Cloud Strife
Member
Note: Not sure if this belongs in Off-Topic but due to the Online Game taking priority over the physical one in this thread, I figured I'd stick it here. Mods pls move if this isn't the case, thanks :3
Let's get real here. Many of us as kids had these super kickass Pokemon cards that we would bring to school to trade or play with friends.
Remember this guy?
Good times, very good times. However, it's probably safe to say that none of us knew how the game actually worked. I remember I would just slam down a cool looking Pokemon, look at the number on its attack, then subtract that number from the other Pokemon's HP. Most of the time we never even had decks, we would just play with our favorite cards. If any of you are seeking vengeance for that one kid that humiliated you during recess when his Rattata destroyed your Mewtwo single-handed because "yeah well in the show the Rattata had a special move that hurr durr" then you can whip out Facebook or a Phonebook to find this Joey and tell him that after insertamount of years since that game was played, you now know the rules well enough to call for a rematch. Or alternatively you could just buy a deck and play casual games with friends. That's cool too.
With the emergence of the Online Pokemon TCG, a F2P (more on this below) download card game, I feel like this may be a good chance to explain how the game actually works for those who had ever wondered. If you already have an operating knowledge of the Pokemon games, then this will be pretty easy (and addictive) to get a hang of. It's a fun game when you get right down to it. This thread will go over the basics of the game. I won't be discussing any of the professional tournaments and stuff because I play it casually online. Find out more about the professional scene here.
Credit for the above pic
The Basics
Active Pokemon
You have six "slots" in which you can place your Pokemon. One of these is the "Active" Slot in which a Pokemon can attack or be attacked. There must always be a Pokemon in this slot. ALWAYS (you cannot have an inactive Pokemon). If your Pokemon is defeated in this slot, then your opponent takes a prize card.
Benched Pokemon
These are your inactive Pokemon. Your bench can hold up to 5 Pokemon. Pokemon on the bench CANNOT use any of their attacks but their abilities remain active regardless (more on abilities further down). Some Pokemon have attacks or abilities that can target Bench Pokemon along with Pokemon in the Active Slot. If a Pokemon is knocked out when on the Bench, your opponent takes a Prize Card. This means that it is possible to knock out more than one Pokemon per turn. If you have at least one Pokemon on the Bench, the Pokemon in the Active slot can retreat once per turn onto the Bench (think of it as switching out in the Pokemon handheld games). However, this requires a Retreat Cost to be paid meaning you must discard a certain amount of energies already attached to your active Pokemon. The Pokemon will remain at whatever health it is currently at prior to switching out. Any Special Conditions on the Pokemon are removed once it switches out to the bench. Again, I will address special conditions eventually...hehe.
The Deck
Every deck has a maximum of 60 cards. These will be a mix of Pokemon, Energies, and Trainer (Item, Supporter, or Stadium) cards. You are not allowed to have more than four of the same card in one deck (excluding all basic energies). All you crazy Luvdisc enthusiasts can eat your hearts out. For Pokemon, although there are different iterations, you are still only allowed to have FOUR of each type. For example, this means you can have four Kyurem's from different sets.
Here we see two different prints of Kyurem. You can combine however many versions you want so long as it does not exceed four.
However, Pokemon EX's are different and you can have four of these ON TOP of the four Kyurem's you already have. More on EX cards to come.
The Discard Pile and the Lost Zone
The Discard Pile is where knocked out Pokemon or discarded trainer cards and energies go. When a Pokemon is knocked out, all cards attached (energies or tools for example) are discarded with it. The difference between the Discard Pile and the Lost Zone are that cards can be returned into play from the Discard Pile with the use of abilities or trainer cards whilst if they enter the Lost Zone, they are gone for the entire game no matter what. The Lost Zone is wherever you want it to be unless designated specifically on a play mat.
Stadium Cards
So now that we know what the playing field looks like, let's get into the meat and potatoes, the actual cards!
The Cards
A Wild Pokemon Appeared!
Let's breakdown a typical Pokemon card. Here's everyone's favorite starter, Froakie!
