Pokémon TCG: Sword and Shield—Brilliant Stars

New Game Technique?

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Lol I know I missed some but Playin with all these techniques is a little
boring. I think we need something that will definately stir up the pot.
 
I'll add a few more,

Using Poke-Powers to evolve
Using Fossils to Stall, with better effects
Stop Evolving
Stop Poke-Powers and Poke-bodies
* Pokemon instead of Shining
More damage added when the specific kind of Energy is attached

There are more actually, just can't think right now.
 
Mechanics I don't think we will see...
  1. Increasing the number of prize cards.
  2. Opponent gets to actively play cards during your turn.
  3. Combos: by which I mean having to play two cards to achieve a single effect. Individually the cards do nothing.
  4. Omission of any of the current mandatory steps in the game: eg preventing your opponent from drawing at the begining of their turn.
  5. Healing of damage as a status effect.
Everything else I can think of has been tried in one form or another.
 
They can still attack, or do other less useful effects, if the other is not in play.
 
A few game mechanics that aren't in the game yet, but that I'd like to see:

1) An attack that hits the bench in a particular manner, so that how the opponent has set up their bench matters. For example:

Frost Cone (WCC) 30
Choose one of your opponent's benched pokemon. This attack does 20 damage to that pokemon, and 10 damage to the pokemon on either side of that pokemon.

Or something of a similar nature; would add a level of thinking about bench placement that isn't in the game of yet. How do I arrange my bench in such a way as to not make certain pokemon more vulnerable? Do I put pokemon with powers next to pokemon that don't have them?

This could extend to any number of new game mechanics. Imagine pokebodies that worked like this:

Hold hands (pokebody): If the pokemon with the hold hands pokebody is situated on the bench next to another pokemon with the hold hands pokebody, reduce damage done to your benched pokemon by 10. This pokebody is cumulative.

Ergo, 5 benched pokemon holding hands would reduce bench damage by 50. (yes, I know there's some sort of dugtrio coming out, but I'm using this example to illustrate a point about the mechanics of the idea, not the effect itself).

Of course, it would require that a rule be written about arranging your benched pokemon during the game. Can it be done at any time? There's really nothing addressing that in any of the rules. Is the bench a fixed spot, or can you freewheel with it without the act of switching an active with a benched pokemon? If it were fixed, you could have a huge line of trainers - gyms that allow you to switch them, or fix them in place (if you're allowed to rearrange your bench at any time)...Combos with attacks like the above and gyms that limit bench movement...cards that allow you to mess with the arrangement of your opponent's bench. I think bench arrangement is an untapped vein of strategy potential.

2) Prestart pokemon powers/bodies:

I think it would be interesting to tinker with powers or bodies that activated as soon as you flipped a pokemon over to start the game. They might change the dynamic of the typical start pattern, which has been set in stone in the modified format since neo genesis cleffa hit the scene - you start with a setup pokemon (cleffa, plusle, jirachi, dunsparce, etc.) and go from there. Particularly if the pokemon weren't particularly useful after that initial flip over, I think you could alter some games in interesting ways. For example:

Torkoal 80hp

Pokebody: Alight
If Torkoal is flipped over in the active position to start the game, search your deck for a number of fire energy equal to the number of fire pokemon you have in play and attach one to each of your fire pokemon.

Ignite (RC) 30
Flip a coin. If tails, discard a fire energy attached to torkoal.

Weakness: W
Retreat: CC

You'd have to have more than one fire pokemon in play for this to be effective; a crap shoot if anything, but again, simply a way to change up the fairly stale style of current setups. You could alter hand sizes, go get gyms, what have you.

3) Rewarding your pokemon for playing well.

Bear with me here. In the tv show and video games, your own personal pokemon (or Ash's pokemon) gain experience for victories, grow more powerful as a result of that experience. Other than the concept of evolving, that dynamic is nowhere to be found in the card game. What if there was a pokepower/body/gym/effect/counter/rule (whatever) that said something to the effect of:

"For every prize this pokemon takes, its maximum HP increases by 10, and it gains +10 damage to all of its attacks."

e.g., it gets stronger based on how well it does, even if it doesn't evolve over the course of the game...ash's pikachu has do be doing what, 120 easy with its thunderbolt by now, and that sucker hasn't raichu'ed up yet, to my knowledge.

One way to do it might be to create something called a "veteran counter" - you add them to your pokemon after each knockout they receive, and they gain a corresponding bonus as a result. Might change dynamics in that players will opt to take knockouts with different pokemon, might target different pokemon, in order to balance, or load up, or reduce an opponent's, veteran counters.


Just a few thoughts on game mechanic-altering possibilities.


-Jake/Dendro
 
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Dendrobatida said:
A few game mechanics that aren't in the game yet, but that I'd like to see:
2) Prestart pokemon powers/bodies:

I think it would be interesting to tinker with powers or bodies that activated as soon as you flipped a pokemon over to start the game.
Wow! I came up with fake cards with this mechanic a year ago! Yeah, it sounds like a good idea, and an easy thing to keep track of (unlike your other two ideas). I would totally want to see this.

