theGardener's TCG Reboot Project || Update: Weavile & Seviper

theGardener

Aspiring Trainer
Member
The reason I took up faking again in the first place (and consequently ended up on here asking questions) is that I wanted to retool the Pokemon TCG. I like some features of the game but am not so crazy about others, so I wanted to try altering the rules a little and making cards that use the new rules. This thread houses my current progress on that project.

Rules
There are several key alterations to the Pokemon TCG rules. First, steps have been taken to eliminate all the coin flipping. I'd like the results of battles to be somewhat less dependent on luck. Towards this end the coin flipping has been removed from attacks and rules.

Along with this change, the special conditions have to be redesigned. There is now a frozen condition. Also, most of the conditions can be followed by a number (when they are not, the number is taken to be 0). This number represents the severity of the effect. Only Asleep and Confused lack this number:
~Poisoned X - put X damage counters on the poisoned pokemon at the end of its owner's turn.
~Burned X - when the opponent draws an energy card she may reveal it to put X damage counters on the burned pokemon
~Frozen X - the frozen pokemon requires X more energy to use its attacks or retreat.
~Paralized X - the paralized pokemon can't attack or retreat as long as it is paralized. It is paralized as long as there is a paralysis counter on it. Remove one paralisis counter at the end of each turn.

One other change to special conditions is that they are not automatically removed by benching. They stop doing harm to a benched pokemon, but still must be removed.

Also, I added one more pokemon type. To me, dragon type didn't seem as badly needed as poison. Since poison often gets lumped in with grass and bug in the tcg the combined type they form has too many pokemon in it, and while bug and grass seem to fit together nicely, grass and poison less so. Thus the types are normal, fire, water, electricity, psychic, fighting, grass, darkness, metal, and poison.

Also changed are the legend rules. A player may have four copies of a legend card in her deck, but can only play one of them during a given game. So, imagine you have and play legendary Jirachi and Jirachi gets knocked out. Now, even if you have more copies of Jirachi, you cannot play them this game. It's as if there is only one Jirachi.

Finally I've added a new type of trainer card called a resource. Once played, resources remain in play until some other effect removes them. (There are some other small changes, but I'll leave those until I've written up the rules more thoroughly.) However, unless a card says otherwise, each player may only have one copy of a given resource in play at a time.

Blanks
For this project, I'll largely be using Aschefield101's B/W blanks with custom borders. However, I don't like the B/W trainers so I'm making my own. Here are two I have so far (see the 'Cards' section for examples of how they look in use.
TCG 2.0 Trainer Blank - I took my inspiration from the old Neo trainer cards.
Trainer-Resource blank

Cards
Charmander > Charmeleon > Charizard
Cubone > Marowak
Hoppip > Skiploom > Jumpluff
Grimer > Muk
Voltorb > Electrode
Zangoose (This guy owes more than a little to the Zangoose from EX Sandstorm.)
Absol
Skarmory
Mr. Mime
Numel > Camerupt
Sneasel > Weavile
Seviper

--------------
Potion - Yes, potion is a better card now.
Switch - My only card so far that's just like the old one. There are some things you just can't improve on.
Maintenance
Energy Pass
Energy Transfer
Disruption
Poke Ball
Individualized Training

Caretaker - Rather than make cards of the gym leaders themselves, I opted to make cards corresponding to more generic roles which the gym leaders happen to exemplify.
Energy Expert
Pokemon Nurse
Spikes - The latter part of the text is to deal with attacks that put spikes into play. (Skarmory has one.) I wanted those attacks to be useful more than once.

Mobility Energy - Double Colorless is just too broken, and puts too much of a premium on attacks with large colorless costs. So I'm going to use several other special energy cards, like this one, which provide lesser benefits.

--------------
Growth Energy
Maelstrom Energy
No-holds Energy
Pollution Energy
Thunder Energy
Thorn Energy
 
RE: theGardener's TCG Reboot Project || Update: Jumpluff!

My first Pokemon card of the project:
(edit: spelling and capitalization fixed)
You'll notice a few deliberate changes as well as any accidental ones. For one, I've changed the border; for another, I've done away with the information that normally goes bellow the picture; for a third, there is no set symbol (the first set had none, so the first set of the reboot doesn't either).

