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Mega Ring (Item Card): "Mega Evolve your Pokémon for the duration of the battle."
Process: Start Battle > Play Card > Mega Evolve Pokémon > Complete Battle > Return Mega Evolved forms to their container (You don't keep them).
Mega Stone Evolution (Event Card): "If you have a Pokémon that can Mega Evolve, choose any of it's Mega Evolution forms & add it to your collection!"
Process: Draw Card > Choose Mega Evolution for a Pokémon you own > Keep Mega Evolved form & use it like a normal Pokémon.
The above is outlined on the Mega-Evolutions Rulebook Page: https://i.imgur.com/I4QR4Iv.jpg
Hopefully that clarifies the meaning of each card for you @Caido.
1. When you use the fly card are you supposed to activate the space you fly to?
2. How do the great balls and ultra balls work in capturing? For example, say a Pokemon required a 5 to capture and you used the great ball to subtract 1 from the roll. Would a 5 OR 6 on the dice work? Or only a 6?
3. How do I apply the type expansion to the gym leaders expansion? I ask because gym leaders don't have body types or attack types listed on the card.
4. Are gym leaders battles considered "trainer battles" for the purpose of drawing Item cards after a victory?
2. The Card are literal - Great ball states you add or subtract 1 from your roll, so you do that. To use your example, let's say the Pokémon requires a 5 to capture & you roll a 5 - You would be forced to either add or subtract 1, resulting in your roll being a 4 or 6, making your attempt fail.
This is because Great-Balls appear to be designed for Pokémon with more than 1 capture number (So Pokémon that require a 4 or 5, they allow you to roll 3,4,5,6) While Ultra-Balls are intended for Pokémon that require 6 specifically, allowing you to roll 4,5,6 (As you can't go over 6 for rolling regardless of Pokéballs)
I have known plenty of groups make the Pokéball optional, so you declare it before the attempt, then you decide after rolling to use it's affect - Discarding the card either way.
3. Using the Types expansion + 3v3 battles solves your issue. If you are using Gym Leaders with 1v1 battles - Look just above the "Scripted Gym Battles" notepad after choosing to 1v1, you'll see a normal Pokéball appear after initiating the fight, pull whichever Pokémon the Gym Leader is using from it to get the types for the gym.
((This was overlooked during scripting, unfortunetly the above is the best advise I can give))
4. Yes. Winning a Gym Battle is the same as a Trainer Battle - Officially "Gym Battles" as a term doesn't exist in Master Trainer, everything is a Trainer Battle as technically Gym Leaders are Trainers too!
1. When you land on a city/town space that tells you to catch a Pokemon, i.e. Cianwood City, where are you supposed to get the appropriate Pokemon from? The chips placed on the board or the stack of chips aside the table that are not on the board?
2. So I know in the rulebook it says you can only use 2 cards per dice in a trainer battle but I'm confused. Does that mean only attack powerup cards? Or just "cards" in general? So like for example could I use two attack power up cards and use a "Roar of Time"? Or just an attack power up and a "Roar of Time" only?
3. Is there a way to keep track of turn based cards? Cards such as "Bad Reputation" or "Event Lockup"?
Thanks again ^^
I just want to play this game to the fullest and clear up questions for other players who might have some.
2. The step in detailed on the rulebook page "Trainer Skills Pg3" - It reads "Step 2: Declare any "Attack Bonus Item Cards" you wish to use, you may only use up to 2 cards per dice roll"
This means that each time during a battle before dice are rolled, you may declare a maximum of 2 item cards that would affect the outcome of the dice, such as Attack Bonus', Max Revives, or Switches.
Your example for Roar of Time is abit out of place, for Roar of Time to activate a dice roll must of been made - So Roar of Time can be played at any point in the game, after any dice roll, and can stack. So if you use Roar of Time on yourself to re-roll your attack after rolling it, another player can jump in after you re-roll to force you to re-roll it a 2nd time.
3. Spawn a Counter and give each player a counter when they suffer from turn-based debuffs. These are found under objects > components > tools > counter. dial it up to 4 or 5, then decrease it by 1 at the end of that players turn each turn.
The script used to give these out whenever one of these cards was drawn, but then it became laggy so players have to keep track themselves.
1. Pokemon Center: So like fly, does the city/town you move to trigger if you decide to go there instead of healing all your Pokemon?
2. Secret Ditto: Does "discovered" mean any pokemon thats face up on the board and/or caught by a trainer? Can this copy legendaries?
3. City Construction: I was stuck in a scenario where I was stuck between two towns and I rolled the dice above the amount I could move between them. What am I supposed to do in this situation?
4. Token Trade Up: Can you use Pokemon you have in storage for this cards effect?
5. Trainer Possession: After the player I choose rolls for movement and I play this card, may I choose the number of spaces the player may move or is it restricted to the same number as the player originally rolled?
