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Card'z PMD TCG, We don't have a specific C-a-C section so I guess this goes here
Cardz5000
post Oct 6 2009, 05:39 AM
Post #1


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Plat Team



I decided I was going to make a Pokémon TCG Mod for the Pokémon Mystery Dungeon Games. The are some Major and Minor rule changes from the original TCG, thus these cards are unable to be used with standard Pokémon Cards. I think I've accounted for most issues that my new rules might face, but if you notice and problems that may pop up please let me know so I can fix them

This is by no means a complete guide to the game, it just outlines the elements that have changes. If anyone actually plays a games with these cards and rules Please PM me, first so I can thank you, I've yet to put forth the effort to play the game. and secondly so I can see if there are anything that needs to be changed/added/removed.

POKÉMON MYSTERY DUNGEON
TCG


Parts of a Card



Pokémon and Evolution Cards


Pokémon Type: The element this Pokémon embodies.
Name: The Species of this Pokémon.
Evolution: The Pokémon this Pokémon is placed on (if any)
Stage: What stage of evolution this Pokémon is (Basic, Stage 1, or Stage 2)
Size:The Size of this Pokémon
Hit Points (HP):The amount of damage this Pokémon can take before it is knocked out (KO'ed)
Poké-Power and Poké-Body: Effects that alter gameplay, this, and other Pokémon, sometimes these will be automatic, at other times the user chooses when and if to use the effect.
Special Rules: Special rules specific to this card.
Hold Item: An Item this Pokémon can use for a given effect sometimes these will be automatic, at other times the user chooses when and if to use the effect.
Attack(s): Moves this Pokémon can use.
Damage: The amount do Damage each attack does to the defending Pokémon
Attack Cost: How much of each type of energy has to be attached to this Pokémon in order to use this attack.
Attack Text: Additional effects and costs for this attack.
Weakness: Any damage does to this Pokémon by a Pokémon of this/these type(s) will have extra damage added to the attack, or will bee multiplied.
Resistance: Any damage does to this Pokémon by a Pokémon of this/these type(s) will be reduced.
Retreat Cost: The amount of energy that needs to be discarded in order to move this Pokémon from your active row to your bench row.
Rarity: How Rare this card is.
Symbol: The Symbol of the set this card belongs to.
Card Number: The Set number of this card.

Trainer Cards


Trainer Type: The kind of trainer card this is.

Trainer Card Types

Goods cards: Goods cards are played by doing what they say and then putting them in your discard pile.
Supporter cards: Supporter cards are similar to Goods cards, but you can only play 1 each turn.
Stadium cards: Stadium cards represent special battle arenas, staying around until another Stadium card is played.
Pokémon Tool cards: Pokémon Tool cards are attached to a Pokémon that doesn't already have 1 attached to it giving it extra attacks, added effects, or a boost of some sort.
Event cards: Event cards must be played as soon as they are drawn. Some event cards are beneficial, while others may damage or restrict your pokémon. Event cards are the only cards that can be used in your 10-card event deck, but they may be used in your standard deck as well.

Name: The name of this trainer card.
Type Text: The conditions due to the type of Trainer this card it is as well as how to play it.
Effect Text: What Playing this card does.
Rarity: How Rare this card is.
Symbol: The Symbol of the set this card belongs to.
Card Number: The Set number of this card.

Basic and Special Energy Cards


Energy Type: The Energy this card provides.
Name: The name of this special energy card .
Effects: Conditions, Costs, Effects and the type of energy this special energy card provides.
Rarity: How Rare this card is.
Symbol: The Symbol of the set this card belongs to.
Card Number: The Set number of this card.


Game Play Rules


What Do You Need to Play?
You and your opponent will each need a 50-card deck and a 10-card event deck. You will also need some counters
to keep track of damage and special conditions on the different Pokémon in play and a coin for flipping.

How do you start a Game?
Shake hands with your opponent. (unless they appear to be deathly ill, in which case they probably should not be playing Pokémon but rather making their way to the nearest hospital)
Shuffle your 50-card deck and Draw 7 cards.
Check to see if you have any Basic Pokémon in your hand.
Give your 10-card event deck to your opponent.
put one of your Basic Pokémon face-down in front of you, in your Active Row.
put up to 3 other basic Pokémon face-down in either row as long as the total size of all your Pokémon does not exceed 6
Flip a coin to see who goes first, the player who wins the flip goes first.
Flip all of your Pokémon face-up

Continuing the Game
As you play, you and your opponent take turns. During your turn, go through the steps below.