Also, you might notice this card using one of my new mechanics: the +/- to atk/def. (Until the condition is removed a pokemon with -10 def takes 10 more damage from any attack that does damage to it. -10 atk is similar but reduces damage dealt.)
 
RE: theGardener's TCG Reboot Project || Update: Jumpluff!

Not bad!

I think "targetting" should be spelled "targeting," and "Defending" and "Pokémon" should always be capitalized.
 
RE: theGardener's TCG Reboot Project || Update: Jumpluff!

Thanks for the corrections. I've fixed 'em.

Just out of curiosity, why do we capitalize "Pokémon"? Grammatically the word seems analogous to "animal" or to "monster" neither of which is capitalized. (For that matter, why capitalize "defending"?)
 
RE: theGardener's TCG Reboot Project || Update: Jumpluff!

I've been messing with a TM blank as well. Here's a sample (sans art at the moment), what do you think?



The idea is that the TM will be slipped under the pokemon so the move sticks out at the bottom.
 
RE: theGardener's TCG Reboot Project || Update: TM example

I notice a mistake!
It says "Attack TM30 to one of your Pokémon."

Epic cards, btw.
 
RE: theGardener's TCG Reboot Project || Update: TM example

theGardener said:
Just out of curiosity, why do we capitalize "Pokémon"? Grammatically the word seems analogous to "animal" or to "monster" neither of which is capitalized. (For that matter, why capitalize "defending"?)

Why do they capitalize Evolve? Why not just energy? Because we are writing in a world where it indeed is a proper noun. A Potion in the Pokémon world (something used to heal Pokémon, produced by Silph Co.) is certainly not a potion (a concoction made by witches to induce whatever), nor is Energy (a sphere that encases energy in which you can attack with) the energy (heat, light, consumed to work on other physical entities).
It's a proper noun, so you have to capitalize it. If we were talking about monsters in games in general, then we wouldn't have to. Not only that, but if you are talking about a specific Pokémon, then you also have to capitalize it. (Ampharos) We don't capitalize the common name (domestic cat), but we do for the species formal name, which the Pokémon's name is, the formal. (Felis Catus)
Sorry if this is hard to understand, it's my 4:51 AM logic.​
 
RE: theGardener's TCG Reboot Project || Update: TM example

Fraxureking said:
I notice a mistake!
It says "Attack TM30 to one of your Pokémon."

Epic cards, btw.
Thanks, Fraxureking! (I've fixed it.)

Amphy23, that's an interesting way of explaining things. Thanks for taking the time to make things make more sense. I guess 'Potion' as a product name makes sense. But 'Energy' still puzzles me a bit--even if it isn't what we ordinarily call energy, isn't it still the same sort of thing: a type noun of the sort science would use. Unless that's a brand-name too, why capitalize it?

Similarly, perhaps you're right and pokemon names are treated like Latin formal names. Still, while we capitalize Latin species names, we don't capitalize the Latin for animal any more than we capitalize 'animal'--so why capitalize 'pokemon'?

And I still have no clue about "defending". It would be odd if that word wasn't being used as in normal English.
 
RE: theGardener's TCG Reboot Project || Update: poison-type Muk!

Well, here's my current version of the poison-type card:


This card employs another of my new mechanics--the new rules for special conditions. See the updated rules above for details.
 
RE: theGardener's TCG Reboot Project || Update: poison-type Muk!

Here are a bunch of new cards I've added by category. Some of them have the same art as existing cards, but only Switch is actually the same as anything that currently exists.

Comments about both visual and game-play elements are welcome!

Trainers:


Trainer Resources:


Pokemon:
 
RE: theGardener's TCG Reboot Project || Update: 12 cards added

...this...actually sounds quite interesting. I must say, even though spelling and grammar is a TAD off, this set definitely looks fresh and reboots the TCG while keeping the same original principles that the TCG was founded upon.

The Resource cards, in my opinion, should be tweaked just a little bit, or just have more cards that would remove Resources from the field; it seems like having multiple Stadium cards at the same time that only give positive effects to you.

Other than that, I am impressed.
 
RE: theGardener's TCG Reboot Project || Update: 12 cards added

Don()dhinobi, thanks so much for the encouragement and useful criticism!

If you've spotted anything in the spelling and grammar department that's glaring please feel free to let me know.

