Pokémon TCG: Sword and Shield—Brilliant Stars

Crazy Idea about changes in the TCG

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I have always thought that the Pokemon TCG is a great game. However, I find that the newer set's cards and mechanics are somewhat boring. Basically, the only major changes since the first expansion of the TCG include;:pokeball:
-Addition of stadiums
-Pokebodies
-Baby rule
-Metal/dark types
-The Lost Zone
-Pokemon tools
-Supporters
-Specific archetypes (SP, dark, etc)
-"Special" Pokemon (Shiny, Legend, Ex, lv X, etc)
-Various rule changes
-Basic Dark & Basic Metal energy cards

These are significant changes that greatly increase the enjoyment of the game. However, I think that the game could add newer mechanics in order to make the gameplay much more interesting. I believe that there are several directions where the TCG could go about, but it could diversify too much from its original idea. The power creep is also another change, but it is common in MTG and YGO, and is almost inevitable.

One crazy idea I had one day was, why not have the player have HP, a rather large amount (600 maybe?) in order to elimante donks, as well as add a whole new aspect to the game. Maybe I have compared this to Magic or yugi too much, but I have played all 3 games. The alternative win for this game would be reducing the player's HP to 0, and when the plauyer has no pokemon, he recieves attacks directly. Aditionally, there could be powers, attacks, trainers, supporters, etc which allow pokemon to damage the player directly, just like in MTG or YGO. Imagine the mechanics that could be developed. Although it is a crazy idea, and has NOTHING to do with the anime, could improve the TCG itself by adding a whole new aspect. So would a change like this be worth it? Would it change the TCG too much?

Also, there is another idea I was thinking about to change the game, and this one is much more plausible. For this idea, I was thinking of incormporating more on the "archetype" theme, like including more pokemn types (like Delta or Sp) but with several in a current set. This could add much more variety, rather than just colors or "pairs" of pokemon that work together (Minun/Plusle), (Volbeat/Illumise). I was thinking of taking this to a whole new level by adding abilities like the ones in MTG (Like flying, trample, haste). For those not familiar with such mechanics, I will explain. They are basically common abilities shared by several pokemon that could work in diffrent ways, such as during attacking, drawing cards, discarding cards, etc. These should be diffrent from powers/bodies, and could be used so that cards with same abilities work together. I would like for these archetypes to have a decent deck on their own, so that at least a decent budget deck could be made out of the several archetypes that could spring. It is sort of similar to pokebodies, but having a common name and ability in several pokemon during a set, and more importantly. abilities that work together. They could be complemented with their own trainer set for support and or stadiums. They would be a nice addition so more pokemon can work together, and would encourage the use of more pokemon in a deck, as oppsoed to trainers/supporters, which have most of the space in the deck.

Finally, my final suggestions consists of adding a new type of card, which could resemble the Key item function from the pokemon games. It could be a card similar to stadium, with a "stay in play effect', but be much more permanent in the sens that it is not discarded when a new one comes in. Also, the player could have more slots for these cards(Maybe 2 or 3) so that certain of these could be made to work together. One example could be "whenever a pokemon does 60 or more damage to the defending pokemon, the defending player must discard one card", and another "Whenever the defending player discards a card from their hand, put one damage counter on one of your opponents pokemon". Keep in mind these are just made up cards, but the concept is what I want to emphasize on.

With these 3 suggestions, the game would add new mechanics. Keep in mind these are only crazy ideas as for how the game can expand. However, feel free to post your opinions on this, as well as other suggestions of how the game will change in the future. I made comparisons to other TCG games since they are the closest thing to this game.:tongue:
 
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they could try something like the HP for Players but not as a Main Format but as a Side format to see how players would like it like have a New Special Format were that would use that

The Key Item Idea I not sure but I think it would have a hard time working out
 
One crazy idea I had one day was, why not have the player have HP, a rather large amount (600 maybe?) in order to elimante donks, as well as add a whole new aspect to the game. Maybe I have compared this to Magic or yugi too much, but I have played all 3 games. The alternative win for this game would be reducing the player's HP to 0, and when the plauyer has no pokemon, he recieves attacks directly. Aditionally, there could be powers, attacks, trainers, supporters, etc which allow pokemon to damage the player directly, just like in MTG or YGO. Imagine the mechanics that could be developed. Although it is a crazy idea, and has NOTHING to do with the anime, could improve the TCG itself by adding a whole new aspect. So would a change like this be worth it? Would it change the TCG too much?


Problem here is that it would make players keep track of a LOT, which would mainly intimidate younger players. A nice thought but hard to work with.