What Can You Do During Your Turn?
You can do lots of things during your turn! You always draw
a card first, and you always attack last. Here is everything
you can do:

1) Draw a card. (play it if it is an Event card)
2) Do any of these in whatever order you want:
Put basic Pokémon cards on the Bench (as many as you want).
Evolve Pokémon (as many as you want).
Attach 1 Energy card to 1 of your Pokémon (only once per turn).
Play Trainer cards
Retreat 1 of your Active Pokémon (only once per turn).
Advance 1 of your benched Pokémon (only once per turn).
Use Poké-Powers (as many as you want).
3) Attack 1
Check to make sure you have enough Energy attached to the attacking Pokémon to attack.
Check Weakness and Resistance of your opponent’s Pokémon.
Put damage counters on your opponent’s Pokémon.
4) Attack 2
Check to make sure you have enough Energy attached to the attacking Pokémon to attack.
Check Weakness and Resistance of your opponent’s Pokémon.
Put damage counters on your opponent’s Pokémon.
5) Check to see if you Knocked Out any of your opponent’s Pokémon.
6) Take an Event card from the event deck your opponent gave you for each Pokémon you Knocked Out.
7) Your turn is now over.


-Drawing a card
Start your turn by drawing a card from your deck, if there are no more cards in your deck at this point your opponent wins. If you draw an Event Trainer card then you must play it immediately before doing anything else.

-Putting basic Pokémon cards on the Bench
After starting the game any tiem you play a basic Pokémon from your had it muyst be placed on the bench, You cannot play a Pokémon if any of the following would happen:
You would have more than 4 Pokémon in play.
The total of all your Pokémon would become greater than 6

-Evolving a Pokémon
If you have a card in your hand that says “Evolves from ____” and ____ is the name of a Pokémon you already have in play, you may play that card in your hand on top of Pokémon so-and-so. This is called “evolving” a Pokémon. You may evolve a Basic Pokémon to a Stage 1 Pokémon, or a Stage 1 Pokémon to a Stage 2 Pokémon. When a Pokémon evolves, it keeps all cards attached to it (Energy cards, Evolution cards, etc.) and any damage it might already have, but the old attacks and Poké-Powers and Poké-Bodies of the Pokémon it evolved from go away. All other things about the Pokémon also go away, such as Special Conditions or anything else that might be the result of an attack some Pokémon made earlier. You cannot evolve a Pokémon that you just played or evolved on that turn. Also, neither player can evolve a Pokémon on the first turn.

-Attaching an Energy card
Once during your turn you may attach 1 energy card from your hand to 1 of your Pokémon

-Playing Trainer cards
During your turn you may play as many Goods cards as you want, after following the text they are placed in the discard pile. Once during your turn you may play a Supporter Card, these are played next to your active row, and remains their until the end your your turn, and then is moved to the discard pile. Once per turn you may also play a Stadium card between your and your opponent's active rows, if there is already a stadium card in play the card is moved to the owner's discard pile. You may also Attach as many Pokémon Tool cards to your Pokémon as you have. If at ANYTIME (including your opponent's turn) an Event card enters your hand they are to be played immediately, before any other effects resolve.

-Retreating and Advancing
Once during you may move one of the Pokémon in your active row to your bench row by discarding energy equal to its retreat cost (you cannot do this if you only have one pokémon in your active row). Also once during your turn you may move one of the pokémon in your bench row to your active row (you may not move a pokémon you have played this turn)

-Attacking
You may attack twice during your turn with two Pokémon in your active row

-Drawing event cards
If you have to draw more than one card for your event deck resolve each event card prior to drawing the next one. After an event card from the event deck's effect is resolved it is placed face up next to the event deck.

How Do You Win?
You win the game if any one or more of these things occur:
You draw the last card in your Event deck and it's action resolves
You Knock Out your opponent’s last Pokémon in play.
Your opponent is out of cards in his or her deck, when he or she goes to draw a card
at the beginning of the turn.

How Do You Make a New Deck?


You must have at least 1 Basic Pokémon in your deck.
You can only have up to 4 cards with the same name aside from basic energy
50 cards no more no less

Event Deck
You can only have up to 2 cards with the same name
10 cards no more no less


'advanced' rules



What happens if both players draw an event card at the same time?
If both players are to draw a card from their deck and both draw an event card, of one of each players pokémon gets KO'ed at the same time, the player whos turn it is resolves their event card's effect first, and then the other player's event card's effect would be resolved NEVER treat event cards as part of your hand, nor are they considered in play unless otherwise stated.


Alright, I think that's it for the rules, please state any confusion, or you may suggest improvements (that I may or may not use)

as for the cards I'm working on 3 'mini'-sets (around 50 cards for each set plus secret rares and box toppers) based off of the new Wii-ware Titles: Blazing Adventure Squad, Stormy Adventure Squad, and Light Adventure Squad. as well as another Mini-set for the grass starters (probably something like Overgrown Adventure Squad) Each each set will include evolution lines for each of the starters of each game as well as the game specific Legends those available in all games will probably be included in the Grass set. Also, despite Blazing Adventure Squad being the only set with Eevee as a starters this set will only have Eevee and Flareon, while the other sets will have the rest of the eeveelutions (Stormy: Glaceon and Vapoeon, Light: Espeon and Jolteon, and the grass one: Leafeon and Umbreon

Now for Cards (it's about time) currently I'm working my way through the blazing starters, and I will update this post as I complete the lines.