(Just as a side note, the "Shuffle." thing is deliberate. Cards will need to tell people to shuffle so often that I thought a lot of space could be saved by just establishing that "shuffle" means "shuffle your deck" up front and dispensing with the extra words.)

don()shinobi said:
The Resource cards, in my opinion, should be tweaked just a little bit, or just have more cards that would remove Resources from the field; it seems like having multiple Stadium cards at the same time that only give positive effects to you.
Yes, you make a good point. I've been a bit concerned about this too, and so have been planning on doing several things. First, I've been keeping the utility of the supporters to less than the better stadiums, trying to keep it from being too unbalanced if nobody does have an answer for them.

Second, I'm planning on providing several answers. One is a trainer (posted bellow--I haven't finalized its name and details, but here's a preliminary version to show you what I'm thinking). Also, a few Pokemon would have attacks that would destroy supporters. Finally, there would be a TM that imparts a resource-destroying move for colorless energy.

What do you think, will that do the trick or will there still be balance issues?

 
RE: theGardener's TCG Reboot Project || Update: 12 cards added

Considering that all players have equal access to Resources--as opposed to the Stadium card Lost World, for example--I'd say that it's quite balanced now, since each player can safely have a few positive effects that will slightly benefit them, but not turn the whole game around.

Having too many attacks that get rid of Resources would seem a bit unbalanced, though. Sure, I can understand a few being able to do so, but too much would just result in a lot of things to be able to tech in. The beginnings of games would likely consist of keeping these guys Active so you can get rid of your opponent's Resources that help them set up before they really get a chance to use them. I say to not have too many Resources, or at least "generic" ones that work for everything. Ones that give nice little bonuses, but nothing that can absolutely turn a game around.
 
RE: theGardener's TCG Reboot Project || Update: 12 cards added

I like the template you used for the Trainer cards, sort of. They are cool, but seem to be lacking color which makes them seem kind'a dull. I think they would look better if the card name area was either light grey (like the description box) or yellow-ish (like Classic-Neo Trainers). That TM looks fantastic, though.

Keep it up!
 
RE: theGardener's TCG Reboot Project || Update: Skarmory

don()shinobi, yea, I'll try to strike a balance. You're right, I don't want resources to be too vulnerable--but I do want them to be somewhat vulnerable. Anyhow I definitely agree with what you said about keeping their effects from being too drastic. I want them to be able to aid a certain strategy, but not to be game winners themselves.

Oh, also, I got my significant other to look over my cards, and she found many of the spelling and grammar errors you mentioned. So those have been fixed.

Nekoban Ryo, thank you! I see what you mean about the trainers. I'll mess around with that and your suggestions.

Oh, and here are two more Pokemon:
 
RE: theGardener's TCG Reboot Project || Update: Skarmory

I assume that Grimer attaches an energy to itself from the hand?

And "+1 Def" means that it takes 10 less damage? And do you still shuffle even if you played Spikes from the discard pile?

But otherwise, looking great.
 
RE: theGardener's TCG Reboot Project || Update: Skarmory

Thanks for all the catches, don()shinobi--I really appreciate it. I guess I need to take greater pains at getting the wording right. I'm used to making my own games from scratch--in which case I decide what the conventions are for wording :) .

Anyhow, fixed 'em.
 
RE: theGardener's TCG Reboot Project || Update: Charizard & Mr. Mime

Here are a couple more cards, both inspired by, but not identical to, the original versions of those Pokemon.



If you're wondering, Charizard's first attack is not a typo. The "20/20" means that he does 20 damage twice. This is different from simply doing 40 damage in that weakness, resistance, and stat. changes are applied to each 20 separately.

So, for instance, against a Pokemon with a weakness (+20) to fire, that attack would do 80. On the other hand, if Charizard were -10 atk., the attack would only do 20 damage.
 
RE: theGardener's TCG Reboot Project || Update: Charizard & Mr. Mime

I definitely like the concept of attacking twice with one attack. It lets me know that there are still fresh ideas that can be applied to a game that's been milked for 10 years.
 
RE: theGardener's TCG Reboot Project || Update: Charizard & Mr. Mime

I really like these! The Resource Cards are nicely balanced, and would help with the current format. Did you make the art yourself? It looks pretty epic.
 
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