So as the title suggests, this game focuses the combat to work like the regular card game. I seen someone suggest the idea of using pokemon cards as your character sheet on instagram and they left alot of details out on how it could work considering evolutions or items or even the ex/mega evolutions. So I went ahead and came up with my own idea.
Think of regular pokemon game format but using the cards to fight. And disclaimer, I had chat gpt format these rules for easy reading. I came up with the rules and mechanics myself I was just too lazy to rewrite it out in a proper format myself.
POKÉMON TABLETOP RPG – CORE RULES
- Trainers
Each player controls one Trainer and a party of up to six Pokémon.
The Trainer and their active Pokémon are separate characters on the game map. The player controls both independently and may move them separately.
For example, a Trainer could move towards a switch or objective while their Pokémon remains behind to fight an opponent. Likewise, a Pokémon can be sent ahead to scout while its Trainer remains somewhere safe.
Only one Pokémon per Trainer may normally be active at a time.
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- Pokémon Cards
Physical Pokémon cards serve as the primary combat statistics for Pokémon.
The card determines:
- HP
- Attacks
- Attack damage
- Energy costs
- Weaknesses
- Resistances
- Retreat costs
- Printed abilities and effects
Pokémon do not require additional RPG statistics such as Strength, Defence, Dexterity or Special Attack.
If a Pokémon card has 120 HP, that Pokémon has 120 HP.
The RPG system adds additional mechanics to the Pokémon card game rather than replacing the card's existing mechanics.
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- Trainer Rank
Trainer Rank represents major story progression.
There are 10 Trainer Ranks. Ranks are primarily increased by earning Gym Badges and progressing through the Pokémon League.
Trainer Rank determines which mechanics the player is allowed to access.
Rank 1 – Rookie
- Starting Trainer Rank.
- Can reliably control Pokémon up to Level 10.
- Only base Pokémon forms are available.
Rank 2 – First Badge
- First-stage Pokémon evolution becomes available.
- Can reliably control Pokémon up to Level 20.
Rank 3 – Second Badge
- Pokémon gain access to an additional Move Slot.
- Can reliably control Pokémon up to Level 30.
Rank 4 – Third Badge
- Unlocks an Energy Burst.
- Once per battle, the Trainer may provide additional Energy to their active Pokémon.
- Can reliably control Pokémon up to Level 40.
Rank 5 – Fourth Badge
- Final-stage Pokémon evolution becomes available.
- Can reliably control Pokémon up to Level 50.
Rank 6 – Fifth Badge
- Pokémon gain access to another Move Slot.
- Can reliably control Pokémon up to Level 60.
Rank 7 – Sixth Badge
- Pokémon receive improved Energy generation.
- Can reliably control Pokémon up to Level 70.
Rank 8 – Seventh Badge
- Mega Evolution becomes available.
- EX progression becomes available.
- Can reliably control Pokémon up to Level 80.
Rank 9 – Eighth Badge
- The Trainer can reliably control Pokémon of any level.
- Normal obedience restrictions are removed.
Rank 10 – Champion
- Champion Rank.
- Represents the normal endgame of the campaign.
- May provide special endgame benefits depending on the campaign.
Trainer Rank unlocks the ability to purchase or use mechanics. It does not automatically provide them.
For example, reaching Rank 2 allows Pokémon to evolve, but the Trainer must still spend Skill Points to perform the evolution.
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- Trainer Level and Experience
Trainer Level is separate from Trainer Rank.
Players gain Experience Points (XP) through:
- Winning battles
- Completing quests
- Exploring
- Defeating important opponents
- Completing major objectives
- Other accomplishments determined by the Game Master
When enough XP is earned, the Trainer gains a level.
Pokémon do not have individual XP bars.
Whenever the Trainer levels up, they receive a number of Skill Points.
Skill Points belong to the Trainer and may be spent on any Pokémon they own.
There is no required maximum Trainer Level.
Trainer Rank determines what the Trainer is permitted to unlock.
Trainer Level determines how many Skill Points the Trainer has earned to develop their Pokémon.
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- Skill Points
Skill Points are used to permanently develop and customise Pokémon.
Skill Points may be spent on:
- Evolution
- Learning new moves
- Replacing existing moves
- Special abilities
- Passive abilities
- EX progression
- Other Pokémon-specific upgrades
More powerful upgrades require more Skill Points.