Attacks: Froakie has two attacks, "Pound" and "Water Drip". Let's look at Pound. In order to use this attack, Froakie needs one Water energy. What the heck is an energy? Are you telling me that all those circly cards from back in the day actually have a use? Well yes good sir/madame, they fucking do. You can only attach one energy per turn, so Froakie's Water Drip will take two turns to get going unless you use an ability or trainer card of some kind. Using either will take 10 or 20 off of the opposing Pokemon's HP respectively. Some attacks have added effects that are pretty self-explanatory like coin-flipping or recoil damage.
Weaknesses and Resistances: If we look at the bottom left, we see that Froakie is weak to Grass. More on the types later, but this means that Froakie will take double damage from any attacks from a Grass-typed Pokemon (i.e. 10 from a Snivy will be 20). Resistances work similarly, usually you take -20 from any attack from the type you are resistant against. Froakie is not resistant to anything because fucking Froakie.
Retreat Cost: Right below the Weaknesses and Resistances is the Retreat Cost. In order for Froakie to retreat onto the Bench, you must discard one energy of any kind from Froakie. That energy will go to the discard pile and Froakie will go to the Bench to be swapped out with a Pokemon on the bench. Retreat costs usually increase with evolution or are higher on "Heavy Pokemon" (like in the games, the faster the Pokemon usually means a lower Retreat Cost in the TCG).
Rarity: The only thing anyone on the schoolyard gave a shit about besides whether it was shiny or not. Pokemon usually have a circle (Common), a diamond (Uncommon), or a star (rare) at the bottom right of the card. This card is a promo as you can see, meaning it was given out in a promotional event, or is a part of a promotional set. There are first editions and double rares but who really cares about any of that when playing the game, right?
Basic Pokemon
Froakie is a Basic Pokemon (top Left). This means it can be played at any time on the Bench, or as an Active Pokemon on the first turn.
Evolution
Well, look what happened! Froakie EVOLVED!!
Abilities
On our next turn, Froakie evolves again...
Pokemon EX
Let's use the Kyurem from the example above.
Anyway, EX cards are usually very powerful. In exchange for devastating attacks, increased HP, amazing abilities, and emotionally satisfying artwork, all EX cards count as two kills meaning your opponent gets to take TWO prize cards instead of one if they knock your Kyurem EX out. Be careful in stacking your deck with EX's, because it'll only take your opponent 3 kills to win instead of 6.
Mega-Evolutions
A new addition to the TCG since the release of X and Y. I haven't come across many people who use them but then again, only Venasaur and Blastoise have been released in NA with Charizard X/Y and Kangaskan on the way. Here's what Blastoise EX looks like:
Pokemon Types
Just like the video game, Pokemon are divided into several elemental types. However, the TCG has less types, for whatever reason I have no idea. Anyway, they are as follows:
Colorless
: What would be considered the Normal and often Flying types. The Colorless type, along with the Dragon type, are unique in that they do not have their own unique energy cards. Here's an example.
Fire
: Pretty basic. As in the games, Fire is weak against water and strong against Grass and Steel.
Water
: In the TCG, the Water type is both Water and Ice. This means that some Water types may be weak to Steel and Fighting (both beat Ice in the games) along with the expected Grass and Lightning weaknesses.
Grass
: The Grass type is both Grass and Bug. Grass types are weak to Fire. Poison types used to be here as well but they moved to the Psychic type after Gen IV. Grass types are strong against Water and Fighting (more on this below).
Lightning
: The Electric type! Lightning is weak to Fighting and are strong against Water and some Colorless types (if those Pokemon are flying types as with the Pidgeot above).
Fighting
: The super cut Fighting type is actually a combination of Fighting, Ground, and Rock from the games. This means they are usually weak to Grass and Water on top of Psychic types. Generally, the fighting type is strong against Dark and Colorless types (when they are not part Flying).
Psychic
: In the TCG, Psychic is Psychic, Ghost, and Poison. This means, oddly enough, that most Psychic cards are weak to themselves (Poison being weak to Psychic and Psychic being weak to Ghost) along with a weakness to the Dark-type. They are strong against Grass (Bug), Fighting, and again, themselves.
