# Mantimon TCG - Game Rules This document defines the home-rule modifications for Mantimon TCG, based on a custom hybrid of Pokemon TCG eras. The game features an RPG-style campaign inspired by the Gameboy Color *Pokemon Trading Card Game*. > **Note**: This is a template. Sections marked with `[TBD]` need to be filled in with your specific rule choices. ## Table of Contents 1. [Campaign Structure](#campaign-structure) 2. [Base Ruleset](#base-ruleset) 3. [Energy System Modifications](#energy-system-modifications) 4. [Deck Building Rules](#deck-building-rules) 5. [Win Conditions](#win-conditions) 6. [Turn Structure](#turn-structure) 7. [Card Types](#card-types) 8. [Status Conditions](#status-conditions) 9. [Glossary](#glossary) --- ## Campaign Structure The core gameplay loop is a single-player campaign where you challenge NPCs, build your collection, and progress toward becoming the champion. ### Inspiration The campaign is inspired by **Pokemon Trading Card Game** for Gameboy Color (1998): - Visit themed "Clubs" (Fire Club, Water Club, etc.) - Challenge club members to earn booster packs - Defeat Club Leaders to earn medals - Collect all medals to challenge the Grand Masters - Defeat the Grand Masters to become Champion ### Clubs | Club | Theme | Leader | Medal | |------|-------|--------|-------| | [TBD] | Fire-type focused | [TBD] | [TBD] Medal | | [TBD] | Water-type focused | [TBD] | [TBD] Medal | | [TBD] | Grass-type focused | [TBD] | [TBD] Medal | | [TBD] | Lightning-type focused | [TBD] | [TBD] Medal | | [TBD] | Psychic-type focused | [TBD] | [TBD] Medal | | [TBD] | Fighting-type focused | [TBD] | [TBD] Medal | | [TBD] | Mixed/balanced | [TBD] | [TBD] Medal | | [TBD] | Mixed/balanced | [TBD] | [TBD] Medal | ### NPC Types | Type | Description | Rewards | |------|-------------|---------| | **Club Member** | Regular NPCs in each club | 1-2 booster packs | | **Club Leader** | Boss of each club, must defeat to earn medal | Medal + 2-4 booster packs | | **Grand Master** | Elite opponents, require all medals to challenge | Special rewards | | **Champion** | Final opponent | Champion title | ### Progression 1. **New Player**: Start with a starter deck, can challenge any club 2. **Club Progression**: Defeat club members to practice, then challenge the leader 3. **Medal Collection**: Earn medals by defeating Club Leaders 4. **Grand Masters**: Once all medals collected, Grand Masters become available 5. **Champion**: Defeat all Grand Masters to face the Champion ### Match Rewards | Outcome | Reward | |---------|--------| | Victory vs Club Member | 1-2 booster packs (based on NPC difficulty) | | Victory vs Club Leader | Medal + 2-4 booster packs | | Victory vs Grand Master | [TBD] special reward | | Defeat | No reward, can retry immediately | ### Rematch Rules - Club Members can be rechallenged anytime for pack rewards - Club Leaders can be rechallenged after defeat (for packs, medal already earned) - Grand Masters and Champion can be rechallenged for bragging rights --- ## Base Ruleset Mantimon TCG uses a **custom hybrid** ruleset, cherry-picking mechanics from multiple Pokemon TCG eras. ### Era Influences | Mechanic | Era Source | Notes | |----------|------------|-------| | Basic turn structure | Classic (Base-Neo) | [TBD] | | 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: - No mechanics are explicitly unsupported because the game should be infinitely customizable --- ## Energy System Modifications > **Home Rule Focus Area**: Energy attachment rules ### Standard Rule (for reference) In standard Pokemon TCG, you may attach **one energy card** per turn from your hand to one of your Pokemon. ### Modified Rule Default ruleset will be similar to Pokemon Pocket: - **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 | Type | Symbol | Description | |------|--------|-------------| | [TBD] | | | | [TBD] | | | | Colorless | | Any energy satisfies colorless requirements | ### Special Energy | Name | Effect | |------|--------| | [TBD] | | | [TBD] | | --- ## Deck Building Rules > **Home Rule Focus Area**: Card limits and restrictions ### Deck Size | Rule | Value | |------|-------| | 