:R: Charmander lv. 10_____Size:•___ HP:60
Basic

:.: Scratch 10

:R::R: Fire Spin 20
Flip a coin. If heads the defending Pokémon cannot retreat during your opponent's next turn.

Weakness: :W:+10
Resistance: :G:-20
Retreat Cost: :C:


:R: Charmeleon lv. 27_____Size:•___ HP:80
Stage 1 Evolves from Charmander

:R::C: Signal Flair
Search your Deck for a Basic :R: Pokémon and place it as one of your active Pokémon. Then, you may search your deck for up to 2 basic Energy cards and attach them to that Pokémon. Shuffle you Deck.

:R::R: Flaming Tail
Does 20 damage to 2 of the Defending Pokemon.

Weakness: :W:+20
Resistance: :G:-20
Retreat Cost: :C:


:R: Charizard lv. 49_____Size:•___ HP:120
Stage 2 Evolves from Charmeleon

Poke-body: Fanning Flames
Each basic :R: Energy card attached to your :R: Pokemon provides 2 :R: Energy instead. You can't use more than 1 Fanning Flames Poke-Body each turn.

:R::R::R::R: Blast Furnace 50+
Does 50 damage plus 10 more damage fore each :R: energy attacked to all of your Pokémon. Charizard does 50 damage to itself. You may discard up to 5 :R: Energy cards attached to Charizard, for each Energy card discarded in this way remove 1 damage counter from Charizard.

Weakness: :W:x2
Resistance: :G:-30
Retreat Cost: :C::C:


:R: Vulpix lv. 6_____Size:•___ HP:50
Basic

:R::R: Fire Darts
Does 10 damage to each of your opponent's Pokémon (Don't apply Weakness and Resistance for Benched Pokemon.)

Weakness: :W:+10
Resistance: none
Retreat Cost: :C:


:R: Vulpix lv. 12_____Size:•___ HP:60
Basic

Item: Fire Stone
Once during your turn, when you put Vulpix from your hand onto your Bench, you may search your deck pile for a Ninetales, Arcanine, or Flareon and put it onto your Hand

:R: Smog
The Defending Pokémon is now Poisoned

Weakness: :W:+10
Resistance: none
Retreat Cost: :C:


:R: Ninetales lv. 36_____Size:•___ HP:90
Stage 1 Evolves from Vulpix

Poké-Power: Blazing Soul
Once during your turn (before you attack) you may attach one Blazing Token on one of one of your opponent's active Pokémon This power can't be used if Ninetales is affected by a Special Condition.

Poké-Body: Burning Desire
Each of your opponent's Pokémon with a Blazing Token attached to it cannot retreat

:.: Spirit Burst 20+
Does 20 damage plus 10 damage for each :R: energy attached to Ninetales. Discard all :R: Energy cards attached to Ninetales.

Weakness: :W:x2
Resistance: None
Retreat Cost: :C::C:


:R: Growlithe lv. 14_____Size:•___ HP:50
Basic

:.: Tackle 10

:F::C: Multi-Flame
For each of your :R: Pokémon in play put 1 Damage counter on your opponent's Pokémon in any way you like

Weakness: :W:+10
Resistance: none
Retreat Cost: :C:


:R: Arcanine lv. 47_____Size:•___ HP:100
Stage 1 Evolves from Growlithe

:R::R: Sunny Day
Search your deck for a Stadium card named Bright Plains and play it. Shuffle your deck afterward.

:R::C::C::C: Blaze Tackle 80
Arcanine does 20 Damage to itself.

Weakness: :W:x2
Resistance: None
Retreat Cost: :C::C:


:C: Eevee lv. 6_____Size:•___ HP:40
Basic

:.: Gentle Call
Search your Deck for 2 different Basic Pokémon or Evolution Cards, show them to your opponent, and your opponent chooses 1 or both of them. Put the chosen card(s) into your hand. If your opponent chose both cards they may search their deck for a Basic Pokémon or Evolution Card and show it to you and put it into their Hand, If your opponent chose 1 card place the other card on top of your Deck. Shuffle your Deck.

Weakness: :F:+10
Resistance: none
Retreat Cost: :C:


:R: Flareon lv. 32_____Size:•___ HP:70
Stage 1 Evolves from Eevee

:R: Dancing Flames
The Defending Pokémon is now Confused. If the stadium card Bright Plains is in play search your Deck or Discard Pile for a Basic :R: Energy and attach it to 1 of your Pokémon. Shuffle your Deck.