Darkness
: The Darkness type is the Dark type. Strong against Psychic and weak against Fighting.
Metal
: The Metal, or Steel type, is weak to Fire and Fighting and strong against Water and the newly inducted Fairy type.
Dragon
: Dragon is the second-newest type to grace the TCG and finally save dragons from the Colorless pit of despair. Similar to the Colorless type, the Dragon type has no basic energy of its own. Again, why they did this I have no idea.
Fairy
: The new kid on the block! Yay how exciting! The Fairy type is new, and as such, has fewer cards than the rest of each type. They are generally weak to Metal and strong against Dragons.
Special Energies
Some Energy cards are special (
). Like the very common "Double Colorless Energy" Card.
Trainer Cards
These cards are the insert metaphor here that will change the game drastically. Trainer cards come in many varieties, let's take a look at some.
Items:
These are your basic Trainer cards. Item cards can be used as often as you like during your turn. Here's an "Energy Search".
Supporters:
Supporter cards can only be used once per turn. This is usually because their effects are greater with more of an impact on play.
Pokemon Tools
These cards can be attached to Pokemon, both Active or on the Bench for different effects. Only one tool can be attached at a time and it is discarded when the Pokemon is knocked out just as energies are.
Stadium Cards:
These are technically Trainer cards, we already went ova dem.
ACE SPEC Cards:
These are newer additions to the TCG. ACE SPEC cards are very powerful trainer cards, so much so that only ONE can be allowed in a deck, regardless of which kind. Here are some examples:
Special Conditions
Like in the games, there are special conditions that come with some attacks or trainer cards. Special conditions are nullified through either switching onto the Bench, evolving, using a specific trainer card, or upon being knocked out.
Poisoned: A very common one. Poison means your Active Pokemon will take 10HP of damage between turns. After your turn ends, you'll take 10HP and when your opponent's turn ends, you'll take 10HP until your Pokemon is cured.
Burned: Another hot one. Similar to poison, Burns activate between turns; you must flip a coin. If you get heads, there is no damage. If you get tails, you take 20HP.
Paralyzed: This one is the worst by far. If you are Paralzed, you can't attack OR retreat for the whole turn. Unless you have a trainer card or some handy ability, you are screwed from attacking for one whole turn which is very deadly.
Asleep: Your Pokemon cannot attack or retreat when asleep. Flip a coin between turns. If tails, the Pokemon remains asleep. If heads, the Pokemon wakes up ready to attack or be attacked depending on whose turn it is.
Confused: If the Pokemon tries to attack, flip a coin. If heads, you use the attack but are still confused. If tails, you take 30HP and the attack is cancelled AND you are still confused. You CAN switch out when confused in order to heal yourself.
Depending on the condition you are afflicted with, you have to turn your card a certain way or add a special marker to it to signify the ailment. More on that here.
Let's get real here. Many of us as kids had these super kickass Pokemon cards that we would bring to school to trade or play with friends.
Remember this guy?
Good times, very good times. However, it's probably safe to say that none of us knew how the game actually worked. I remember I would just slam down a cool looking Pokemon, look at the number on its attack, then subtract that number from the other Pokemon's HP. Most of the time we never even had decks, we would just play with our favorite cards. If any of you are seeking vengeance for that one kid that humiliated you during recess when his Rattata destroyed your Mewtwo single-handed because "yeah well in the show the Rattata had a special move that hurr durr" then you can whip out Facebook or a Phonebook to find this Joey and tell him that after insertamount of years since that game was played, you now know the rules well enough to call for a rematch. Or alternatively you could just buy a deck and play casual games with friends. That's cool too.
With the emergence of the Online Pokemon TCG, a F2P (more on this below) download card game, I feel like this may be a good chance to explain how the game actually works for those who had ever wondered. If you already have an operating knowledge of the Pokemon games, then this will be pretty easy (and addictive) to get a hang of. It's a fun game when you get right down to it. This thread will go over the basics of the game. I won't be discussing any of the professional tournaments and stuff because I play it casually online. Find out more about the professional scene here.