6. Mind Control/Snag Machine: Can I use these cards on Gym Leaders/Elite 4?
7. Whoa Legendary!: How would this card work in a 1v1 battle, if you're supposed to get 3 legendaries from the card?
8. Whats the tactical advantage to moving quickly through the board using movement increasing cards?
And finally, just to clarify, in a gym battle the gym leader rolls the dice and totals up the numbers for his dice like this right?: Gym Leaders Attack Strength + Gym Leaders Attack Bonus + Gym Leaders Dice roll.
2. Discovered = Any Pokémon where you can say "This is here, it's face up, I can see it & pick it up" - So any Pokemon that is faceup on the board, currently revealed in a Trainer Battle, or owned by another Player. Ditto can copy Anything that is not hidden (Hidden being face down or would require searching a Pokéball)
3. Same as if you hit a dead-end road, you'd bounce back in the direction you came. If this means you bounce between 2 cities.. well, the cards have screwed you until that cards effect ends, fly away?
4. Yes, unless you are running house-rules that say otherwise.
5. They make the movement roll - You just move them that amount, you don't get to shorten / increase it (Unless you choose to make them stop on a city)
6. Yes.
7. You'd temporarily draw 1 legendary if using a 1v1 battle, or 3 legendaries if using 3v3 battles.
8. Some people use them to rush the Indigo Plateau if they're far away & just got their team finished. Some use them to rush back to say Pewter City? As most skip this Gym because Onix OP. Most people I saw used them to desperatley avoid fighting a Villanous Team.
9. Correct, the Atk Bonus' given on their rival card would apply to any Pokémon representing them in the battle. Gym Leaders Attack Strength + Gym Leaders Attack Bonus + Gym Leaders Dice Roll as you said.
So does a Pokemon need to have ALL of it's evolutions in order to get the evo bonus? Can I get the +3 bonus for having say a Bulbasaur and Ivysaur on my side only. I read the rules about this; it wasn't very clear to me.
And it doesn't really matter which Pokemon represents a Gym Leader in a trainer battle right?Because as I understand it each Gym leader has a set amount of attack strength that's the same for all there Pokemon.
One last thing, I drew a Pokemon Center card but I didn't need to heal any of my Pokemon and I didn't want to travel to the nearest town. Can I just ignore the card and discard it then or am I forced to pick a choice?
The most common house-rule is that the bonus' apply as long as you own the steps of the evolution in order.
Bulbasaur = No Bonus
Bulbasaur + Ivysaur = +3 Bonus
Ivysaur + Vensaur = +3 Bonus
Bulbasaur + Ivysaur + Venasaur = +5 Bonus
Bulbasaur + Venasaur = No Bonus (You're missing stage 2 aka Ivysaur)
Mega Evolutions are not considered part of the evolution chain, but are treated as their non-mega form (So Mega Venasaur would still gain a +5 bonus if you have the full set, but it could not contribute to increasing the bonus, as it's technically a Venasaur with a different name)
2. If you're using 1v1 battles, the Pokemon on the rival card represents them (These cards are balanced according to Kanto Lore). Hence the script does not draw tokens.
If you're using 3v3 battles, the script will pull Pokemon tokens for you. It's much less balanced but more realistic based on that Gyms pool of available Pokemon in the GameBoy Games. Each of the 3 Pokémon use the Strength given on their token (The Pokémon on the rival card is ignored, but bonus stated on the rival card applies to all 3 tokens drawn)
3. Unless you've house ruled it, all Event Cards are final - You do what they say when they're drawn. The only reason you would not be able to obey them is if it's physically impossible such as drawing "Unknown Dungeon Pokémon" when there are no legendery tokens left - If this happens the card is discarded and nothing happens.
Because of this most groups house-rule the "Let's Fight!" Event Card to be optional for the player that draws it - it becomes repatative and can draw out the game by a few hours.
In your example, the card states OR, so you could still choose to Revive your knocked out Pokémon - but nothing would happen (Same as visiting a PokeCenter in the games with your Pokemon already at full) you can still heal them even though they are 100% hp... Just nothing happens.
I'll explain the battles fully, using Pewter Gym (Brock) as an example:
Brock Card can be seen by clicking here.[i.imgur.com]
1v1 Battles:
• Drag the Gym-Badge from the GameBoard onto the notepad & select 1v1 Battle
• The Battle-Script will then setup the appropriate Gym Leader's Brocks Rival Card Only
• You then Battle Onix (As Onix is Brocks Pokémon on his Card), who has 4 Attack Strength, and gains a bonus of 1/2/3 based on the Gym Leaders Roll.
• After completing the battle, select if you Won or Loss so the script can clean-up the board.
