Magnemite
I'm in the past.
- 205
- Posts
- 19
- Years
- Seen Feb 23, 2016
The other day, I came up with the idea for a Pokemon miniatures game. I used to play Mage Knight, if any of you are familiar with that, and this game is somewhat similar to that (in respects to attacks and movement). Each Pokemon has a stat card with its stats and attacks printed on it. My dream is to print up a full set of cards and get them laminated, buy the little Pokemon figures and mount them on bases, and actually play the game with someone. Who knows, maybe it will catch on?
Set Up:
Each player chooses a team of six Pokemon and places one in the arena on the starting position and the rest on the bench. Each
player also chooses 1 Terrain Card and 1 Weather Card. Each player may also have up to 5 item cards. The arena can be any size,
but must have 2 designated areas for starting Pokemon.
Play:
Before the battle begins, each player rolls 1 six sided die. The player who rolls higher plays his or her Terrain Card. Players
do the same for Weather Cards. Each player then reveals his bench and active Pokemon.
Each player now rolls 1 six sided die, and the player who rolls higher plays first.
Your Turn:
1. Beginning Phase
2. Move Phase
3. Attack Phase
4. End Phase
Beginning Phase- During the beginning phase, players may switch their active Pokemon with one of their benched Pokemon. If a player chooses to switch, his turn ends immediately. The new Pokemon is placed on the starting position.
Move Phase- The player may move his active Pokemon, within the limit of its speed value.
Attack Phase- The player may choose an attack and execute it.
End Phase- All effects of status conditions take place during the end phase.
Switching:
When a player switches Pokemon, he declares the switch, and, unless prevented by an attack or effect, changes the active Pokemon
with one benched Pokemon. He skips his Move and Attack phases and moves directly to the End phase.
Moving:
Each Pokemon has a Speed Value on their card. This value denotes the number of inches that the Pokemon can move in one turn. The
Pokemon cannot move more than its speed value, but it may move less.
Attacking:
When declaring an attack, the player must first meet the requirements. First, the target must be within the range of the attack,
and the Pokemon must have enough PP. To find out if a target is in range, measure from the attacker's base to the defender's base,
in a straight line. If the distance is less than or equal to the attack's range, and there is no blocking terrain in the path, the
target is in range. Each Pokemon has a set number of PP. Each attack uses up a certain amount. If a Pokemon does not have enough PP to execute any attack, it may struggle. If making a physical attack, use the Pokemon's Attack and the target's Defense stat. If using a special attack, use the Pokemon's Special Attack and the target's Special Defense stat. The attacker rolls 2 six sided dice and adds the result to the Pokemon's Attack stat. If the total is higher than the target's Defense stat, the attack is successful. If the attacker rolls two sixes, the attack is a critical hit and the attack does double damage. If the attack is successful, do the damage, then follow any additional rules of the attack.
Terrain:
Normal terrain- Has no effect on the battle.
Water terrain- If a Pokemon is not the Water type, its speed stat is cut in half when in Water terrain.
Tall Grass terrain- the range value of all attacks is cut in half when the Pokemon is in Tall Grass terrain.
Ice terrain- If a Pokemon is not the Ice type, it can move only in straight lines when on Ice terrain.
Magma terrain- If a Pokemon is not the Fire type, it takes 1 damage during the End Phase if it occupies Magma terrain.
Sand terrain- If a Pokemon is not the Ground type, its speed value is cut in half when in Sand terrain.
Blocking terrain- Blocking terrain describes objects that may interfere with ranged attacks, such as walls or trees. If blocking
terrain is in the line of an attack, the attack cannot be used.
Abilities:
Each Pokemon has an ability that may affect the battle. Abilities take precedence over Terrain and Weather cards. For example, if
a Pokemon's ability changes all terrain to Water, but a Terrain Card changes it to Magma, the Pokemon's ability overrides the card
and the terrain becomes water.
Weaknesses and Resistances:
Each Pokemon has weaknesses and resistances based on its type. These will be printed on its card. If a Pokemon has a weakness to a certain type of attack, all damage it takes from attacks of that type is doubled. If a Pokemon has a resistance to a certain type, all damage from those attacks is cut in half, rounded down. (If an attack does 5 damage, half would be 2.5, but we round down to 2 damage.)
