Wednesday, October 28, 2020

Restricted Cards Update - 10/28/2020

 

Welcome back, trainers. I hope you’re staying safe and warm as the cooler weather settles in here in the U.S.; I’ve settled in with a nice evening chai and my favorite sweater, I wish the same peaceful energy to you and yours.

Now, without further ado, the reason for this write-up: Effective immediately, we’ve restricted Impostor Oak's Revenge. (I decided it would be better for reading’s sake to just spell it correctly)


 



Impostor Oak’s Revenge was, unfortunately, an unsolvable issue. It presented some of the same problems that other cards that have already been restricted for: when applied early in combination with its ubiquitous inclusion, Erika, it can create one-sided games as early as the first turn. When The Rocket’s Trap is already restricted for its power level implications, it’s obvious to make the same decision for this card. Despite extensive testing, there was no way around it, and the oppressive power it gave Dark Vileplume wasn’t something that could be ignored. All of this and more is detailed on my previous article here if you’d like to read more in-depth. Being a low-cost Trainer financially, as well as not a usable card in every strategy means a low impact on the format as a whole; affecting only the highest-tier controlling decks, restriction is a net positive for everyone's play experience.

As always, we want to ensure that we all get to play with our toys, and with a limited card pool, fewer restrictions is always preferable for all of us. Now it is time to see how controlling decks adapt to the new slots they may have in their lists; for transparency’s sake, though things remain on the watch list, nothing is giving the impression of oppression, and discussion is ongoing regarding unrestricting Item Finder.

Thank you all for joining us in our adventure of developing this format. I think we are building something amazing together. It’s already been a year and a half, the time flew by so quickly! I’m honored to have you all along for the ride.

 

Cheers,

-Ryan

How to Play Old School Pokémon (Advanced Rules and Restricted List)

Rules Unique to Old School Pokémon

In Old School Pokémon, it is important to note that the first player to take a turn in a game may not make an attack, this is different from the original rules of the game, and is more in alignment with later rule sets. Please ensure you are following this step correctly.

Mulligans

In the 1.0 rulebook, when a player has no Basic Pokémon to set as their Active Pokémon, they reveal their hand to the opponent, shuffle, and draw a new hand of 7 cards to try again; this would allow the opponent to draw up to 2 extra cards per mulligan. In alignment with more current rules, and to lower the power gap between a player forced to mulligan and their opponent, the rule has been errata'd to only draw up to 1 extra card per mulligan.

Restricted Cards

Due to their power level, some cards in Old School Pokémon are restricted. This means only one copy of the card is allowed to be played in a deck constructed for Old School Pokémon play. Those cards are:

- Computer Search
- Energy Removal
- Gust of Wind
- Imposter Oak's Revenge
- Item Finder
- Super Energy Removal
- The Rocket's Trap







Other Advanced Rules

Some cards were mass produced with printing errors. Cards are to be played as Wizards of the Coast intended, which occasionally supersedes the printed text on the card. Here are the known errors and their intended rulings:

Blaine’s Charizard’s Roaring Flames attack
- Discard all Fire Energy cards not used to pay for this attack’s Energy cost. This attack does 20 damage plus 20 more damage for each Fire Energy card discarded this way.

Clefairy and Clefable's Metronome
- Metronome was mistranslated on both Clefairy and Clefable. While it does allow you to copy an attack without needing the usual Energy required, you must still do anything else required to use that attack, such as discarding Energy cards. This means that if Clefable used Metronome to copy an attack like Charizard’s Fire Spin, Clefable would still have to discard two Energy cards. If Clefable did not have two Energy cards attached to it to discard, the attack would have no effect.

Dark Vileplume
- Dark Vileplume should be weak to Fire, not Fighting. (The holo version has the correct weakness.)

Giovanni's Pinsir's Snapping Pincers (Gym Challenge)
- Flip a coin. If heads this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.

Grimer's Poison Gas (Team Rocket)
- Poison Gas should poison the Defending Pokémon, not leave it Asleep.

Rocket's Minefield Gym (Gym Challenge)
- The amount of damage counters was omitted on the English version. It should read “…put 2 damage counters on that Pokémon.” A small percentage of these cards from a later print run do actually have the correct text.

