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.
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 |
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
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)
- Take all 6 prize cards
- Knock out opponent's last Pokemon in play
- 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:
{
"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