Pokémon TCG: Sword and Shield—Brilliant Stars

The Unofficial "Experimental Team Play" Thread

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bulbasnore

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Remember Team Play, introduced by Wizards of the Coast before they gave up the Pokémon TCG franchise? Do you like to play this format? Would you like to promote it and perhaps see it return as an official 'Fun Format'? Then this is the thread for you!

I am keeping an experimental version of the Team Play Rules up to date here on the 'Gym.

The main differences with the WotC version and the PokéGym version are changes to:
  • apply two-vs-two play rules to the teams
  • prevent overpowering/depowering special conditions
  • allow both teammates to remain in the game
The main emphases of the current rule set are:
  • to keep the game fun for each teammate and team
  • to keep play moving
  • to allow communication, but prevent 'remote-control' of a teammate
So, please use this thread to:
  • list your local team play tourney
  • comment or ask questions on the rules
  • promote team play
I would like to thank Stephanie and Mark De La Torre (cattdreams) and Bob Ash for developing, play-testing and publishing the changes from the WotC rules in 2003-2006. With continuing support from PT&E1 the format remains alive at big events (notably San Diego Comic Con as 'Team Sealed', which filled two 64 player flights in 2007).

Team play is a great way for good friends and families to team up for fun, but competitive matches. Best buddies, parent-child, siblings, who might even be in different age groups normally, can team up and play together with Team Play.
 
I'm not a TO, but sometimes we play Team Play games at my local league. I'll give these rules a whirl and hopefully let you know how it turned out.

- Croatian_Nidoking
 
we do that from time to time in Brisbane... but only during the part of the year that dont have premier level tourneys such as sept-dec.
 
Oke I am asked to review the Team Play rules, I judged many of them in the past and recently at Worlds.

Set Up
3. Each player draws 7 cards. Each player places their active and up to 4 bench Pokémon face-down in front of them and places their 3 prize cards face down.

I don't see a reason to restrict the bench. I would not restrict thise because it differs to much from "normal" gameplay. If there is a significant reason for this restriction I would like to know it.
The 3 prize cards is oke, more prizes will take to much time to finish a game.

Game Play

I would like to add
6. Cards will always stay on your side of the table, so in case of a tool you can only attach it to your own Pokemon.

Card References
1. Cards that say "you" or "your" refer to the player or his/her partner as that player designates; effects may be split.

2. Cards that refer to "your opponent's Pokémon" refer to:
- the opponent that you are attacking, if you are attacking.
- your choice of opponent, if you are not attacking; you may alter your choice once during your turn, before the effect is applied.

3. Two vs. Two language on cards is applied to each partner in the team, for example:
- Cards that refer to "each Defending Pokémon" will affect both opponents' Active Pokémon.
- Cards that refer to "your other Active Pokémon" refer to your partner's Active Pokémon.

4. Pokémon Cards that refer to "all Pokémon in play" refer to all Pokémon in play for both teams.

1. I would like to have some examples on which cards you can split the effects.
Overall I am not to happy with this rule. We always ruled at the moment you assigned who is "you/your" that player will have to perform all effects regardless if the card will mention another you/your.
This to prevent long discussions and confusion.
We ruled if a Pokemon with a power/body comes in play, and it has a body/power who can be used by each player, there need to be assigned directly who is going to use that body/power (and this cannot be chanced anymore)

We developed a game "mechanic" called "player markers" which I will try to explain, for us the best improvement for team play, to deal with who uses which power and when.
We provided at each table 5 of 4 different colored "player markers" (we used casino coins for this).
So 5 red, 5 blue, 5 green, 5 yellow. Each player when seated had it's own color of markers (which would stay at the table after the game is over).
Example: Player A1 (who has the red marker) plays a Nidoqueen d (DF) from it's hand, at that moment he assigns who is going to use that power for the rest of the game. If he/she wants to use that power him/herself no marker placed, but if he/she assigns that power (of that Nidoqueen) to his "mate" , a player marker from his mate (A2 has green in this example) will be put on that Nidoqueen. For the rest of the game that power can only be used by player A2 who's marker is on it at player A2 it's turn.

another Example: Flygon EX d body Sand Damage.
If this card is played from the hand you immediate assign the opponent Sand Damage will apply to.
You take a player marker of that opponent and put it on Flygon EX d. For the rest of the game, sand damage from that flygon Ex d (if active) will be done to the player who's player marker is on it. NOT to both opponents and you cannot chance your "target".