Special Conditions
- Poison is not considered a Special Condition that will disable Pokémon Powers. Legendary Collection cards state their powers are disabled by a special condition, as an alignment in future printings, this is not considered in Old School Pokémon.

- Players may retreat as many times per turn as they like.

- Confused Pokémon that fail to attack do 20 damage to themselves (instead of placing 3 damage counters). This damage applies Weakness and Resistance.

- Confused Pokémon must attempt to retreat, first by paying the retreat cost, and then flipping a coin. Heads permits that Pokémon to retreat, but tails leaves the confused Pokémon active, and it may not try to retreat again until next turn.

- PlusPower adds 10 extra damage after applying Weakness and Resistance, not before. (It also must be attached to your Active Pokémon.)

- There is no limit to how many Stadium cards may be played in one turn.
Stadium cards with the same name may be played to replace another.

How to Play Old School Pokémon (Basic Rules)

Important Note!

In Old School Pokémon, it is important to note that the first player to take a turn in a game may not make an attack, this is different from the original rules of the game, and is more in alignment with later rule sets. Please ensure you are following this step correctly.


What Do You Need to Play?

Well, you and your opponent will each need your own deck of 60 cards, a coin to flip, and some counters to mark damage to your Pokémon. You can use pennies or whatever else you want to if you run out of counters.


How to Win

In Pokémon, you can win three different ways. First, at the start of the game, you set aside 6 of your cards as Prizes. Every time one of your opponent's Pokémon is Knocked Out, you take 1 of your Prizes and put it into your hand. When you've taken all 6 of your Prizes, you win the game! (You'll win most of your games this way.) Second, you also win if your opponent doesn't have an Active Pokémon (or a Benched Pokémon to replace it with) at the end of any turn. And finally, you win if your opponent's deck is out of cards at the start of his or her turn.


Starting the Game

·Shuffle your deck and draw a starting hand of 7 cards. Put the rest of your deck face-down in front of you.

What If I Don't Have a Basic Pokémon Card in My Hand?

Then show your hand to your opponent, shuffle it back into your deck, and draw 7 new cards. Your opponent can then choose to draw up to 1 extra card. If you still don't have any Basic Pokémon in your new hand, you repeat this process, but your opponent gets to draw up to 1 extra card each time!

·You and your opponent each choose a Basic Pokémon card (it'll say "Basic Pokémon" in the upper left-hand corner) from your hands and put them face-down. These will be your starting Active Pokémon.

·Each player may, if he or she wishes, choose up to 5 Basic Pokémon from his or her hand and put them face-down on his or her Bench (this is where Pokémon wait when they're not the Active Pokémon).

·Put the top 6 cards of your deck face-down in front of you. These are your Prizes, which you take when your opponent's Pokémon are Knocked Out. You can't look at a Prize card until you take it.

·Flip a coin to decide who goes first. You can use your special Pokémon coin, if you have one.

·Flip over all the Active and Benched Pokémon that have been put on the table.

How Your Play Area Should Look

Be sure to leave room for your discard pile. All of your cards that get discarded during the game, no matter how they get discarded, will go there.


During the game, you'll be putting more and more cards on the table. All the cards on the table that are in the Active Pokémon area or on the Bench are referred to as being "in play." Your deck, your Prizes, and the cards in your discard pile are not considered to be "in play."

Pokémon cards, Evolution cards, and Energy cards will be on the table-"in play"-after you play them from your hand. You can keep using those cards in play turn after turn. Trainer cards, though, are used once and then discarded.

Pokémon Card

Trainer Card

Energy Card



Let's Play!

As you play, you and your opponent take turns. During your opponent's turn, you don't do anything except replace your Active Pokémon if it gets Knocked Out (see below). During your turn, go through the steps below.



What Can You Do during Your Turn?

You can do lots of things during your turn! You always draw a card first, and you always attack last. Here's everything you can do:

  1. DRAW a card
  2. DO ANY of the following in any order and as often as you like:
    • Put a Basic Pokémon on the Bench
    • Evolve a Pokémon in play
    • Attach an Energy card to a Pokémon (only once per turn)
    • Play a Trainer card
    • Retreat your Active Pokémon
    • Use a Pokémon Power
  3. ATTACK with your Active Pokémon (only after the first turn of the game)
  4. Your turn is OVER now

1) DRAW a card

You always begin your turn by drawing a card. (If your deck is empty at the beginning of your turn, the game is over, and your opponent wins.)

