383 lines
11 KiB
Markdown
383 lines
11 KiB
Markdown
# Mantimon TCG - Game Rules
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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*.
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> **Note**: This is a template. Sections marked with `[TBD]` need to be filled in with your specific rule choices.
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## Table of Contents
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1. [Campaign Structure](#campaign-structure)
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2. [Base Ruleset](#base-ruleset)
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3. [Energy System Modifications](#energy-system-modifications)
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4. [Deck Building Rules](#deck-building-rules)
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5. [Win Conditions](#win-conditions)
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6. [Turn Structure](#turn-structure)
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7. [Card Types](#card-types)
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8. [Status Conditions](#status-conditions)
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9. [Glossary](#glossary)
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---
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## Campaign Structure
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The core gameplay loop is a single-player campaign where you challenge NPCs, build your collection, and progress toward becoming the champion.
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### Inspiration
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The campaign is inspired by **Pokemon Trading Card Game** for Gameboy Color (1998):
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- Visit themed "Clubs" (Fire Club, Water Club, etc.)
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- Challenge club members to earn booster packs
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- Defeat Club Leaders to earn medals
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- Collect all medals to challenge the Grand Masters
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- Defeat the Grand Masters to become Champion
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### Clubs
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| Club | Theme | Leader | Medal |
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|------|-------|--------|-------|
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| [TBD] | Fire-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Water-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Grass-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Lightning-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Psychic-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Fighting-type focused | [TBD] | [TBD] Medal |
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| [TBD] | Mixed/balanced | [TBD] | [TBD] Medal |
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| [TBD] | Mixed/balanced | [TBD] | [TBD] Medal |
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### NPC Types
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| Type | Description | Rewards |
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|------|-------------|---------|
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| **Club Member** | Regular NPCs in each club | 1-2 booster packs |
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| **Club Leader** | Boss of each club, must defeat to earn medal | Medal + 2-4 booster packs |
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| **Grand Master** | Elite opponents, require all medals to challenge | Special rewards |
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| **Champion** | Final opponent | Champion title |
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### Progression
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1. **New Player**: Start with a starter deck, can challenge any club
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2. **Club Progression**: Defeat club members to practice, then challenge the leader
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3. **Medal Collection**: Earn medals by defeating Club Leaders
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4. **Grand Masters**: Once all medals collected, Grand Masters become available
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5. **Champion**: Defeat all Grand Masters to face the Champion
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### Match Rewards
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| Outcome | Reward |
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|---------|--------|
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| Victory vs Club Member | 1-2 booster packs (based on NPC difficulty) |
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| Victory vs Club Leader | Medal + 2-4 booster packs |
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| Victory vs Grand Master | [TBD] special reward |
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| Defeat | No reward, can retry immediately |
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### Rematch Rules
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- Club Members can be rechallenged anytime for pack rewards
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- Club Leaders can be rechallenged after defeat (for packs, medal already earned)
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- Grand Masters and Champion can be rechallenged for bragging rights
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---
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## Base Ruleset
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Mantimon TCG uses a **custom hybrid** ruleset, cherry-picking mechanics from multiple Pokemon TCG eras.
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### Era Influences
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| Mechanic | Era Source | Notes |
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|----------|------------|-------|
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| Basic turn structure | Classic (Base-Neo) | [TBD] |
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| Pokemon stages | Support for Stage 2, EX, V, GX | Campaign will have fixed ruleset, but engine is flexible |
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| Trainer card types | Modern item/supporter/stadium split | |
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| Energy types | Modern | 10 types: Colorless, Darkness, Dragon, Fighting, Fire, Grass, Lightning, Metal, Psychic, and Water |
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### What's NOT Included
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List of official mechanics that are explicitly excluded:
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- No mechanics are explicitly unsupported because the game should be infinitely customizable
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---
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## Energy System Modifications
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> **Home Rule Focus Area**: Energy attachment rules
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### Standard Rule (for reference)
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In standard Pokemon TCG, you may attach **one energy card** per turn from your hand to one of your Pokemon.