1v1 Example: Brock Rolls a 4, making their final Strength:
4 (Onix Attack Strength from Card) + 2 (Attack Bonus) + 4 (Dice Roll) = 10 Total
If you wish to use Types for 1v1, you will need to fish out the Onix Token & use the types from the token, but still use the numbers / strength / bonus' from the Rival Card.
========================================================
3v3 Battles:
• Drag the Gym-Badge from the GameBoard onto the notepad & select 3v3 Battle
• The Battle-Script will then setup the appropriate Gym Leader's Brocks Rival Card & 3 Pokémon Tokens from Brocks Available Pokémon (As Brock only has Geodude & Onix, only 2 tokens will appear)
•The Pokémon given on the rival card is ignored. Only their Attack Bonus' are used.
• Flip over the first token drawn by the Gym Leader, that token is then your opponent (In this example, let's say he drew Onix[i.imgur.com] as his first)
• You then Battle Onix, who has 7 Attack Strength (As you are battling the token, not the rival card) and then gains a bonus of 1/2/3 based on the Gym Leaders Roll.
• After defeating their first Pokémon, you then flip the second Token drawn by the Gym and so on until somebody has all 3 Pokémon knocked out.
3v3 Example: Brock Rolls a 4, making their final Strength:
7 (Onix Attack Strength from Token) + 2 (Attack Bonus) + 4 (Dice Roll) = 13 Total
OK So:
Things I want to make sure of
1. Trainer Possession can move the other players token in ANY direction I want. I wouldn't see a reason behind this card otherwise, although it doesn't specifically say you can.
2. Roar of Time can be used as many times as you want as long as you have enough copies of the card to use it. Even in battle, because its effect comes after the die roll and so isn't considered part of the two cards per attack rule.
3. If you rolled only on the black side of the die on a random trainer battle, I assume the card wouldn't do anything and be discarded.
4. When I use the type expansions ruleset the ATK bonus of the rival cards given is equal to the orginal die number rolled and not the number doubled/halved (in the case of a Pokemon being weak to/strong against another type).
Things I'm not sure of.
1. Bad Reputation - All your pokemon are knocked out and you are still under the effect of bad reputation. A player chooses to challenge you by drawing a Let's Fight card. Is it an automatic victory for the challenging player?
2. Does an "active" Pokemon mean any Pokemon you have on your 6 chip team (not storage) that also isn't knocked out?
3. OK so I know you said snag machine/mind control could work on rival cards... But can you please detail the process behind this?
2. Correct, if you have 4 copies of it you can make someone re-roll 4 times. It states it is declared after any dice roll is made.
3. Correct, the Random Trainer would not have Pokémon to battle you with - So you'd be unable to defeat them as a battle wouldn't be started.
4. Your example confused me, but only the dice-roll portion of the battle total is affected by the types - To use the Brock example:
• Brock Rolls a 4 & is weak to the enemy:
7 (Onix Attack Strength from Token) + 2 (Attack Bonus) + 2 (Dice Roll Got Halved) = 11 Total
• Brock Rolls a 4 & is Strong to the enemy:
7 (Onix Attack Strength from Token) + 2 (Attack Bonus) + 8 (Dice Roll Got Doubled) = 17 Total
In both examples, rolling a 4 meant that brock gained +2 from his Rival Card Bonus, but then his dice roll got hit by the types expansion.
If I had to pick, i'd follow the Gameboy Games - If you were to meet somebody with an injured Pokémon on the road you typically can't Battle them.
2. Yes, your currently team of 6 is your "Active Team" - Others are classed as in storage or part of your your collection.
3. Snag Machine - You attempt to catch your opponents active pokemon (The pokemon you currently facing in battle that is not knocked out)
If used on a Gym and you fail: The battle immediatley ends & you are classed as losing
If used on a Gym and you succeed:
• The battle immediatley ends in a tie (You don't get the badge, as badges are only given when the gym loses)
• You take the Pokémon you stole from the gym & add it to your collection. (Gym has lost that Pokémon for the remainder of the game)
If you're using the 1v1 expansion, for the purposes of keeping the Gym open i'd say you just gain a copy of that Gyms Pokémon in token form (Unless you want to shut the Gym down, but that would make it impossible for other players to earn the badge)
Mind Control - You declare the card before dice are rolled in battle.
If used in a 1v1 Battle: You'll swap your token for the Pokémon on the rival card (Using the rival cards attack strength) for the duration of the battle.
If used in a 3v3 Battle: You'll swap your 3 tokens for the Gyms 3 tokens.
Nomatter the battle-type, you'll swap tokens back after the outcome of the battle is decided.
=====================
Some general advice give the amount of scenarios you're hitting, best thing to do if your mid game & need a quick answer is ask "What would happen if this scenario occured in the GameBoy Games" - Typically the expansion rules align with the outcome.