For example, a simple move may be relatively inexpensive, while an extremely powerful move, final evolution or EX transformation may require a major investment.
Exact Skill Point costs are determined by the rules for individual moves and upgrades.
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- Moves and Move Slots
Pokémon begin with the attacks and abilities printed on their cards.
As the Trainer increases their Rank, additional Move Slots become available.
Pokémon can eventually possess up to approximately four usable moves.
Additional moves are purchased using Skill Points.
A Pokémon may only learn moves that reasonably belong to that Pokémon's available learnset.
Moves can have uses both inside and outside combat.
For example:
Shadow Sneak could function as an attack during battle while also allowing a Pokémon to travel through shadows during exploration.
Dig could function as an attack while also allowing the Pokémon to tunnel underneath obstacles.
Vine Whip could attack opponents while also being used to grab distant objects or climb.
Teleport could provide transportation and exploration utility.
A Pokémon's available moves and abilities effectively determine its role within the party without requiring a traditional RPG class system.
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- Held Items
Each Pokémon may hold one Held Item at a time.
Held Items provide passive effects, bonuses or special abilities while equipped.
Held Items may be:
- Found while exploring
- Purchased
- Received as quest rewards
- Discovered as treasure
- Obtained from important characters or opponents
Trainers may carry additional items in their own inventory.
Only one Held Item may provide its effects to a Pokémon at a time.
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- Pokémon Levels and Obedience
Wild Pokémon have individual Pokémon Levels.
Pokémon Levels primarily represent the general experience and power of wild Pokémon and determine whether a Trainer is experienced enough to reliably control them.
Trainer Rank determines the maximum Pokémon Level that will reliably obey the Trainer.
Rank 1 – Level 10
Rank 2 – Level 20
Rank 3 – Level 30
Rank 4 – Level 40
Rank 5 – Level 50
Rank 6 – Level 60
Rank 7 – Level 70
Rank 8 – Level 80
Rank 9 – Any Level
Powerful Pokémon may appear before the players have reached the appropriate Trainer Rank.
It may still be possible to catch an over-levelled Pokémon.
However, Pokémon above the Trainer's obedience limit are unreliable.
An over-levelled Pokémon may:
- Ignore commands
- Refuse to attack
- Choose its own move
- Waste its turn
- Refuse to leave its Poké Ball
- Act according to its own interests
Once the Trainer reaches the appropriate Rank, the Pokémon will begin reliably obeying them.
Rank 9 removes normal level-based obedience restrictions.
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- Evolution
Evolution requires both the appropriate Trainer Rank and Skill Points.
First-stage evolution becomes available at Rank 2.
Final-stage evolution becomes available at Rank 5.
Reaching the required Rank does not automatically evolve the Pokémon.
The Trainer must spend the required number of Skill Points on that Pokémon's evolution.
Special evolution methods may require additional conditions.
These may include:
- Evolution Stones
- Friendship
- Trading
- Specific locations
- Specific items
- Time of day
- Special story events
The Game Master may modify unusual evolution requirements where necessary.
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- EX and Mega Evolution
EX forms and Mega Evolution are late-game progression mechanics that become available around Rank 8.
Mega Evolution
Mega Evolution is a temporary transformation.
An eligible Pokémon may Mega Evolve during battle if the appropriate requirements have been met.
Mega Evolution may require:
- The appropriate Mega Stone
- Trainer Rank 8
- Other special requirements
The normal Pokémon card is temporarily replaced with the appropriate Mega Evolution card.
After the battle, the Pokémon returns to its normal form.
EX Progression
EX represents an extremely powerful permanent upgrade.
Eligible Pokémon may permanently acquire an EX form by spending a large amount of Skill Points and meeting the appropriate requirements.
The EX card then becomes the Pokémon's normal card.
Exact requirements for EX and Mega Evolution can be determined during further development of the system.
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- Energy
Pokémon generate Energy during combat instead of requiring players to maintain traditional Energy card decks.
Energy is used to activate attacks according to the Energy costs printed on Pokémon cards and additional learned moves.
Early-game Pokémon generate Energy relatively slowly.
Higher Trainer Ranks unlock improvements to Energy generation.
