mantimon-tcg/docs/GAME_RULES.md
2026-01-24 20:57:10 -06:00

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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 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:

{
  "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