:R::R: Electrical Fire 30+
If Flareon has any :L: energy attached to it this attack does 30 damage plus 20 more Damage, and flip 2 coins. If both are heads the Defending Pokémon is now Paralyzed, If both are Tails the Defending Pokémon is now Burned.

:C::C::C: Explosive DNA 40
Remove 3 damage counters from Flareon and discard Flareon from Eevee. If you do, search your Deck for card the evolves from Eevee and put it onto Eevee (this counts as evolving Eevee). Shuffle your Deck.

Weakness: :W:x2
Resistance: None
Retreat Cost: :C::C:


:R: Cyndaquil lv. 9_____Size:•___ HP:50
Basic

:.: Nip 10

:R::C: Flare Up 30
Flip a coin. If heads the Defending Pokémon is now Burned. If tails this attack does no damage to the defending Pokémon and during your next turn prevent all effects of Cyndaquil's Flare Up, excluding damage.
Weakness: :W:+10
Resistance: :G:-20
Retreat Cost: :C:


:R: Quilava lv. 32_____Size:•___ HP:80
Stage 1 Evolves from Cyndaquil

:C: Ignite
Search your Discard Pile for a Basic :R: Energy and attach it to Quilava.

:R::R: Ball Up
During your opponent's next turn, put 1 damage counter on each Pokémon the damages Quilava, any damage done to Quilava by attacks is reduced by 10 (after applying Weakness and Resistance).

Weakness: :W:+20
Resistance: :G:-20
Retreat Cost: :C::C:


:R: Typhlosion lv. 46_____Size:•___ HP:120
Stage 2 Evolves from Quilava

Poke-body: Burning Soul
Whenever your opponent flips a coin for the Special Condition Burned between turns, if heads put 1 damage counter on that Pokémon.

:R::R::C: Big Fire 100
If you have any Non-:R: Pokémon in play discard 2 :R: Energy attached to Typhlosion.

Weakness: :W:x2
Resistance: :G:-30
Retreat Cost: :C::C::C:


:C: Teddiursa lv. 12_____Size:•___ HP:50
Basic

:.: Scratch 10

:C: Gather Up
Search your Deck for 5 different Trainer Cards (excluding Event Cards) show them to your opponent, and your opponent chooses 2 of them. Put the chosen cards into your hand. Place the other cards on top of your Deck. Shuffle your Deck.

Weakness: :F:+10
Resistance: none
Retreat Cost: :C:


:C: Ursaring lv. 54_____Size:•___ HP:90
Stage 1 Evolves from Teddiursa

:C::C: Drag Off 20
Before doing damage, you may switch 1 of your opponent's Benched Pokemon with the Defending Pokemon. If you do, this attack does 20 damage to the new Defending Pokemon. Your opponent chooses the Defending Pokemon to switch.

:C::C::C::C: Double Jab
You may discard 2 Energy Cards attached to Ursaring, if you do treat any tails flipped when using Ursaring's Electric Bolt attack as if they were heads. Flip 2 coins. For each heads this attack does 40 damage to one of your opponent's active Pokémon.

Weakness: :F:x2
Resistance: :P:
Retreat Cost: :C::C:


:R: Torchic lv. 14_____Size:•___ HP:50
Basic

:.: Peck 10

:R::C: Ember 30
Flip a coin. IF tails, discard a :R: energy attached to Torchic.

Weakness: :W:+10
Resistance: :G:-20
Retreat Cost: :C:


:R: Combusken lv. 32_____Size:•___ HP:70
Stage 1 Evolves from Torchic

:C: Pin Down
During your next turn, treat any tails flipped when using Combusken's Focus Peck as if they were heads.

:R::R::C: Focus Peck 80
Flip 2 coins. If either of them is tails, this attack does nothing.

Weakness: :W:+20
Resistance: :G:-20
Retreat Cost: :C:


:R: Blaziken lv. 54_____Size:•___ HP:110
Stage 2 Evolves from Combusken

Poké-Power: Explosive Draw
Once during your turn (before you attack), you may reveal the top card of your deck. If that card is an Energy card, attach it to 1 of your Pokemon. If not, discard the card and put 1 damage counter on each of each player's active Pokémon. This power can't be used if Blaziken is affected by a Special Condition.

:R::C::C::C: Blaze Kick
Flip a coin. If tails discard 2 Energy attached to Blaziken. If Blaziken has any :F: attached to is this attack does 60 damage plus 20 more Damage.

Weakness: :W:x2
Resistance: :G:-30
Retreat Cost: none


That's all for now
~Cardz

This post has been edited by Cardz5000: Oct 6 2009, 06:18 AM


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