this post was submitted on 10 Sep 2023
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Tabletop Gaming

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Curious to hear any feedback if anyone's interested in these games.

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[–] [email protected] 1 points 1 year ago (1 children)

Ooh, a solitaire Pokemon TCG game sounds super interesting, would love to hear more about it

[–] [email protected] 1 points 1 year ago

Sure! It sorta has some similarities to the TCG Raid Battle idea.

Goal: Defeat the waves of random Pokémon .

Setup

  • 15+ Energy of any type Deck drawn each turn for a pool of wildcard mana to use
  • Pokémon Deck, 30 cards, Draw 7, deal 15 to the 'enemy deck'.
  • Deal out 1 Pokémon from the enemy deck, this is the first wave
  • Set aside a stack of trainer cards, these are searchable as one of the 'prizes' when you defeat a 'wave' of Pokémon .

Gameplay

  • Each turn, increase the number of energy in the pool by one.
  • A player then draws from the Pokémon deck,
  • You can play one Pokémon a turn to a maximum of three.
  • Pokémon are generally considered both active and benched, and all may attack or use abilities.
  • They may then use an abilities or attacks across Pokémon, equal to the number of energy in the pool
  • Damage is assigned, it is then the opponents turn, unless all of their Pokémon are knocked out which then 'prizes' happen
  • The opponent uses the same energy total as the player, and may attack with any valid combination of energy.
  • Try to make good choices for the opponent
  • If all player Pokémon are knocked out the game is over.

Combat

  • Opponent Basic Pokémon attack all player Pokémon at the same time, for no additional energy cost.
  • Opponent Stage 1 Pokémon Attack two Pokémon at the same time (Or Pokémon with 100+ dmg attacks)
  • Opponent Stage 2 Pokémon, EX/OP/GX/ETC/Maybe Radiant can be considered to be Stage 2. (Or Pokémon with 200+ dmg attacks)
  • If all opponent Pokémon are knocked out, the 'prizes' are done and resolved.
  • After killing the first Pokémon, replace it with two, then three repeating (2,3,3,3,3) until the opponent deck is emptied.
  • Over time, you should find a mix of powerful and weak Pokémon

Prizes

  • After clearing a 'wave' (1, 2 or 3 Pokémon).
  • A player can choose one prize:
  • Trainer Search: A player may search a stack of trainer cards (currently singles) and choose one to add to their hand
  • Draw 3 cards from your own Pokémon deck
  • Play any evolution card from your hand, on any Pokémon on your side of the field, more difficult variants can enforce at least stage 1/2 progression

General Rules

  • "Attach an energy" cards can attach a wildcard energy to a Pokémon. This is retained on evolutions (even non-standard).
  • Retreat can just be replacing a Pokémon on your bench with another. But any statuses or damage remain.
  • Normal Evolution is allowed outside of prizes as long as you have the correct Pokémon instead of any.

Multiplayer

  • My goal with this is to allow you to play alongside someone
  • This would allow you to both contribute different power levels of cards
  • Play is mostly the same, but players six (three each) and the opponent follows the same curve for each player, so their total Pokémon is (4,6,6,6,6).
  • Energy curve stays the same at one per round, but each player has their own copy pool of the energy

General Thoughts / Goals

  • Make Jank relevant
  • Fight your own deck, keeps power level matching yourself
  • Allow power players and non-players to play
  • Avoid constructed
  • PVE because PVP is rough.

Active Issues / Unfinished Ideas

  • Power Curve for late multiplayer game falls apart
  • Lack of determinacy for decks
  • "Pokemon Partner" which is a Pokémon that you set aside to get a bit more play out of specific ones.
  • Fixed party, where you choose a small number of pokemon. Avoiding constructed ideally means no power seeking and just kinda working with a 10 attack common because it's the best you can do right now.