Status Conditions:
Poison- A poisoned Pokemon receives 1 damage during each player's End phase.
Paralysis- A paralyzed Pokemon may only move half of its total speed value. When attacking, roll a 6 sided die before the standard roll. If the result is 1, 2, or 3, the attack is unsuccessful.
Burn- A burned Pokemon's attack stat is cut in half. During each End Phase, the Pokemon receives 2 damage.
Confusion- Before attacking, roll one six sided die. On a result of 1, 2, or 3, the Pokemon cannot attack and receives 2 damage.
Sleep- A sleeping Pokemon cannot move or attack. During each End Phase, roll one six sided die. On a result of 4, 5, or 6, the Pokemon is no longer asleep.
Attraction- If a Pokemon is attracted to a target, roll one six sided die before attacking. On a result of 1, 2, or 3, the attack is unsuccessful.
Other Game Mechanics:
Flying Advantage- If a Pokemon is the Flying type, it can only be targeted by attacks with a range greater than 0. If the attacker
is also the Flying type, it may use non-ranged attacks. When targeting a Flying type Pokemon with a ranged attack, ignore all
blocking terrain.
Stat Altering Attacks- Some Pokemon have attacks that alter their own or the target's stats. When stats are altered, use (+1) or
(-1) counters to denote the changes in stats. For example, Agility raises a Pokemon's Speed value by 2. In this case, 2 (+1)
counters would be placed on the Pokemon's card next to its Speed stat. A stat cannot be increased or decreased by more than 6.
Knock Outs- When a Pokemon's HP is reduced to 0, the Pokemon is placed on the side of the arena and a Pokemon from the bench is placed on the starting position.
Item Cards- Items include Potions, Antidotes, TMs, Revives, etc. A player may choose up to 5 item cards to use during the battle.
Item cards may be played during the Beginning or End phases.
Struggling- To struggle, roll the dice as if attacking normally. If successful, the target receives 2 damage, and the attacker receives 1 damage.
Winning the Game:
The winner of the game is the first player to Knock Out all of his opponent's Pokemon.
Example of a Pokemon:
Charmander- Fire Type
HP: 20
Atk: 8
Def: 15
SpA: 10
SpD: 15
Spd: 8
PP: 20
Attacks-
Scratch 2 PP
3 Damage
Normal
Ember 4 PP
5 Damage
Fire
Weaknesses: Water, Ground, Rock,
Resistances: Fire, Grass, Ice, Bug, Steel
Set Up:
Each player chooses a team of six Pokemon and places one in the arena on the starting position and the rest on the bench. Each
player also chooses 1 Terrain Card and 1 Weather Card. Each player may also have up to 5 item cards. The arena can be any size,
but must have 2 designated areas for starting Pokemon.
Play:
Before the battle begins, each player rolls 1 six sided die. The player who rolls higher plays his or her Terrain Card. Players
do the same for Weather Cards. Each player then reveals his bench and active Pokemon.
Each player now rolls 1 six sided die, and the player who rolls higher plays first.
Your Turn:
1. Beginning Phase
2. Move Phase
3. Attack Phase
4. End Phase
Beginning Phase- During the beginning phase, players may switch their active Pokemon with one of their benched Pokemon. If a player chooses to switch, his turn ends immediately. The new Pokemon is placed on the starting position.
Move Phase- The player may move his active Pokemon, within the limit of its speed value.
Attack Phase- The player may choose an attack and execute it.
End Phase- All effects of status conditions take place during the end phase.
Switching:
When a player switches Pokemon, he declares the switch, and, unless prevented by an attack or effect, changes the active Pokemon
with one benched Pokemon. He skips his Move and Attack phases and moves directly to the End phase.
Moving:
Each Pokemon has a Speed Value on their card. This value denotes the number of inches that the Pokemon can move in one turn. The
Pokemon cannot move more than its speed value, but it may move less.
Attacking:
When declaring an attack, the player must first meet the requirements. First, the target must be within the range of the attack,
and the Pokemon must have enough PP. To find out if a target is in range, measure from the attacker's base to the defender's base,
in a straight line. If the distance is less than or equal to the attack's range, and there is no blocking terrain in the path, the
target is in range. Each Pokemon has a set number of PP. Each attack uses up a certain amount. If a Pokemon does not have enough PP to execute any attack, it may struggle. If making a physical attack, use the Pokemon's Attack and the target's Defense stat. If using a special attack, use the Pokemon's Special Attack and the target's Special Defense stat. The attacker rolls 2 six sided dice and adds the result to the Pokemon's Attack stat. If the total is higher than the target's Defense stat, the attack is successful. If the attacker rolls two sixes, the attack is a critical hit and the attack does double damage. If the attack is successful, do the damage, then follow any additional rules of the attack.
