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Whoops, that was on me. Fixed it.
-Random Pokemon trainer battles (like mini gyms with prizes like pokemon from the same hex/item/event cards. You could trigger these with a number of generic trainer event cards and have a few trainers per difficulty level (based on the gym level of the hex the player is in).
-A single player ruleset.
-Evolution via item cards.
-Steeper penalties for losing battles (like -1 attack power next turn)
https://ibb.co/gWXXK8k
That has been requested before, but sadly it would take some work to redo all the cards and reupload them and rescript everything. I saw you do it on your printed version and it was pretty good. I thought of adding them maybe on the Guide? Idk.
There were two features similar to this that have been tested: the main one was a weather slot for every Hexagon that would change every X turns, affecting battles that happen inside that Hexagon (including Leaders) and making captures easier or harder. Another one was a Weather Card from a Weather Deck that you would draw everytime a battle happened (that ended up turning into the Duel Events we have, with different arenas etc).
The problem we had was: it was another layer messing with captures, in addition to Trainers and Items, and another deck of Cards, so people were a little turned off by the idea, thinking it could "overcomplicate" something simple. Still, I gotta admit I kinda liked the weather on Hexagons, so I could add that as an optional rule, idk. A global weather would surely make things less chaotic than one per region, so that is a pretty good idea!
I'd love to make a single player ruleset, and have already gave it some thoughts - curiously, random pokémon battles would be used in that single mode - but I couldn't make anything that was fun to play. I'm open to ideas on that, though.
The evolution thing was just discussed on another thread, evolving is kinda hard to balance around, but maybe one or two more rare candy could do the trick. Or more ways to achieve it through Event Cards maybe.
Then I also need to map all possible variations of spaces and hex tile placements (as the hexes are randomised and the different tiered tiles can either be on the top or bottom of their section..)
Needless to say, complicated.
However, with it being near the holidays, I've got some free time and shall look into it. Though I can't make any promises.
-Smurf
p.s, i'd also be worried about any further performance lag.