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