mantimon-tcg/docs/GAME_RULES.md
Cal Corum 46e7420395 Add RPG campaign structure inspired by GBC Pokemon TCG
- 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

  1. Campaign Structure
  2. Base Ruleset
  3. Energy System Modifications
  4. Deck Building Rules
  5. Win Conditions
  6. Turn Structure
  7. Card Types
  8. Status Conditions
  9. 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 [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)

  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

[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) -> ValidationResult
  • validate_action(game_state, action) -> ValidationResult
  • check_win_conditions(game_state) -> Optional[WinResult]
  • calculate_prizes_for_knockout(pokemon) -> int