Terrain:
Normal terrain- Has no effect on the battle.
Water terrain- If a Pokemon is not the Water type, its speed stat is cut in half when in Water terrain.
Tall Grass terrain- the range value of all attacks is cut in half when the Pokemon is in Tall Grass terrain.
Ice terrain- If a Pokemon is not the Ice type, it can move only in straight lines when on Ice terrain.
Magma terrain- If a Pokemon is not the Fire type, it takes 1 damage during the End Phase if it occupies Magma terrain.
Sand terrain- If a Pokemon is not the Ground type, its speed value is cut in half when in Sand terrain.
Blocking terrain- Blocking terrain describes objects that may interfere with ranged attacks, such as walls or trees. If blocking
terrain is in the line of an attack, the attack cannot be used.
Abilities:
Each Pokemon has an ability that may affect the battle. Abilities take precedence over Terrain and Weather cards. For example, if
a Pokemon's ability changes all terrain to Water, but a Terrain Card changes it to Magma, the Pokemon's ability overrides the card
and the terrain becomes water.
Weaknesses and Resistances:
Each Pokemon has weaknesses and resistances based on its type. These will be printed on its card. If a Pokemon has a weakness to a certain type of attack, all damage it takes from attacks of that type is doubled. If a Pokemon has a resistance to a certain type, all damage from those attacks is cut in half, rounded down. (If an attack does 5 damage, half would be 2.5, but we round down to 2 damage.)
Status Conditions:
Poison- A poisoned Pokemon receives 1 damage during each player's End phase.
Paralysis- A paralyzed Pokemon may only move half of its total speed value. When attacking, roll a 6 sided die before the standard roll. If the result is 1, 2, or 3, the attack is unsuccessful.
Burn- A burned Pokemon's attack stat is cut in half. During each End Phase, the Pokemon receives 2 damage.
Confusion- Before attacking, roll one six sided die. On a result of 1, 2, or 3, the Pokemon cannot attack and receives 2 damage.
Sleep- A sleeping Pokemon cannot move or attack. During each End Phase, roll one six sided die. On a result of 4, 5, or 6, the Pokemon is no longer asleep.
Attraction- If a Pokemon is attracted to a target, roll one six sided die before attacking. On a result of 1, 2, or 3, the attack is unsuccessful.
Other Game Mechanics:
Flying Advantage- If a Pokemon is the Flying type, it can only be targeted by attacks with a range greater than 0. If the attacker
is also the Flying type, it may use non-ranged attacks. When targeting a Flying type Pokemon with a ranged attack, ignore all
blocking terrain.
Stat Altering Attacks- Some Pokemon have attacks that alter their own or the target's stats. When stats are altered, use (+1) or
(-1) counters to denote the changes in stats. For example, Agility raises a Pokemon's Speed value by 2. In this case, 2 (+1)
counters would be placed on the Pokemon's card next to its Speed stat. A stat cannot be increased or decreased by more than 6.
Knock Outs- When a Pokemon's HP is reduced to 0, the Pokemon is placed on the side of the arena and a Pokemon from the bench is placed on the starting position.
Item Cards- Items include Potions, Antidotes, TMs, Revives, etc. A player may choose up to 5 item cards to use during the battle.
Item cards may be played during the Beginning or End phases.
Struggling- To struggle, roll the dice as if attacking normally. If successful, the target receives 2 damage, and the attacker receives 1 damage.
Winning the Game:
The winner of the game is the first player to Knock Out all of his opponent's Pokemon.
Example of a Pokemon:
Charmander- Fire Type
HP: 20
Atk: 8
Def: 15
SpA: 10
SpD: 15
Spd: 8
PP: 20
Attacks-
Scratch 2 PP
3 Damage
Normal
Ember 4 PP
5 Damage
Fire
Weaknesses: Water, Ground, Rock,
Resistances: Fire, Grass, Ice, Bug, Steel