Not each power/body needs to be "assigned", but for those who do this is working great. Also for the judges it's very clear to see what is happening.
So part 2 bolded is not going to happen.
- your choice of opponent, if you are not attacking; you may alter your choice once during your turn, before the effect is applied.
The choice of opponent is most times in regards of powers/bodies and we found out that assigning a power/body at the moment such card is played works very clear even for young players.

point 3
3. Two vs. Two language on cards is applied to each partner in the team, for example:
- Cards that refer to "each Defending Pokémon" will affect both opponents' Active Pokémon.
- Cards that refer to "your other Active Pokémon" refer to your partner's Active Pokémon.

I strongly disagree with this rulings. An Active Pokemon is not always the Defending pokemon and therefor you cannot rule this. The Defending Pokemon is the Active Pokemon of the OPPONENT you have choosen. The same for "your other Active Pokemon" you don't have another Active pokemon so (just like in 1-1) nothing will happen with your team mate's pokemon.
I simply don't like it this way, it's confusing for the correct understanding of Active Pokemon, Defending Pokemon, Attacking Pokemon.
Two vs Two language is when you play with 2 active pokemon each player, this is not happening in Team Play and therefor this ruling is in my opinion subject to removal. Just like in normal play you forget that part of the card.

Well shoot.

Li@
 
I like Lia's ideas about the Poke-power/poke-body affecting only one player designated at the time the card was played.

I don't like her suggestion to ignore the two vs. two language. If an attack says "This attack does 20 damage to both (or all) your opponent's pokemon," I think both Pokemon on the opposing team should take damage. Same with DelCatty's attack Max Energy Source: Does 10 damage times the number of energy cards attached to all of your Active Pokemon. You should get to count the energy cards attached to your partner as well. It makes you think about new card combinations that you don't get from a one-on-one battle.
 
Okay, old question, status effects. We should only apply poison, burned, and sleep once per cycle, instead of after every turn, right?

Personally I would have liked a 3 vs 3 team format for fun. Too bad it'd never get off the ground.
 
I believe that Status is applied before and after the affected player's turn...
 
I don't like her suggestion to ignore the two vs. two language. If an attack says "This attack does 20 damage to both (or all) your opponent's pokemon," I think both Pokemon on the opposing team should take damage. Same with DelCatty's attack Max Energy Source: Does 10 damage times the number of energy cards attached to all of your Active Pokemon. You should get to count the energy cards attached to your partner as well. It makes you think about new card combinations that you don't get from a one-on-one battle.

This is exactly why I think the two vs two language should only be applied if you indeed play with 2 active pokemon each player.
Also the main reason I don't support the "split effect" ruling.
I have to most problems with splitting effects of an attack from damage.

I will try to explain.
At the moment you are attacking you have to asign an opponent. Everything what has to happen during that attack "phase" is between you (attacker) and opponent. And not between your team mate and the "silent" mate of the player you are attacking.

For clearity of the game effects of an attack should stay by the attacker (the player using the attack) and the opponent who is choosen during that attack.

I know there are very much new combinations possible if we use Your/yours as BOTH players, but I don't think for younger players it makes the game better.

Back to back posts merged. The following information has been added:

Okay, old question, status effects. We should only apply poison, burned, and sleep once per cycle, instead of after every turn, right?

Personally I would have liked a 3 vs 3 team format for fun. Too bad it'd never get off the ground.

Yes Status effects are applied before and after the turn of the affected player (pokemon).
 
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We will try these rules in our Hobby Leagues!

We currently have been experimenting with 4 players in a melee type game.

It's fun and something new. We have had a great success with a TAG TEAM Format with our YuGiOh Hobby Leagues. This will be nice for Pokemon.

Will let you know what our players think!

Ollie
Ollie's Hobbies
Brampton ON, CDA
 
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