drumtooth
Active member
Welcome to PokeScape!
It's been done before, but let's do it again. There's several game modes you can play. I have loosely defined some game modes, but mostly I'm just here to post a bunch of custom cards. I've found art on the internet and try to credit the artist as best I can. Any suggestions for game modes, appropriately-sized miniatures, point adjustments, playtesting or any custom cards of your own to submit are all encouraged.
GAME MODES
Standard Premade Army
Assuming the pool of cards are reasonably priced, just set your point total and craft out your army. Then, play with Order Markers as usual until you have a winner. Of course you could do Kill 'em All or any other format you'd like. The only addition to the set of rules would be Status Markers including Paralyze, Sleep, Burn, and Poison. Stat markers are also used by some units but those can usually be defined on the units' cards.
Level Up
Start the game with only basic Pokemon and gain Experience Markers. Each unit would have a threshold to reach before evolving. Grabbing glyphs for items/stones, destroying a certain number of figures, revealing an Order Marker on the unit, or any other method you can think of. Pokemon that evolve at higher levels could require more Experience Markers before evolving. You can even have wild Pokemon as wandering monsters that can give you Experience Markers.
Campaign
Set up a bunch of wandering monsters as wild Pokemon and have one person control the wild Pokemon and Trainer Battles. Change maps as you explore the world.
VGC Draft or Premade
Ignore point totals on the cards and just draft/bring 6 different Pokemon. Put some item treasure glyphs on the board if you'd like. Play with 2 sets of Order Markers where all 6 Order Markers go on the same 2 Pokemon without any numbers duplicated. Spend an Order Marker turn to switch out your Pokemon and move all those Order Markers on that card to a new Pokemon. It's like playing double battles.
Type Advantage
Any ideas for introducing the type chart? I've just been assigning mons to Generals because I seem to be able to fit them into a niche somewhere.
STATUS MARKERS
Paralyze
When taking a turn with a figure that has a Paralyze Marker, that figure cannot move, attack, or use any special powers. Other figures in the squad are still allowed to take their turn. Remove the Paralyze Marker after your turn ends.
Burn
Figures with a Burn Marker roll 1 fewer attack die when attacking with a normal attack.
Poison
At the end of each round, all figures that have a Poison Marker suffer one wound.
Sleep
Before taking a turn with a figure that has a Sleep Marker, roll the 20-sided die. If you roll an 11 or higher you may remove the Sleep Marker. Otherwise, that figure cannot move, attack, or use any special powers. Other figures in the squad are still allowed to take their turn.
It's been done before, but let's do it again. There's several game modes you can play. I have loosely defined some game modes, but mostly I'm just here to post a bunch of custom cards. I've found art on the internet and try to credit the artist as best I can. Any suggestions for game modes, appropriately-sized miniatures, point adjustments, playtesting or any custom cards of your own to submit are all encouraged.
GAME MODES
Standard Premade Army
Assuming the pool of cards are reasonably priced, just set your point total and craft out your army. Then, play with Order Markers as usual until you have a winner. Of course you could do Kill 'em All or any other format you'd like. The only addition to the set of rules would be Status Markers including Paralyze, Sleep, Burn, and Poison. Stat markers are also used by some units but those can usually be defined on the units' cards.
Level Up
Start the game with only basic Pokemon and gain Experience Markers. Each unit would have a threshold to reach before evolving. Grabbing glyphs for items/stones, destroying a certain number of figures, revealing an Order Marker on the unit, or any other method you can think of. Pokemon that evolve at higher levels could require more Experience Markers before evolving. You can even have wild Pokemon as wandering monsters that can give you Experience Markers.
Campaign
Set up a bunch of wandering monsters as wild Pokemon and have one person control the wild Pokemon and Trainer Battles. Change maps as you explore the world.
VGC Draft or Premade
Ignore point totals on the cards and just draft/bring 6 different Pokemon. Put some item treasure glyphs on the board if you'd like. Play with 2 sets of Order Markers where all 6 Order Markers go on the same 2 Pokemon without any numbers duplicated. Spend an Order Marker turn to switch out your Pokemon and move all those Order Markers on that card to a new Pokemon. It's like playing double battles.
Type Advantage
Any ideas for introducing the type chart? I've just been assigning mons to Generals because I seem to be able to fit them into a niche somewhere.
STATUS MARKERS
Paralyze
When taking a turn with a figure that has a Paralyze Marker, that figure cannot move, attack, or use any special powers. Other figures in the squad are still allowed to take their turn. Remove the Paralyze Marker after your turn ends.
Burn
Figures with a Burn Marker roll 1 fewer attack die when attacking with a normal attack.
Poison
At the end of each round, all figures that have a Poison Marker suffer one wound.
Sleep
Before taking a turn with a figure that has a Sleep Marker, roll the 20-sided die. If you roll an 11 or higher you may remove the Sleep Marker. Otherwise, that figure cannot move, attack, or use any special powers. Other figures in the squad are still allowed to take their turn.
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