Tabletop Simulator

Tabletop Simulator

Pokémon Let's Go Adventure
JoeRow  [developer] 6 Feb, 2021 @ 10:37am
House Rules/Rule Variants - How do YOU play??
A few people have commented on house rules and variants that they play with. Playing with these house rules/variants is absolutely fine! You just need to clear them with the others at your table before starting.

If you have any more house rules/variants that you play with, comment below and let us know!

Cloning Evolutions
Since there is only 1 copy of each card in the game, if you would want to evolve a Pokémon on your team but another player has already obtained your Pokémon's evolution card, you may use the "clone" function (right click on the card and select "clone") to duplicate the card the other player has. This ensures that every player is able to evolve their Pokémon without worrying about another player "stealing" it from them!

2v2 Gym Battles
In order to beat a gym leader, each player is required to defeat both of a Gym Leader's Pokémon (instead of just 1). Players first battle the "ODD" facing Pokémon using their active Pokémon (the dice aren't rolled to determine the opposing Pokémon randomly). If they win the battle, they immediately face the "EVEN" facing Pokémon with the same or another Pokémon on their team. If the player's first Pokémon is ever defeated, they may immediately try again using another Pokémon on their team.
Only after each of the Gym Leader's Pokémon are defeated does the player win the battle and obtain the respective rewards.
This rule does make Gym battles more difficult! So only play with this rule if you consider yourself and experienced player!

"Friendly Games"
Some people prefer a less competitive game. You can introduce rules that make the game slightly easier and prevent other players from "targeting" other players. Here are some examples:
  • During player battles, the Pokémon of the losing player isn't KO'd.
  • Item cards aren't discarded when a player is holding 5 or more and instead must be donated to another player.
  • All player battles may be refused, even if a player lands on another player's space.
Last edited by JoeRow; 6 Feb, 2021 @ 10:39am
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Showing 1-3 of 3 comments
Leafeon523 14 Feb, 2021 @ 6:31pm 
A house rule a friend of mine and I are using is the inclusion of a few more Mega Rings in the Item Deck. It's fun to Mega Evolve but a bummer when you fail to draw the ring. We're still working out if it's best to add them to the deck at the beginning of the game or after a certain number of gyms have been cleared.
JoeRow  [developer] 16 Feb, 2021 @ 3:25am 
Originally posted by Leafeon523:
A house rule a friend of mine and I are using is the inclusion of a few more Mega Rings in the Item Deck. It's fun to Mega Evolve but a bummer when you fail to draw the ring. We're still working out if it's best to add them to the deck at the beginning of the game or after a certain number of gyms have been cleared.

Yeah, mega evolving is cool! The only issue I potentially see in adding more mega rings to the deck is that you end up drawing them when you don't need them. Therefore you end up having a dead card in your hand.

I have had others mention about wanting to mega evolve more often, so I'm going to look into ways of making it more common! :)
Arracor 20 Feb, 2021 @ 2:21pm 
My playergroup have a few houserules by now.
First, we play with a hand size of 6 instead of 4; easier to keep what you need, set up for trying to catch something tricky, etc.
Second, we play to 8 Badges instead of just rushing Cinnabar->Veridian; you have to actually complete the Gym Challenge to win. (We know this is a long game and aren't out to force it to be shorter.)
Third, we use a little endgame variant of my own design called Final Battle, where the first to get every Badge is declared Champion, and must defend their title against the second-place player in a full-team, 6v6 series of battles until only one Trainer is left standing. (It's seriously hype!)

Personally, I've developed an [unofficial] new gameplay mode called Rival Mode that's designed mainly for solo play, but can add a bit of spice/pressure to multiplayer as well. The Rival is automated like a Gym Leader but has an evolving and expanding team that gain levels like a player, and they frequently show up to mess with your day..! They'll be racing to earn Badges just like you, and beating the Rival only encourages them to train harder and beat you to the 8th Badge! (Anyone interested in checking out Rival Mode, feel free to @ me on Steam or find me on the Discord and I'll happily share the Rival Mode save/assets. :3 )
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Showing 1-3 of 3 comments
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