Alternative TCG Rules

We thought up alternative rules because we had a few old decks lying around and were tired of playing the same old rules seeing as how one of the decks would totally beat the other in 4 out of 5 games. Originally, the game was meant for balance between decks consisting of old cards and those consisting of newer cards. However, the game still works best with fairly balanced decks. Originally, the name of this type of gameplay was called "Real Pocket Monsters" seeing how the game mechanics of this alternate method had similarities to the battle mechanics of the games and TV show.

Note that this is page is still being constructed. Other than that, the game is not flawless, naturally. Still, try it out and most of all, have fun! 

Also, if you have any extra or innovative ideas for this style of play, please suggest them to us by contacting us! If you have any ideas for another alternative set of rules, please tell us! We will post it if it plays well!
Players Need:
Each player needs a 60-card deck.
A coin preferably (If players do not have coins, substitute using games of rock-paper-scissors.) 
Damage Counters (optional).

Changes/Rules:
  • General knowledge of the official rules is needed. This means attacking, status conditions, flipping coins, counting damage, etc.
  • Each player chooses evolved or basic Pokémon. If both decks are generally balanced, choose 6 Pokémon, and put one of them as an Active Pokémon face down, and the other 5 Benched face down.
  • If balance is needed, a point system will be used to choose Pokémon. A Basic Pokémon has a value of 1 point. A Stage 1 Evolved Pokémon has a point value of 2. A Stage 2 Evolved Pokémon has a point value of 3. 
  • A quota is placed, of preferably 7 or 10 points. Each player cannot exceed the quota, and should put use the maximum quantity of points.
  • There are no prizes.
  • Weakness and Resistance is optional.
Battle Start
  • After each player sets up his or her Pokémon face down, the battle can now begin!
  • Players do not start out with a hand. Flip a coin to decide who goes first.
  • Players flip the Active Pokémon over at the start of the game.
  • Players draw one card per turn.
  • Trainer cards are used as is. Only one supporter card may be used per turn, like the normal rules. 
  • If a player draws a Pokémon, he or she puts it in a pile, which is called the Oak (or PC) pile. When a certain number of Pokémon are gathered in the Oak pile, Oak powers can be used. Refer to the section below for the list of Oak powers.
  • Retreating is done normally, using the retreat cost. When a Pokémon retreats, keep it face up, for the rest of the game.
  • Poképowers and Pokébodies are used as they would normally be used.
  • As with the normal rules, attacking is the last thing a player does.
  • When a Pokémon is Knocked Out, it stays Knocked Out. 
  • Using cards like Recycle lets you put a card back into your hand and to the Oak pile, assuming it is a Pokémon. However, it cannot be put back into play. Trainer cards can be reused.
Oak Powers
Subject to change and updates.
  • Oak Powers are like Trainer cards, 
  • When an Oak Power is used, the Pokémon cards used up are discarded. 
  • Discard two Oaked Pokémon for a colorless energy, which lasts only one turn. Therefore, it should be used wisely, either for an immediate attack or cards such as Super Potions that need energy discarding,. 
  • Discard three for a Defender effect. (Damage done to your Pokémon is reduced by 20, until the end of your opponent's next turn)
  • Discard five for a PlusPower effect. (If the Pokémon attacks, the attack does 10 more damage to the Active Pokémon, before applying Weakness and Resistance)
  • Discard ten for a Gust of Wind effect. (Switch the opponent's Active Pokémon for one of his or her Benched Pokémon.
Exceptions
  • Because Super Scoop Up is not really compatible with this type of play, it just counts as another Pokémon which can be Oaked.

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