I'll go over what everything means and where everything goes. I'll also go over the rules themselves before getting into the actual cards.
Credit for the above pic
The Basics
Active Pokemon
You have six "slots" in which you can place your Pokemon. One of these is the "Active" Slot in which a Pokemon can attack or be attacked. There must always be a Pokemon in this slot. ALWAYS (you cannot have an inactive Pokemon). If your Pokemon is defeated in this slot, then your opponent takes a prize card.
Benched Pokemon
These are your inactive Pokemon. Your bench can hold up to 5 Pokemon. Pokemon on the bench CANNOT use any of their attacks but their abilities remain active regardless (more on abilities further down). Some Pokemon have attacks or abilities that can target Bench Pokemon along with Pokemon in the Active Slot. If a Pokemon is knocked out when on the Bench, your opponent takes a Prize Card. This means that it is possible to knock out more than one Pokemon per turn. If you have at least one Pokemon on the Bench, the Pokemon in the Active slot can retreat once per turn onto the Bench (think of it as switching out in the Pokemon handheld games). However, this requires a Retreat Cost to be paid meaning you must discard a certain amount of energies already attached to your active Pokemon. The Pokemon will remain at whatever health it is currently at prior to switching out. Any Special Conditions on the Pokemon are removed once it switches out to the bench. Again, I will address special conditions eventually...hehe.
The Deck
Every deck has a maximum of 60 cards. These will be a mix of Pokemon, Energies, and Trainer (Item, Supporter, or Stadium) cards. You are not allowed to have more than four of the same card in one deck (excluding all basic energies). All you crazy Luvdisc enthusiasts can eat your hearts out. For Pokemon, although there are different iterations, you are still only allowed to have FOUR of each type. For example, this means you can have four Kyurem's from different sets.
Here we see two different prints of Kyurem. You can combine however many versions you want so long as it does not exceed four.
However, Pokemon EX's are different and you can have four of these ON TOP of the four Kyurem's you already have. More on EX cards to come.
The Discard Pile and the Lost Zone
The Discard Pile is where knocked out Pokemon or discarded trainer cards and energies go. When a Pokemon is knocked out, all cards attached (energies or tools for example) are discarded with it. The difference between the Discard Pile and the Lost Zone are that cards can be returned into play from the Discard Pile with the use of abilities or trainer cards whilst if they enter the Lost Zone, they are gone for the entire game no matter what. The Lost Zone is wherever you want it to be unless designated specifically on a play mat.
Rumor has it, Mewtwo is chilling down here because based-Sakurai
Stadium Cards
These are cards that have effects for both players for the entire game. The Shadow Circle will remain in play until either player plays any other stadium card which will replace and discard Shadow Circle. You cannot play the same stadium card if it is already in play(why would you want to?).
So now that we know what the playing field looks like, let's get into the meat and potatoes, the actual cards!
The Cards
A Wild Pokemon Appeared!
Let's breakdown a typical Pokemon card. Here's everyone's favorite starter, Froakie!
HP: Froakie's HP is 60. If this goes to zero, Froakie is knocked out and discarded along with anything attached to it.
Attacks: Froakie has two attacks, "Pound" and "Water Drip". Let's look at Pound. In order to use this attack, Froakie needs one Water energy. What the heck is an energy? Are you telling me that all those circly cards from back in the day actually have a use? Well yes good sir/madame, they fucking do. You can only attach one energy per turn, so Froakie's Water Drip will take two turns to get going unless you use an ability or trainer card of some kind. Using either will take 10 or 20 off of the opposing Pokemon's HP respectively. Some attacks have added effects that are pretty self-explanatory like coin-flipping or recoil damage.
Weaknesses and Resistances: If we look at the bottom left, we see that Froakie is weak to Grass. More on the types later, but this means that Froakie will take double damage from any attacks from a Grass-typed Pokemon (i.e. 10 from a Snivy will be 20). Resistances work similarly, usually you take -20 from any attack from the type you are resistant against. Froakie is not resistant to anything because fucking Froakie.
