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• PlAy TCG •

°•..•°"°•..•°"°•..•°"°•..•°

Trade Card Game (TCG)

1. Have an opponent and a 60 card deck. Shuffle you deck and put it in front of you face down. Draw 7 cards, this is your hand. Look at you hand and if you do not have a Basic Pokemon card in your hand, show it to your opponent and shuffle it back into your deck and draw a new hand of 7 cards. Because you did this, your opponent may draw 2 more cards. Repeat this process until each of you has a Basic Pokemon card in your hand.


2. You and your opponent choose 1 pokemon each as your "active" pokemon and place it in play face down. You and your opponent may then choose up to 5 pokemon to put in the "bench", which is like a reserve pokemon area, also faced down.


3. Take the next top 6 cards and face them face down, this pile will be known as your "prize".


4. Decide on who goes first (flipping a coin, rock paper scissors).


5. Flip all your pokemon in play and on the bench over.


6. Now either you or your opponent will begin his or her turn. Follow these steps during your turn:


1. Draw a card.


2. Do any of these in any order any number if times.


- Put a basic Pokemon on the bench

- Evolve a Pokemon in play

- Attach an energy card to a Pokemon (once per turn)

- Play a trainer card

- Retreat your active Pokemon

- Use a Pokemon power

3. Attack with your Pokemon.


4. Your turn is over.



Other Info


Energy: cards that allow pokemon to use their abilities (must be attached to the pokemon). Only one energy card can be placed during your turn.


Attacking: to use an attack, you must have the available energy attached on the pokemon. It tells you how much you need beside the attack and how much damage it does. Some abilities require sacrificing energy.


Weaknesses: some pokemon have weakness, which are indicated on the card. If it is attacked by the type it is weak against, the damage is doubled.


Damage Counters: All damage in pokemon are in multiples of 10. When a pokemon takes damage, add the appropiate amount of counters (each counter is worth 10). When the counters add up to the pokemon's toughness, it gets knocked out. For example, when an Abra (toughness 30) gets 3 counters, it dies.


Knock Out: when a pokemon takes damage that adds up to over its toughness, it is knocked out. All cards on the pokemon and the pokemon itself are placed into the discard pile.


Retreating: all pokemon have a retreat cost. You may pay this cost by sacrificing the equivalent energy cards (on it) during your turn to move this pokemon to the bench and bring in another pokemon.



Special Status Conditions


Sleep: at the end of each turn, flip a coin. If it is heads, the pokemon wakes up, if its tails, it remains asleep. While asleep, pokemon cannot attack or retreat. The pokemon is turned sideways to indicate it is asleep.


Paralyze: when paralyzed, the pokemon cannot attack or retreat. It is turned sideways to indicate it is paralyzed. Paralyze lasts one turn, so the pokemon would be back to normal the next turn.


Confused: when a pokemon is confused, it may attack. However, when you declare an attack, you must flip a coin. If it is heads, it attacks as normal, if it is tails, then it does 20 damage to itself. To return a pokemon, you must also flip a coin. If it is heads, it can be returned (you must still pay the cost), if it is tails, it stays in play. To indicate confusion, the pokemon is turned so the top is facing towards you (upside down)


Poison: when a pokemon is poisoned, place a poison marker on it. As long as it stays poisoned, the pokemon takes 10 damage at the end of each turn.


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