I think your other two ideas sound fun. I really don't think we need any more mechanics to complicate the game though. It wouldn't bother the hardcore players like me, but what about everyone else?

I teach people how to play Pokemon TCG all the time, (some of which can barely read) and there's already enough stuff to teach them as it is. We don't want to discourage them with complex mechanics. We want to attract new players. Hardcore players will continue play no matter what, but n00bs sit on the fence, and we want to do whatever it takes to get them on our side. PUI should make it easy for us, by keeping the game easy to teach.
 
ninetales1234 said:
I think your other two ideas sound fun. I really don't think we need any more mechanics to complicate the game though. It wouldn't bother the hardcore players like me, but what about everyone else?

wasn't the whole purpose of the thread to talk about new game mechanics and "techinigues"? I doubt PUI is going to read any of these and say, "Dang....that kid's hired for the R&D department." I figured it was more along the lines of whatifs anyway. I say sit back, relax, and let the whatifs roll.

-Jake


/But seriously...PUI...you hiring?
 
It would be PCL if anyone hires you to make cards. They're in Japan.


Anyway...

Your first idea sounds slightly annoying. It would change the game strategy a little, but not in any way that would add a noticable ammount of strategy to the game that wasn't already there.


I like the second idea. You could have a whole string of cards that have powers that start with... "If this card is active at the beginning of your first turn, you may..." You could have a Jirachi that lets you search your deck for any 1 card or something, or an Eevee that can search your deck for an evolution. A very interesting idea.

BTW, that would bring up even MORE rulings for the infamous Ditto. >.<


I really, REALLY like the third idea, and I have worked on something like it myself. With the new "Seal" and "Thunderquake" markers, it would be cool to have a whole set of Pokemon that revolved around one kind of marker and manipulating its effect.

You could call them "Power Markers", and have virtually every Pokemon in the set (whichever set it may be) revolve arround their use and manipulation (kinda like React Energy, but with Pokemon actually worth using :p). A few examples I've made before (and a few more off the top of my head)...

Pokepower: no name (probably on a basic)
Whenever your active Pokemon knocks out the defending Pokemon by damage, put one Power Marker on your active Pokemon.

Pokepower: no name (Probably on a Stage2)
Once during your turn, before you attack, you may put 1 Power Marker on one of your Pokemon.

Pokebody: Power Alteration (Probably on a Basic/Stage1)
When your active Pokemon attacks and does damage to the defending Pokemon, that attack does 10 more damage for each Power Marker on your active Pokemon. Power Markers after the third don't count. This Body does not work if you have more than 1 Power Alteration Body in play.

Pokebody: Power Alteration (Probably on a Basic/Stage1)
When your active Pokemon is damaged by the defending Pokemon, that attack does 10 less damage for each Power Marker on your active Pokemon. Power Markers after the third don't count. This Body does not work if you have more than 1 Power Alteration Body in play.

You could keep up the Power Alteration Bodies, one making your Pokemon immune to Special Conditions, or gives them free retreat, etc.


I have a couple other unrelated ideas, but I'll get into them later.
 
DukeFireBird said:
Heres something we havent seen in a year, how boout, devolution, not S!TM, but a straight devolution, like DEVO spray, or hyper devo spray, that could wreck havoc again, "Oh my toise ex has 14 counters on it. Devo spray, haha, only 1 prize for you..."
Surprise! Time Machine, anyone? Aside from your specific situation though, I agree that a Devo Trainer would be nice.


I like Pokemon getting stronger as they KO stuff but I dunno. The only thing I can think of is healing yourself but a)that doesn't fit with the show or the game (as far as I know) and b)it would render healing Pokemon (such as Gardevoir EM, Espeon d) useless. Why heal when you can just KO and heal at the same time?


No playing cards during your opponent's turn, PLEASE. It would COMPLETELY turn the game upside down and it would be impossible for little kids to play the game well. If you want to play chains, play VS or YGO, not Pokemon.
 
ninetales1234 said:
I think there are enough new game mechanics right now.

A short list of things that did not exist in 1999 (ie. the first three sets):
-Colorless Weakness
-PokeTools
-Stadiums
-Supporters
-Babies
-Pokemon that could evolve into one of two different Pokemon (ie. you could evolve "Squirtle" to "Wartortle" or "Dark Wartortle")
-δ Pokemon
-Pokemon with owners in their names
-Pokémon that could evolve from one of two different Pokémon
-Differentiation of effects on Pokemon that are optional (Poke-Powers) and those that are not (Poke-Bodies)

Would anyone mind giving me an example? I can only think of examples that work in the reverse, with things like Tyrogue, Nincada, and Wurmple.

EDIT: Does it mean, like, Dark Dragonair evolving from dratini d, or normal dratini or whatever?