Retreat Cost: Right below the Weaknesses and Resistances is the Retreat Cost. In order for Froakie to retreat onto the Bench, you must discard one energy of any kind from Froakie. That energy will go to the discard pile and Froakie will go to the Bench to be swapped out with a Pokemon on the bench. Retreat costs usually increase with evolution or are higher on "Heavy Pokemon" (like in the games, the faster the Pokemon usually means a lower Retreat Cost in the TCG).
Rarity: The only thing anyone on the schoolyard gave a shit about besides whether it was shiny or not. Pokemon usually have a circle (Common), a diamond (Uncommon), or a star (rare) at the bottom right of the card. This card is a promo as you can see, meaning it was given out in a promotional event, or is a part of a promotional set. There are first editions and double rares but who really cares about any of that when playing the game, right?
Basic Pokemon
Froakie is a Basic Pokemon (top Left). This means it can be played at any time on the Bench, or as an Active Pokemon on the first turn.
Evolution
Well, look what happened! Froakie EVOLVED!!
Froakie is now a "Stage 1" Pokemon and as a result, it has more HP (80>60) and stronger attacks. Any energies or attachments on Froakie remain when it evolves. You cannot evolve Froakie into Frogadier on the turn you play Froakie to the Bench. Likewise, you cannot evolve any Pokemon on the first turn, you have to wait until the next turn unless an ability or trainer card allows it. Once you evolve a Pokemon, it still has the same HP damage as before. So if Froakie had 20/60 HP, Frogadier will have 40/80 HP. Think of it like this: every bit of damage (10) is a damage counter. if Froakie had 20/60 HP, that means it had four damage counters on it or 40HP in damage. Once you evolve to Frogadier, that damage becomes 40/80 since Frogadier still has four damage counters, but its base HP has increased. Furthermore, any Special Conditions your base Pokemon had will heal upon evolution.
Abilities
On our next turn, Froakie evolves again...
The badass ninja Greninja now has a hefty 130HP as a Stage 2 Pokemon, Froakie has evolved all that it can go. What's different this time around is that Greninja has an ability: "Water Shuriken". Abilities are always active, even when Greninja might be on the Bench and not in the Active position. There are many unique abilities with a lot of interesting effects that nullify weaknesses, lower retreat costs, increase draw power, add extra damage, prevent the use of some cards, and even increase the amount of Prize Cards taken per kill. A lot to work with! The same conditions apply in evolving to a Stage 2 Pokemon as with a Stage 1 Pokemon.
Pokemon EX
Let's use the Kyurem from the example above.
In re-iteration of the aforementioned point, you can have up to four regular Kyurem's in your deck and up to four Kyurem EX's as well. Treat EX's as their own card. For example, say there is a Greninja EX card. It is a Basic Pokemon right off the bat and can be played on any turn without the need for a Froakie or Frogadier. All EX's are Basic Pokemon (even if they logically aren't).
Anyway, EX cards are usually very powerful. In exchange for devastating attacks, increased HP, amazing abilities, and emotionally satisfying artwork, all EX cards count as two kills meaning your opponent gets to take TWO prize cards instead of one if they knock your Kyurem EX out. Be careful in stacking your deck with EX's, because it'll only take your opponent 3 kills to win instead of 6.
Mega-Evolutions
A new addition to the TCG since the release of X and Y. I haven't come across many people who use them but then again, only Venasaur and Blastoise have been released in NA with Charizard X/Y and Kangaskan on the way. Here's what Blastoise EX looks like:
Mega Blastoise has all the characteristics of an EX card (2 kills in one) with two additions. One, it now has ridiculous HP and attacks, like seriously, the new Charizard EX cards deal like 300 damage, wtf? Second, you can only use a Mega-Evolution by "evolving" your corresponding EX card (Blastoise EX in this case). Once you do however, your turn immediately ends (so save it for last).