2) DO ANY of the following in any order and as often as you like:

Put a Basic Pokémon on the Bench

Choose a Basic Pokémon from your hand and put it face-up on your Bench. You can have no more than 5 Pokémon on your Bench at any time, so you can only put a new Basic Pokémon there only if your Bench has 4 or fewer Pokémon on it.

Evolve a Pokémon in play

If you have a card in your hand that says "Evolves from so-and-so" and so-and-so is the name of a Pokémon you already have in play, you may play that card in your hand on top of the Pokémon so-and-so. This is called "evolving" a Pokémon.

Example: Juliane has a card called Ninetales that says "Evolves from Vulpix," and she has a Vulpix card in play. She may play the Ninetales card on top of the Vulpix card.

When a Pokémon evolves, it keeps all cards attached to it (Energy cards, Evolution cards, etc.) and any damage it might already have, but the old attacks and Pokémon Powers of the Pokémon it evolved from go away. All other things about the Pokémon go away-Sleep, Confusion, Paralysis, Poison, or anything else that might be the result of an attack some Pokémon made earlier.

Sorry, you can't evolve a Pokémon that you just played or evolved on that turn. Also, neither player can evolve a Pokémon on the first turn. And finally, yes, you can evolve a Pokémon on your Bench-that counts as "in play"!

Attach an Energy card to a Pokémon

Take an Energy card from your hand and attach it to one of your Pokémon in play (put it under the Pokémon card).

Unlike most of the other things you can do during your turn, you may do this only once during your turn. Also, remember that you can attach an Energy card to a Pokémon on your Bench. After all, that's "in play," too!

Play a Trainer card

When you want to play a Trainer card, do what it says, then put it in the discard pile.

Retreat your Active Pokémon

You may switch your Active Pokémon with one of the Pokémon on your Bench. To do this, you must discard Energy attached to the Active Pokémon equal to the Retreat Cost that's written in the lower right-hand corner. (You'll read more about costs in the "Attack with Your Active Pokémon" section.) If you can't do that, then you can't retreat. Pokémon with no Retreat Cost don't need to get rid of any Energy when they retreat-they can retreat "for free."

A Pokémon that is Asleep or Paralyzed can't retreat. A Confused Pokémon can try to retreat, but it might not succeed. (Why this might happen will be explained later on in the rules.)

When your Active Pokémon goes to your Bench (whether it retreated or got there some other way), it keeps any Energy cards, any Evolution cards, and any damage counters it might already have. All other things about the Pokémon go away-Sleep, Confusion, Paralysis, Poison, or anything else that might be the result of an attack some Pokémon made earlier. All of these things go away.

If you retreat, you can still attack that turn with the new Active Pokémon.

Use a Pokémon Power

Some Pokémon have a special "Pokémon Power" that they can use when they're in play. (Remember, Benched Pokémon are "in play," too.) Many of these Powers can be used before you attack. Each Pokémon Power is different, though, so you should read carefully to see how each Power works.

A Pokémon Power isn't the same as a Pokémon's attack, so if you use the Pokémon Power, you can still attack!

3) ATTACK with your Active Pokémon after the first turn of the game

If you wish, you may have your Active Pokémon attack your opponent's Active Pokémon (also called the "Defending Pokémon"). This is the last thing you can do during your turn-you can't do anything else afterward. You can only attack one time during your turn, and your Pokémon can only use one of its attacks each turn. To attack, just tell your opponent which one of your Pokémon's attacks you're using. You can only use an attack if you have at least the required amount of Energy attached to your Active Pokémon.

The required amount is written to the left of the attack name.


·Energy

Any kind of Energy-GrassFireWaterLightningPsychicFighting, or Colorless-can count toward Colorless Energy requirements (Colorless). But only Energy of the appropriate kind counts toward Energy requirements of that kind. For example, you can use at attack with FireFireColorless next to it only if that Pokémon has at least 3 Energy attached to it, at least 2 of which are Fire Energy.