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) | 40 | Configurable outside of defaults | | Trainer cards (same name) | 4 | Configurable | ### Required Cards | Requirement | Value | |-------------|-------| | Minimum Basic Pokemon | 1 | | Other requirements | [TBD] | ### Banned/Restricted Cards | Card Name | Status | Reason | |-----------|--------|--------| | [TBD] | Banned | | | [TBD] | Limited to 1 | | ### Format Rotations - No rotating format at launch, but should be configurable | Set Name | Set Code | Status | |----------|----------|--------| | [TBD] | | Legal | | [TBD] | | Banned | --- ## Win Conditions > **Home Rule Focus Area**: Victory conditions ### Standard Win Conditions (for reference) 1. Take all 6 prize cards 2. Knock out opponent's last Pokemon in play 3. Opponent cannot draw at start of turn ### Modified Win Conditions All settings should be configurable, below are core game defaults - **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 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/points | 4 | | Prizes taken per knockout | Standard: 1 for basic, 2 for EX/V | | Prize card selection | Configurable, not used in core rules | --- ## Turn Structure ### Turn Overview ``` 1. DRAW PHASE - Draw 1 card from deck 2. MAIN PHASE (any order, as many times as allowed) - Attach energy (once per turn) - Play Basic Pokemon to bench - Evolve Pokemon - Play Trainer cards - Use Abilities - Retreat Active Pokemon (once per turn) 3. ATTACK PHASE - Declare attack (ends turn) - OR pass without attacking 4. END PHASE - Apply end-of-turn effects - Check for knockouts - Take prize cards/score points if applicable - Flip top card of energy deck ``` ### Turn Modifications | Modification | Description | |--------------|-------------| | New step to flip top card of energy deck | | ### First Turn Rules | Rule | Value | |------|-------| | 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 | --- ## Card Types ### Pokemon Cards | Term | Definition | |------|------------| | 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 | | 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? | No (unless card effect allows) | | Evolution on first turn of game? | No (unless card effect allows) | ### Trainer Cards All trainer card subtypes are in use | Type | Rules | |------|-------| | 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 | Custom effects, no limits to enrgy deck by default | --- ## Status Conditions ### Active Status Conditions Conditions stack unless otherwise boted | Condition | Effect | Removal | |-----------|--------|---------| | 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 | --- ## Glossary | Term | Definition | |------|------------| | Active Pokemon | The Pokemon currently in the battle position | | Bench | Area for up to 5 Pokemon not currently active | | Discard Pile | Where knocked out Pokemon and used cards go | | Prize Cards | Cards set aside at game start, taken on knockouts | | Retreat | Switching active Pokemon with a benched Pokemon | | [TBD] | [Add game-specific terms] | --- ## Changelog Track rule changes over time: | Date | Change | Reason | |------|--------|--------| | [Date] | Initial rules document created | Project start | | | | | --- ## Notes for Implementation This section is for developer reference when implementing rules in code. ### Rule Configuration Schema Rules should be configurable via a JSON/YAML file for easy iteration: ```json { "deck": { "min_size": 60, "max_size": 60, "max_copies_per_card": 4, "min_basic_pokemon": 1 }, "prizes": { "count": 6, "per_knockout_basic": 1, "per_knockout_ex": 2 }, "energy": { "attachments_per_turn": 1 }, "first_turn": { "can_draw": true, "can_attack": false, "can_play_supporter": false }, "win_conditions": { "all_prizes_taken": true, "no_pokemon_in_play": true, "cannot_draw": true } } ``` ### Validation Hooks When implementing rules engine, create validation hooks for: - `validate_deck(deck) -> ValidationResult` - `validate_action(game_state, action) -> ValidationResult` - `check_win_conditions(game_state) -> Optional[WinResult]` - `calculate_prizes_for_knockout(pokemon) -> int`