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### Modified Rule
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Default ruleset will be similar to Pokemon Pocket:
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- **Energy deck**: Players build a deck of 20 energy cards to go with each deck; no energy cards are included in main deck
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- **Energy generation**: At start of turn, flip top card of energy deck; may play it any time before attacking
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### Energy Types in Use
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| Type | Symbol | Description |
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|------|--------|-------------|
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| [TBD] | | |
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| [TBD] | | |
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| Colorless | | Any energy satisfies colorless requirements |
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### Special Energy
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| Name | Effect |
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|------|--------|
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| [TBD] | |
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| [TBD] | |
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---
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## Deck Building Rules
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> **Home Rule Focus Area**: Card limits and restrictions
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### Deck Size
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| Rule | Value |
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|------|-------|
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| Minimum deck size | 40 cards |
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| Maximum deck size | 40 cards |
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| Exact size required? | Yes |
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| Energy cards included? | No |
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| Energy deck size | 20 cards |
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### Card Limits
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| Card Type | Max Copies | Notes |
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|-----------|------------|-------|
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| Pokemon (same name) | 40 | Configurable outside of defaults |
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| Trainer cards (same name) | 4 | Configurable |
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### Required Cards
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| Requirement | Value |
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|-------------|-------|
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| Minimum Basic Pokemon | 1 |
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| Other requirements | [TBD] |
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### Banned/Restricted Cards
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| Card Name | Status | Reason |
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|-----------|--------|--------|
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| [TBD] | Banned | |
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| [TBD] | Limited to 1 | |
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### Format Rotations
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- No rotating format at launch, but should be configurable
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| Set Name | Set Code | Status |
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|----------|----------|--------|
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| [TBD] | | Legal |
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| [TBD] | | Banned |
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---
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## Win Conditions
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> **Home Rule Focus Area**: Victory conditions
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### Standard Win Conditions (for reference)
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1. Take all 6 prize cards
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2. Knock out opponent's last Pokemon in play
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3. Opponent cannot draw at start of turn
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### Modified Win Conditions
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All settings should be configurable, below are core game defaults
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- **Prize count change**: Take 4 prizes instead of 6
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- **Alternative win conditions**:
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- field control, opponent runs out of pokemon on the board
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- deck depletion, players who cannot draw a card from their deck lose
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- multiplayer only: turn timer, after 90 seconds player forfeits; winning player may choose to allow extra time
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- **Tiebreaker**: Player with most points after completion of game timer wins; draw if players are tied on points
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### Prize Cards
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> 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
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| Rule | Value |
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|------|-------|
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| Number of prizes/points | 4 |
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| Prizes taken per knockout | Standard: 1 for basic, 2 for EX/V |
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| Prize card selection | Configurable, not used in core rules |
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---
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## Turn Structure
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### Turn Overview
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```
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1. DRAW PHASE
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- Draw 1 card from deck
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2. MAIN PHASE (any order, as many times as allowed)
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- Attach energy (once per turn)
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- Play Basic Pokemon to bench
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- Evolve Pokemon
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- Play Trainer cards
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- Use Abilities
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- Retreat Active Pokemon (once per turn)
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3. ATTACK PHASE
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- Declare attack (ends turn)
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- OR pass without attacking
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4. END PHASE
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- Apply end-of-turn effects
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- Check for knockouts
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- Take prize cards/score points if applicable
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- Flip top card of energy deck
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```
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### Turn Modifications
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| Modification | Description |
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|--------------|-------------|
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| New step to flip top card of energy deck | |
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### First Turn Rules
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| Rule | Value |
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|------|-------|
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| First player draws on turn 1? | Yes |
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| First player can attack turn 1? | Yes |
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| First player can play Supporters turn 1? | Yes |
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| First player can attach energy turn 1? | No |
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---
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## Card Types
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### Pokemon Cards
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| Term | Definition |
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|------|------------|
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| Basic Pokemon | Can be played directly from hand to bench |
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| Stage 1 | Evolves from a Basic Pokemon |
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| Stage 2 | Evolves from a Stage 1 Pokemon |
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| EX | Worth 2 knockout points, could be basic, stage 1, or stage 2 |
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| V | Can be played directly from hand to bench |
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| V-Max | Evolves from a V pokemon |
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### Evolution Rules
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| Rule | Value |
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|------|-------|
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| Can evolve same turn played? | No (unless card effect allows) |
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| Can evolve same turn as previous evolution? | No (unless card effect allows) |
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| Evolution on first turn of game? | No (unless card effect allows) |
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### Trainer Cards
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All trainer card subtypes are in use
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| Type | Rules |
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|------|-------|
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| Item | Unlimited per turn |
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| Supporter | One per turn |
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| Stadium | Stays in play, can play one per turn |
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| Tool | Attach to Pokemon, unlimited per turn |
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### Energy Cards
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| Type | Description |
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|------|-------------|
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| Basic Energy | Provides 1 energy of its type |
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| Special Energy | Custom effects, no limits to enrgy deck by default |
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---
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## Status Conditions
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### Active Status Conditions
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Conditions stack unless otherwise boted
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| Condition | Effect | Removal |
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|-----------|--------|---------|
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| Poisoned | 10 damage between turns | Specific card effect, evolution, retreat |
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| Burned | 20 damage + flip to continue | Removed on heads flip |
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| Asleep | Cannot attack or retreat; overrides paralysis and confusion | Removed on heads flip |
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| Paralyzed | Cannot attack or retreat for 1 turn; overrides sleep and confusion | End of next turn |
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| Confused | Flip to attack, 30 damage self on tails; overrides sleep and paralysis | Evolution, retreat |
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---
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## Glossary
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| Term | Definition |
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|------|------------|
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| Active Pokemon | The Pokemon currently in the battle position |
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| Bench | Area for up to 5 Pokemon not currently active |
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| Discard Pile | Where knocked out Pokemon and used cards go |
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| Prize Cards | Cards set aside at game start, taken on knockouts |
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| Retreat | Switching active Pokemon with a benched Pokemon |
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| [TBD] | [Add game-specific terms] |
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---
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## Changelog
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Track rule changes over time:
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| Date | Change | Reason |
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| [Date] | Initial rules document created | Project start |
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---
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## Notes for Implementation
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This section is for developer reference when implementing rules in code.
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### Rule Configuration Schema
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Rules should be configurable via a JSON/YAML file for easy iteration:
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```json
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{
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"deck": {
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"min_size": 60,
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"max_size": 60,
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"max_copies_per_card": 4,
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"min_basic_pokemon": 1
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},
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"prizes": {
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"count": 6,
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"per_knockout_basic": 1,
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"per_knockout_ex": 2
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},
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"energy": {
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"attachments_per_turn": 1
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},
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"first_turn": {
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"can_draw": true,
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"can_attack": false,
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"can_play_supporter": false
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},
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"win_conditions": {
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"all_prizes_taken": true,
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"no_pokemon_in_play": true,
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"cannot_draw": true
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}
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}
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```
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### Validation Hooks
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When implementing rules engine, create validation hooks for:
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- `validate_deck(deck) -> ValidationResult`
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- `validate_action(game_state, action) -> ValidationResult`
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- `check_win_conditions(game_state) -> Optional[WinResult]`
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- `calculate_prizes_for_knockout(pokemon) -> int`
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