- Define campaign loop: Clubs → Leaders → Medals → Grand Masters → Champion - Update PROJECT_PLAN with campaign as core experience, multiplayer as optional - Add Campaign Structure section to GAME_RULES with clubs, NPCs, rewards - Reorganize development phases to prioritize campaign mode - Update CLAUDE.md project overview and uv commands
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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
- Campaign Structure
- Base Ruleset
- Energy System Modifications
- Deck Building Rules
- Win Conditions
- Turn Structure
- Card Types
- Status Conditions
- 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
- New Player: Start with a starter deck, can challenge any club
- Club Progression: Defeat club members to practice, then challenge the leader
- Medal Collection: Earn medals by defeating Club Leaders
- Grand Masters: Once all medals collected, Grand Masters become available
- 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 | [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? |
What's NOT Included
List of official mechanics that are explicitly excluded:
- [TBD] - e.g., "No VMAX or Gigantamax mechanics"
- [TBD]
- [TBD]
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
[TBD] - Describe your energy system changes here. Examples of possible modifications:
- 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 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 | [TBD] cards |
| Maximum deck size | [TBD] cards |
| Exact size required? | [TBD] Yes/No |
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] |
Required Cards
| Requirement | Value |
|---|---|
| Minimum Basic Pokemon | [TBD] |
| Minimum Energy cards | [TBD] |
| Other requirements | [TBD] |
Banned/Restricted Cards
| Card Name | Status | Reason |
|---|---|---|
| [TBD] | Banned | |
| [TBD] | Limited to 1 |
Format Rotations
[TBD] - Which card sets are legal? Do sets rotate out?
| Set Name | Set Code | Status |
|---|---|---|
| [TBD] | Legal | |
| [TBD] | Banned |
Win Conditions
Home Rule Focus Area: Victory conditions
Standard Win Conditions (for reference)
- Take all 6 prize cards
- Knock out opponent's last Pokemon in play
- Opponent cannot draw at start of turn
Modified Win Conditions
[TBD] - Describe your win condition changes. Examples:
- 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 Card Rules
| 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? |
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) [TBD if modified]
- 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 if applicable
Turn Modifications
[TBD] - Any changes to the turn structure?
| Modification | Description |
|---|---|
| [TBD] |
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 |
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 |
| [TBD] | [Any special Pokemon types like EX, V, etc.?] |
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] |
Trainer Cards
[TBD] - Which 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? |
Energy Cards
| Type | Description |
|---|---|
| Basic Energy | Provides 1 energy of its type |
| Special Energy | [TBD] - Custom effects? |
Status Conditions
Active Status Conditions
| 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?
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:
{
"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) -> ValidationResultvalidate_action(game_state, action) -> ValidationResultcheck_win_conditions(game_state) -> Optional[WinResult]calculate_prizes_for_knockout(pokemon) -> int