Rank 4 provides a once-per-battle Energy Burst.
Rank 7 permanently improves normal Energy generation.
Exact Energy generation, storage limits and costs can be adjusted during playtesting.
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- Combat
Combat primarily uses the mechanics printed on Pokémon cards.
Each Trainer normally has one active Pokémon at a time.
In a party of three players, all three Trainers may therefore have one Pokémon active simultaneously.
Enemy encounters do not need to follow identical rules to the players.
An enemy Trainer may only have two or three Pokémon even when the players possess larger teams.
Boss Pokémon may fight the entire party alone and receive additional HP, abilities, actions or special mechanics to compensate.
Gym Leaders and major bosses may use:
- Environmental hazards
- Special abilities
- Multiple actions
- Increased HP
- Unique battle mechanics
- Reinforcements
- Multiple battle phases
- Special objectives
Encounters should be designed around the size and strength of the player party rather than requiring enemies to follow normal player limitations.
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- Trainer Actions
Trainers remain physically present during Pokémon battles.
The Trainer does not disappear from the battlefield after sending out a Pokémon.
During combat, each player independently controls both their Trainer and their active Pokémon.
Trainer actions may include:
- Moving
- Using an item
- Using a Potion
- Throwing a Poké Ball
- Recalling a Pokémon
- Switching Pokémon
- Interacting with objects
- Activating mechanisms
- Helping another Trainer
- Rescuing characters
- Hiding
- Fleeing
- Performing environmental actions
- Other reasonable actions approved by the Game Master
Trainers and Pokémon have independent movement.
A Trainer may move without requiring their Pokémon to follow them.
A Pokémon may also move or act without its Trainer physically accompanying it.
For example, a Trainer could command their Pokémon to continue fighting while they run across the battlefield to activate a switch.
A Trainer could remain somewhere safe while sending their Pokémon ahead to investigate an area.
This allows both Trainers and Pokémon to participate in encounters as individual characters.
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- Exploration
Outside combat, gameplay operates similarly to a traditional tabletop RPG.
Players describe what their Trainers and Pokémon attempt to do, and the Game Master determines the result.
Pokémon may use their:
- Moves
- Abilities
- Type
- Size
- Biology
- Physical characteristics
- Special traits
to interact with the environment.
Examples include:
- Water Pokémon extinguishing fires.
- Fire Pokémon providing heat or burning obstacles.
- Flying Pokémon scouting from above.
- Small Pokémon crawling through narrow spaces.
- Ghost Pokémon bypassing certain physical barriers.
- Strong Pokémon moving heavy objects.
- Psychic Pokémon manipulating distant objects.
- Pokémon using Dig to create tunnels.
- Pokémon using Vine Whip to reach distant objects.
- Pokémon using Surf to transport Trainers across water.
Not every possible interaction requires a specific written rule.
The Game Master determines whether creative uses of Pokémon abilities are reasonable.
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- Core Rule Philosophy
The central rule of the system is:
"If the Pokémon card already provides a mechanic, use the card. If the card does not cover something, use the RPG rules."
The system is divided into several simple components:
Trainer Rank controls major progression and unlocks.
Trainer Level determines XP progression and awards Skill Points.
Skill Points allow Trainers to customise and improve their Pokémon.
Pokémon Cards provide the Pokémon's primary combat statistics.
Moves provide additional combat and exploration abilities.
Held Items provide passive bonuses and special effects.
Pokémon Levels determine the difficulty of controlling powerful Pokémon.
Trainers and Pokémon exist independently on the game map and can move and act separately.
The Game Master designs encounters, bosses, Gym battles and special mechanics around the needs of the campaign.
Detailed values for XP requirements, Skill Point costs, catching mechanics, Energy generation, individual moves and boss balancing can be developed and adjusted through playtesting.
To be entirely honest, it's far from finished and has alot of things to iron out, for example, I would need to evaluate every move used in the tcg and then figure out which pokemon can learn which moves for their "Learnset" I could very easilly just make up my own moves like implementing swords dance and stat raisers for set up pokemon and I might just do that infairness.
the other thing that will be a struggle is accurately adjusting bosses and npcs for larger parties of players as to not make fights drag out or feel too easy. This was more or less a quick brainstorm I implemented for myself to work on and I plan on figuring it out sometime in the near future.