Thanks,
Frosty
 
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Hold hands (pokebody): If the pokemon with the hold hands pokebody is situated on the bench next to another pokemon with the hold hands pokebody, reduce damage done to your benched pokemon by 10. This pokebody is cumulative.

Ergo, 5 benched pokemon holding hands would reduce bench damage by 50.
Hm, I only count 4 pairs there...

Would anyone mind giving me an example? I can only think of examples that work in the reverse, with things like Tyrogue, Nincada, and Wurmple.
Like how scizor ex can evolve from scyther or scyther ex. Yeah, there's not much.
 
ninetales1234 said:
Then I'll just play my "Pot of Bill" to draw two cards.
I could just imagine what the artwork on that card would be:lol:

*pictures a card with Bill's toilet on it*
NoPoke said:
Mechanics I don't think we will see...
  1. Increasing the number of prize cards.
    [*]Opponent gets to actively play cards during your turn.
  2. Combos: by which I mean having to play two cards to achieve a single effect. Individually the cards do nothing.
  3. Omission of any of the current mandatory steps in the game: eg preventing your opponent from drawing at the begining of their turn.
  4. Healing of damage as a status effect.
Everything else I can think of has been tried in one form or another.
Chain Reaction Eevee...
 
Your opponent choosing which of their Pokémon takes damage from your attacks was on the Meowth promo with TCG for GBC.
 
NoPoke said:
Mechanics I don't think we will see...
  1. Increasing the number of prize cards.
  2. Opponent gets to actively play cards during your turn.
  3. Combos: by which I mean having to play two cards to achieve a single effect. Individually the cards do nothing.
  4. Omission of any of the current mandatory steps in the game: eg preventing your opponent from drawing at the begining of their turn.
  5. Healing of damage as a status effect.
Everything else I can think of has been tried in one form or another.

Lunasol
Lati@s

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

I want them to do more work with specific trainer's pokemon, and more work with legendary pokemon.

Bill's Dragonite
Lance's Dragonite
Officer Jenny's Growlithe
Ash's Pikachu
Professor Oak's Squirtle/Bulbasaur/Charmander

An example of possible attacks or powers or benefits for each? Well, there is only ONE prof. oak's squirtle, so you can only have one of those in your deck. And if you have one of his starters, you can't have any of his other starters. It has the poke-power fast evolution, you can skip the stage 1 and act as if the stage 2 was the stage 1...

Ash's Pikachu would be a god-creature, like dendro's example ;D

100hp, can only be played down if you have a Legendary Stadium in play (a new stadium card?)
[LLL] 50+20 for each prize card you are missing (pikachu always seems to get stronger when the going gets tough!)
free retreat...

I like the idea of using special pokemon, that are more difficult to get out, but more powerful. Pokemon like Mewtwo and other legendaries just aren't powerful enough.

Legendary Mewtwo
To play this card from your hand, you must have a mew or mew ex in play and a Rocket's Hideout or Legendary Stadium in play. Upon playing this card, discard mew or mew ex, and play mewtwo down.

130hp
Poke-power Mind-swap
[You may only use this power when Mewtwo uses the attack Psychic Gaze.]
Flip 2 coins, if both are heads, you may use the attack of any pokemon in play.
[PC] Psychic Gaze: Your opponent's active pokemon cannot attack next turn. This attack does 10+10 for each psychic pokemon you have in play.
[PPPP] Last Resort: Discard all your pokemon in play other than Mewtwo. This attack does 200 damage and your opponent must flip a coin to attack you next turn. Mewtwo's HP is reduced to 10 after this attack.


Some crap like that. Make it so that the legendary pokemon are PLAYABLE, even if they have to have difficulty coming into play. Here's another:


Legendary Zapdos
Legendary Birds Poke-body
If by the end of your turn you do not have a Legendary Moltres, Legendary Articuno, and Legendary Zapdos in play, discard this card.
Poke-power: Legendary Call
You may use this power once per turn, and only one Legendary Call per turn. Legendary Zapdos must have been in play one complete turn before using this power. Search your deck for any pokemon. If the card is a Legendary card, you may play it down immediately. If it is a basic, you may bench it.

[LFW] Link: Does 50+20 for each pokemon you have in play with the Legendary Call poke-power.


As you can see, there can be ways to limit the pokemon, but still have them retain their power! AND, it adds new aspects to the game.


Legendary Metagross
To play Legendary Metagross, you must have a Bill's Maintenance in the discard pile.
Poke-Power Constrict
Flip a coin, if tails, you must discard a card to use this power. Any time your opponent would draw a card, he or she now draws one less card.

blahblahblah

Not only does it add new ways to use seemingly useless trainers (boost the value of more cards... more money for everyone!) but it adds new dynamics. There can be a promo set for these, or make them the boxtoppers or secret rares that correspond to a set, just like the legendary birds.
 
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