Pokemon Types
Just like the video game, Pokemon are divided into several elemental types. However, the TCG has less types, for whatever reason I have no idea. Anyway, they are as follows:
Colorless
Here we have Pidgeot, a Colorless-typed Pokemon. Notice that for its attacks, it requires two and three colorless energies respectively. This means that any energy card can count towards the attack cost. If you had three fire energies attached, then you could use both of Pidgeot's attacks. Yay! Another thing to note is that currently, all retreat costs for all Pokemon, regardless of type, are symbolized in Colorless energy meaning that you don't have to discard an energy of a specific type to retreat. So essentially, Colorless type Pokemon with pure Colorless attacks can work in any elemental deck.
Fire
Water
Grass
Lightning
Fighting
Psychic
Darkness
Metal
Dragon
Because of the lack of their own energy, Dragon types, like Colorless types, can be fitted into other elemental decks. However, their attacks are usually specific such as this Salamence that requires a Water and Fire energy. Dragons are usually weak to themselves or Fairies.
Fairy
Special Energies
Some Energy cards are special (
WOW!
This energy counts as two Double Colorless energies and is a very common card that powers up moves very quickly. Only one, either regular or special, energy can be played in one turn excluding abilities and trainer effects. Now you see why this card is handy, it's two in one! Colorless energies cannot be subsituted for attacks that require a specific type. So for that Salamence above, you'll still need a Fire and Water energy on top of a Double Colorless if you want to attack. Other special energies include the awesome Rainbow Energy that provides one of any type of energy in one card!
A list of all Special Energy cards can be found here.
Trainer Cards
These cards are the insert metaphor here that will change the game drastically. Trainer cards come in many varieties, let's take a look at some.
Items:
These are your basic Trainer cards. Item cards can be used as often as you like during your turn. Here's an "Energy Search".
As long as these cards are in your hand, you can use as many of them as you like (though you are only allowed four in your deck to begin with) during your turn. You can also use other item cards as often as you'd like. FOR EXAMPLE, HERE'S A CARD THAT EVERYONE AND THEIR GRANDMA LOVES TO SPAM IF IT SEEMS LIKE I'M PISSED IT'S BECAUSE I AM.
I have no idea what they were thinking when they made this card. So many matches lost to its BS. Anyway, rant over, moving on.
Supporters:
Supporter cards can only be used once per turn. This is usually because their effects are greater with more of an impact on play.
Pokemon Tools
These cards can be attached to Pokemon, both Active or on the Bench for different effects. Only one tool can be attached at a time and it is discarded when the Pokemon is knocked out just as energies are.
Stadium Cards:
These are technically Trainer cards, we already went ova dem.
ACE SPEC Cards:
These are newer additions to the TCG. ACE SPEC cards are very powerful trainer cards, so much so that only ONE can be allowed in a deck, regardless of which kind. Here are some examples:
Special Conditions
Like in the games, there are special conditions that come with some attacks or trainer cards. Special conditions are nullified through either switching onto the Bench, evolving, using a specific trainer card, or upon being knocked out.
Poisoned: A very common one. Poison means your Active Pokemon will take 10HP of damage between turns. After your turn ends, you'll take 10HP and when your opponent's turn ends, you'll take 10HP until your Pokemon is cured.
Burned: Another hot one. Similar to poison, Burns activate between turns; you must flip a coin. If you get heads, there is no damage. If you get tails, you take 20HP.
Paralyzed: This one is the worst by far. If you are Paralzed, you can't attack OR retreat for the whole turn. Unless you have a trainer card or some handy ability, you are screwed from attacking for one whole turn which is very deadly.
Asleep: Your Pokemon cannot attack or retreat when asleep. Flip a coin between turns. If tails, the Pokemon remains asleep. If heads, the Pokemon wakes up ready to attack or be attacked depending on whose turn it is.
Confused: If the Pokemon tries to attack, flip a coin. If heads, you use the attack but are still confused. If tails, you take 30HP and the attack is cancelled AND you are still confused. You CAN switch out when confused in order to heal yourself.
Depending on the condition you are afflicted with, you have to turn your card a certain way or add a special marker to it to signify the ailment. More on that here.