Also, there is another idea I was thinking about to change the game, and this one is much more plausible. For this idea, I was thinking of incormporating more on the "archetype" theme, like including more pokemn types (like Delta or Sp) but with several in a current set. This could add much more variety, rather than just colors or "pairs" of pokemon that work together (Minun/Plusle), (Volbeat/Illumise). I was thinking of taking this to a whole new level by adding abilities like the ones in MTG (Like flying, trample, haste). For those not familiar with such mechanics, I will explain. They are basically common abilities shared by several pokemon that could work in diffrent ways, such as during attacking, drawing cards, discarding cards, etc. These should be diffrent from powers/bodies, and could be used so that cards with same abilities work together. I would like for these archetypes to have a decent deck on their own, so that at least a decent budget deck could be made out of the several archetypes that could spring. It is sort of similar to pokebodies, but having a common name and ability in several pokemon during a set, and more importantly. abilities that work together. They could be complemented with their own trainer set for support and or stadiums. They would be a nice addition so more pokemon can work together, and would encourage the use of more pokemon in a deck, as oppsoed to trainers/supporters, which have most of the space in the deck.


It could work, but you'd need plenty of support as well to pull off such archetypes. This would mean sets would have to focus more on said archetype, and if it ends up disliked, the set will sell badly. It already exists, and basically its how decks end up built...
Though I suppose you want something akin to Yugioh's Elemental Heroes or Magic's Slivers? Thats the types for ya...the decks in Pokemon dont really allow such synergy unless working with basics.




Finally, my final suggestions consists of adding a new type of card, which could resemble the Key item function from the pokemon games. It could be a card similar to stadium, with a "stay in play effect', but be much more permanent in the sens that it is not discarded when a new one comes in. Also, the player could have more slots for these cards(Maybe 2 or 3) so that certain of these could be made to work together. One example could be "whenever a pokemon does 60 or more damage to the defending pokemon, the defending player must discard one card", and another "Whenever the defending player discards a card from their hand, put one damage counter on one of your opponents pokemon". Keep in mind these are just made up cards, but the concept is what I want to emphasize on.


Those would be akin to Stadiums, except you get to add more and they only work for you? Now THATS an interesting idea that could see use...I'd restrict them to 1 copy of each "key item" a deck though...but that idea would be nice.


Just my €0.02
 
No offence but the HP rule hopefully will never be bought in. The entire premise of pokemon is that pokemon battle each other. How many times have you seen (lets say Flareon) defeat the rivals pokemon and then use flamethrower on the rival as well setting him on fire. This is a kids game/tv show and it has to do with battling not murder so I don't see that happening ever. (and thank god for that).
The second idea really doesn't make any sense at all. I understand what you are saying about the Magic cards but it really doesn't translate to pokemon in any way whatsoever
The last idea (key items cards) has a little bit of merit. However the key items from the video game don't really have any bearing on the card game. How for instance would you use a key, or running shoes or an SS Anne ticket. Hopefully you see where i am going with that 1.
Pokemon have interested lots of different mechanics into the game to keep it interesting. Plus you did not even mention the Lost Zone that will certainly see alot of play when LL cards are realeased. If you really want games that incorporate these ideas then my best suggestion would be to stick to YGO or Magic cause i just can't see them working in Pokemon
 
This game is awesome as it is now, IMO. Complicating it would make it harder for younger players to understand. And a large amount of players are young kids. Good ideas, but I doubt TCPi will change it much more.
 
Your forgot:
the Baby Rule
Level X
Pokémon EX
Various rule changes (going first cannot play Trainers, Supporter, Stadium; optional mulligan with Fossil; must play Fossil as a Basic if only Basic)
2-on-2 (though not really, mostly just printed on cards)
The Lost Zone
Dark & Metal types
Basic Dark & Basic Metal energy cards
 
Your forgot:
the Baby Rule
Level X
Pokémon EX
Various rule changes (going first cannot play Trainers, Supporter, Stadium; optional mulligan with Fossil; must play Fossil as a Basic if only Basic)
2-on-2 (though not really, mostly just printed on cards)
The Lost Zone
Dark & Metal types
Basic Dark & Basic Metal energy cards

I did include Pokemon Ex and lv X, look here:

"Special" Pokemon (Shiny, Legend, Ex, lv X, etc)
But I admit, I left out then other ones. I will edit it right now :thumb:
 
darktranquillity said:
One crazy idea I had one day was, why not have the player have HP, a rather large amount (600 maybe?) in order to elimante donks, as well as add a whole new aspect to the game. Maybe I have compared this to Magic or yugi too much, but I have played all 3 games. The alternative win for this game would be reducing the player's HP to 0, and when the plauyer has no pokemon, he recieves attacks directly. Aditionally, there could be powers, attacks, trainers, supporters, etc which allow pokemon to damage the player directly, just like in MTG or YGO. Imagine the mechanics that could be developed. Although it is a crazy idea, and has NOTHING to do with the anime, could improve the TCG itself by adding a whole new aspect. So would a change like this be worth it? Would it change the TCG too much?

Sorry, this just doesn't work with Pokemon.

Let me try to explain it. The Pokemon TCG is based off of the Pokemon Videogames. This is why we have 6 prizes, it resembles having a party of 6 pokemon, kind of like how being donked resembles you running out of Pokemon, just like the game.

In these same games, the trainers have no kind of HP what so ever, so it wouldn't make much sense for the TCG to add it now would it?

It's a great mechanic for TCG in general, but it wouldn't fit within the Pokemon universe.
 
If it ain't broke, don't fix it! There's a reason why Pokemon is the top selling TCG.
 
