Pokemon OP Mode Revised

Ghazernado

Aspiring Trainer
Member
I recently created this new version of the Pokemon TCG: Overpowered Mode.
Rules:
All Pokemon have 4x as much health as normal.
All attacks do 3x as much damage as normal.
All damage from a special condition is doubled.
There are twelve prize cards, but if you knock out a Pokemon you take six.
To keep the game going, when a trainer runs out of cards in their deck, they shuffle the discard pile and use that as their deck.
Three supporters may be used each turn.
All Pokemon have free retreat.

Test this version of the game and see what you think. Also, give me some feedback on how I can make this better.
 
RE: Pokemon OP Mode?

Is there a reason for 12 prize cards instead of 2? If you take half your prizes from one knockout, why not just have 2 prizes and reduce the harm to the consistency of each player's deck. Also, do you take all 12 prizes for knocking out an EX? Or less prizes for a non-EX? Just seems a bit unfair that a Landorus EX could have a 12-prize-turn if it Hammerhead's 2 Exeggcute...

I would be inclined to say that 3 supporters per turn is too much, rather 2 would be safer.
Also, free retreat is a bit excessive for all pokemon; maybe just reduce each retreat cost by 1-2?

It's interesting, I'll give you that. Just not sure it's been 100% thought through.
 
I have received some suggestions for Pokemon Overpowered mode.
Revised Rules:
All Pokemon have 4x as much health as normal.
All attacks do 3x as much damage as normal.
All damage from a special condition is doubled.
Twice as many prize cards as normal, so an EX knockout would be worth four prize cards. This is so more cards can be accessed to allow for more interesting gameplay.
To keep the game going, when a trainer runs out of cards in their deck, they shuffle the discard pile and use that as their deck.
Two supporters may be used each turn.
Retreat cost is reduced by two energy.
Weakness and resistance are taken into account with 3x as much damage received or avoided, following the 3x attack rule.
Special Energy effects like Strength Energy have twice the normal effect.
And finally, since it's my favorite Pokemon, all Feraligatr cards have 5x as much health as normal, regardless of EX or not.
EX Exceptions:
Damage increasing or healing item cards like Muscle Band and Hard Charm are prohibited on EX Pokemon. Because of the large amount of health Pokemon now have, without a spirit link mega evolving ends two turns instead of one, just for the challenge.
No attacks can affect benched Pokemon. For example, Landorus EX's Hammerhead would only affect the active Pokemon.
EX Pokemon still have the same retreat cost they would normally have.
Please reply with ideas to make this better!
 
I have to strongly disagree with the ends two turns instead of one on mega Pokémon. That will mean anyone who would want to use Vensuaur, Blastoise, either Charizard, Kangashkhan, Lucario and Heracross as megas are far less likely too because of that rule. It's not these cards fault, nor those players interested in using them, that it took until Phantom Forces for Nintendo to conceive of spirit link cards. In fact I've kind of objected to this rule in general since it's a total contradiction to the games themselves but that is neither here nor there. I simply think this already somewhat ridiculous rule doesn't need to be anymore outrageous.

You know, I think to really keep the game at overpower levels without really rushing things, just keep the prize cards as normal. One for each knockout unless something else in game overrules it, like the EX rule. I think there are also some attacks that would overrule that too. But I think this should be normal otherwise.
 
Pikachu6319 said:
I have to strongly disagree with the ends two turns instead of one on mega Pokémon. That will mean anyone who would want to use Vensuaur, Blastoise, either Charizard, Kangashkhan, Lucario and Heracross as megas are far less likely too because of that rule. It's not these cards fault, nor those players interested in using them, that it took until Phantom Forces for Nintendo to conceive of spirit link cards. In fact I've kind of objected to this rule in general since it's a total contradiction to the games themselves but that is neither here nor there. I simply think this already somewhat ridiculous rule doesn't need to be anymore outrageous.

You know, I think to really keep the game at overpower levels without really rushing things, just keep the prize cards as normal. One for each knockout unless something else in game overrules it, like the EX rule. I think there are also some attacks that would overrule that too. But I think this should be normal otherwise.
Thanks for the suggestion! The prize card rule is in place so players will receive more cards to use after a knockout, rather than just one. With the suggestions I received, it is now optional to play with either a six prize cards, or twelve.
As for the mega evolution rule, I suppose mega evolution could stay the same as it is. Thank you for your suggestions.


As for the mega evolution rule, I suppose mega evolution could stay the same as it is.
[/quote]
*Same as it is in regular gameplay.
 
"To keep the game going, when a trainer runs out of cards in their deck, they shuffle the discard pile and use that as their deck."

I'm slightly confused about why this is necessary. We've already got Trump Card, and with 2 supporters, you can play a draw and a Trump in one turn, which is huge in many decks.
 
bbninjas said:
"To keep the game going, when a trainer runs out of cards in their deck, they shuffle the discard pile and use that as their deck."

I'm slightly confused about why this is necessary. We've already got Trump Card, and with 2 supporters, you can play a draw and a Trump in one turn, which is huge in many decks.
This rule allows for the game to be run based on skill, not just discarding cards. You could use a trump card, but there would be no need to because of the rule.
 
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