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PokeScape - Various Ways to Play

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.
 
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Welcome the first Weather Mons!

Rather than making Weather a complete mechanic needing a rulebook reference, I kept it relatively short. Other Pokemon units can just reference the Special Power if they are within range for their own Special Power. (some of the left-side stats are just silly or placeholders)


Abomasnow

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Hippowdon

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Politoed

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Torkoal

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A Scintillating Surge of Terrain!

Terrain effects and any other unit can reference the Special Power if they are within 4 spaces.


Tapu Bulu

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Tapu Fini

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Tapu Koko

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Tapu Lele

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Status Markers! I'm wondering if Status Markers should affect only Unique Heroes or if it would make sense to place a Status Marker on the figure on the board like a wound marker if it's common or squad figure. Should a Status Marker just affect the whole squad to simplify it? Should there be a maximum of only one Status Marker on a unit's Army Card at a time? Should something like Frostbite, Drowsy, Toxic, or Curse be implemented?

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.

Ampharos

Spoiler Alert!


Blaziken

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Skeledirge

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Weezing

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Some heavy hitters with a few pseudo legendaries.

Although Levitate is certainly a power that is used, some mons just make more sense with Flying or a rebrand to Magnet Rise.

DRAGAPULT

Spoiler Alert!


GARCHOMP

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HYDREIGON

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METAGROSS

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Priority moves allow you to attack at unconventional times. I've shaped that into attacking during movement, attacking during an opponent's turn, and even adding phantom walk after using Extreme Speed. Not sure about all the implications of attacking on your opponent's turn, but the other priority moves seem solid. Just be careful of any psychic terrain!

SCYTHER

Spoiler Alert!


BRELOOM

Spoiler Alert!


ABSOL

Spoiler Alert!


ARCANINE

Spoiler Alert!
 
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