If it ain't broke, don't fix it! There's a reason why Pokemon is the top selling TCG.
Not at the moment in Europe :)

-Addition of stadiums
-Pokebodies
-Baby rule
-Metal/dark types
-The Lost Zone
-Pokemon tools
-Supporters
-Specific archetypes (SP, dark, etc)
-"Special" Pokemon (Shiny, Legend, Ex, lv X, etc)
-Various rule changes
-Basic Dark & Basic Metal energy cards
There are many major changes !
 
i thought the baby rule was gone from the tcg. does that mean that if i am playing pichu from HGSS, i attack, and stay asleep between turns, he has to flip once for the baby rule and another time for the cards effect?
 
The baby rule still exists and is printed on all the cards to which the baby rule must be applied. However there are no baby pokemon in the current modified format and there hasn't been for some years.

The Pichu from HGSS says it is a BASIC Pokemon: so no baby rule flip.

---------- Post added 07/23/2010 at 09:44 AM ----------

Sorry, this just doesn't work with Pokemon.

Let me try to explain it. The Pokemon TCG is based off of the Pokemon Videogames. This is why we have 6 prizes, it resembles having a party of 6 pokemon, kind of like how being donked resembles you running out of Pokemon, just like the game....
It's a great mechanic for TCG in general, but it wouldn't fit within the Pokemon universe.

In the video game doesn't the opposing trainer get to throw their pokeball and select their next pokemon in the team. To throw a pokeball in the tcg you have to play a card. In the tcg opponents keep their pokemon on the bench but it could easily be considered that your pokemon team are in the deck, especially as in the vgc you can't attack the opponents pokemon whilst they are not on the field.

I still think that it would be perfectly workable to have the donk win condition being when the opponent next attacks and their opponent does not have a defending pokemon. The only change is to one of the win conditions. This change would give opponents one whole turn to try and get a defending pokemon in place rather than not even getting to draw a card when their sole active is removed by Take Out or Overconfident or Fade Out or any of the many single energy attacks that can do 60 damage.

Such an approach is still similar to the video game. Such an approach is not an obvious copy of another games' mechanic.
 
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How about also...

- Dual types
- Change from Pokemon Powers to Poke-Powers/Poke-Bodies
- Pokemon that are also Energy (Holon Castform, for example)
- Pokemon that can also be Stadiums (Dusknoir Lv.X)
- Change in weaknesses - Originally the RULE was that all weakness was X2. Now there is no overriding rule but rather a card-by-card weakness that is applied.
- Fossil changes - take a prize for fossils, fossils treated as basics to start the game, etc.
 
I like the idea of key items. While that may not be the appropriate name for it since some people are a little heck about the exact compliance with the anime, I think that mechanic is a good idea. Aren't there some cards that aren't exactly based off of the anime per say? I don't watch/read any of that stuff really so I don't know. I'm talking about say, island hermit, hunter, castaway, etc. etc. I like the idea of one per copy per deck, and permanent placement on the field besides another 'key' item that can take one off. Or a key item that cancels one of your opponent's or something. But I think that would be an awesome new mechanic, nothing that is so gamebreaking that it is over the top, but small little extra effects/benefits that are triggered at times.
 
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The baby rule still exists and is printed on all the cards to which the baby rule must be applied. However there are no baby pokemon in the current modified format and there hasn't been for some years.

The Pichu from HGSS says it is a BASIC Pokemon: so no baby rule flip.

---------- Post added 07/23/2010 at 09:44 AM ----------



In the video game doesn't the opposing trainer get to throw their pokeball and select their next pokemon in the team. To throw a pokeball in the tcg you have to play a card. In the tcg opponents keep their pokemon on the bench but it could easily be considered that your pokemon team are in the deck, especially as in the vgc you can't attack the opponents pokemon whilst they are not on the field.

I still think that it would be perfectly workable to have the donk win condition being when the opponent next attacks and their opponent does not have a defending pokemon. The only change is to one of the win conditions. This change would give opponents one whole turn to try and get a defending pokemon in place rather than not even getting to draw a card when their sole active is removed by Take Out or Overconfident or Fade Out or any of the many single energy attacks that can do 60 damage.

Such an approach is still similar to the video game. Such an approach is not an obvious copy of another games' mechanic.

Replying to the bold. This is why you get 1 active pokemon and 5 benched pokemon. A total of 6 for your whole party, like the tcg. Your deck couldn't really be considered your party pokemon, because there is no telling what is in there at the time.

Replying to the rest of the passage. I like the idea of having a whole turn to get out a defending pokemon, but that would slightly alter the game mechanics. You cannot play Pokemon in the active position after the start of the game, so this would need to be changed. Also, for this whole idea to work, we would have to go back to the idea of your deck being considered your party.

IMO, the current approach is more similar to the videogame.
 
If you want a rules change that prevents donks, the only one that makes sense without really screwing with non-VG concepts would be doing the "no in play pokemon" check at the end of the player's turn instead of the beginning.
 
With regards to "Key Items" idea:

There already exists a mechanic for ongoning changes to the gamestate that only affects one player.

Its called a Poke-Body.
 
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