Pokemon TCG Adventures - Part 1 - A Whole new way to play!

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Published on ● Video Link: https://www.youtube.com/watch?v=GsVKWE3B0D0



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Trying out a new format I made for the Pokemon Trading Card Game which I call Pokemon TCG Adventures. I'll be exploring a new area with this one, so ill list the rules of the game below.

=====================RULES==================
-Create the explore deck out of 3 booster backs, shuffle them together without looking at them
-Set up your side of the field as you would a normal Pokemon game. In this format I'm using duel battles, so you need 2 basic Pokemon in the active slot, but only 1 is required before a Mulligan. Should you get another Pokemon in hand, it must go to the empty active slot immediately.
-Take 1 turn in preparation before starting the game.
----Opponent's Turn-----
-After upkeep, draw two cards from the exploration deck, if it is an energy or trainer card add it to the energy or trainer prize pile. If the drawn card is a pokemon, then place it on the left or right bench, or place it in the wild deck.
-After drawing, add 1 universal energy to all active or benched Pokemon.
-Finally, activate all active Pokemon. Who they attack, and the move they use will be random. The only options they will select are ones that actually have an positive outcome for them (for example, a Pokemon with a chose to heal a Pokemon with no damage and itself for 10 will always choose itself as healing 0 damage has no effect). If given the option of how much energy they can use, they will use the maximum amount.
-----Battle Results-----
If you knock out a wild Pokemon, set it aside for capture. Once all attacks are resolved you may attempt to capture it. To capture a Pokemon, you roll 3d6 + 2d6 per card discarded from hand (max 4d6 this way) and must roll a 1 on any of these dice. If a 1 is rolled, add the captured Pokemon to your hand, otherwise discard it.
-After a Pokemon is knocked out, if any Pokemon are on the bench, they immediately replace the knocked out Pokemon. If none are on the bench, they shuffle the wild deck, and add a Pokemon from there.
-If the wild Pokemon knocks out the player's Pokemon, it gets discarded.
------End Conditions------
The game ends if any of the fallow occurs
-The player has their last active Pokemon knocked out and cant replace it.
-The player runs out of prize cards
-The player's deck runs out
-The explore deck is empty, and no Pokemon are left on bench or the wild to replace the last active Pokemon slot.
-------Final Notes--------
-While losing 1 of 2 of your Pokemon wont end the game, you must always add a Pokemon to an empty active Pokemon slot if able.
-The universal energy applies to any kind of energy.
-If more then 3 training cards exist when 1 is drawn, discard the oldest drawn trainer card.
-If more then 3 energy cards exist when 1 is drawn, discard the oldest drawn energy card.
-You can discard 1 energy card to obtain 1 energy card drawn from the explore deck, same with trainer cards
===============================================
If i missed some rules, ill add them in!

Outro music by TeknoAXE: https://www.youtube.com/watch?v=vbxVXYATSdY

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