You have to have the required amount of Energy attached to a Pokémon to use its attack, but you don't have to discard those cards to attack. The cards stay attached to your Pokémon unless the card says otherwise!

Damage

When you attack, read the attack you're using and do what it says. For each 10 damage a Pokémon takes, put one damage counter on it. If a Pokémon ever has total damage at least equal to its Hit Points (for example, 4 or more damage counters on a Pokémon with 40 HP), it's immediately Knocked Out.

Weakness and Resistance

Some Pokémon have a Weakness or Resistance to Pokémon of certain other types. (For example, Charmander has a Weakness to Water Pokémon.) A Defending Pokémon takes double damage from a Pokémon that it has a Weakness to, and it takes 30 less damage from a Pokémon that it has Resistance to.

Usually the attack won't depend on the order you do this in, but if it does, then this is how you'll figure it out! First, you pay any costs (discarding Energy cards, for example) before seeing what the attack does. Then damage comes before any other effects. Also, Weakness is applied before other things that might change the amount of damage.

What happens when your Pokémon is Knocked Out?

Whenever one of your Pokémon is Knocked Out, put its Basic Pokémon card and all cards attached to it (Evolution cards, Energy cards, etc.) in your discard pile. Your opponent then chooses one of his or her Prizes (even if you Knocked Out your Pokémon yourself!) and puts it into his or her hand. After that, you must replace your Active Pokémon with a Pokémon from your Bench. (If you can't do this because your Bench is empty, you lose.) If your Active Pokémon and your opponent's Active Pokémon are Knocked Out at the same time, the player whose turn it is replaces his or her Pokémon last. The player whose turn it is chooses his or her Prize last as well.

4) Your turn is OVER now

Sometimes there are things to do after your turn is over but before your opponent's turn begins. After you've done those things, your opponent's turn begins.

What Happens after Each Player's Turn?

After each player's turn, if either player's Active Pokémon is Poisoned, it'll take damage, and if it's Asleep or Paralyzed it might recover. Then the next player's turn begins.

How Do Sleep, Confusion, Paralysis, and Poison Work?

Some attacks cause the Defending Pokémon to be Asleep, Confused, Paralyzed, or Poisoned. These things don't happen to a Benched Pokémon, only to an Active Pokémon-in fact, if a Pokémon goes to the Bench, these things are removed from it. And evolving a Pokémon also means it's no longer Asleep, Confused, Paralyzed, or Poisoned.

Asleep

If a Pokémon is Asleep, it can't attack or retreat. As soon as a Pokémon is Asleep, turn it sideways to show that it's Asleep. After each player's turn, flip a coin. On a heads, the Pokémon wakes up (turn the card back right-side up), but on a tails it's still Asleep, and you'll have to wait until after the next turn to try to wake it up again.

Confused

If a Pokémon is Confused, you have to flip a coin whenever you try to attack with it or whenever you try to make it retreat. Turn a Confused Pokémon with its head pointed toward you to show it's Confused.

When you try to make a Confused Pokémon retreat, you first have to pay the Retreat Cost by discarding Energy cards. Then flip a coin. On heads, you retreat the Pokémon as normal. On tails, the retreat fails, and that Pokémon can't try to retreat again that turn.

When you attack with a Confused Pokémon, you flip a coin. On heads, the attack works normally, but on tails your Pokémon attacks itself with an attack that does 20 damage. (If your Pokémon has a Weakness or Resistance to its own type, or if there's some other effect that would alter the attack, apply these things as usual.)

On tails, the Active Pokémon does 20 damage to itself even if its attack normally doesn't do damage (like Squirtle's Withdraw attack).

Paralyzed

If a Pokémon is Paralyzed, it can't attack or retreat. Turn the Pokémon sideways to show it's Paralyzed. If an Active Pokémon is Paralyzed, it recovers after its player's next turn. Turn the card right-side up again.

What this means is that if your Pokémon gets Paralyzed, it will be out of action on your next turn, and then it will be okay again.

Card Positions

Poisoned

If a Pokémon is Poisoned, place a "poison marker" on it to show that it's Poisoned.

As long as it's still Poisoned, the Pokémon takes 10 damage after each player's turn, ignoring Weakness and Resistance. If an attack would Poison a Pokémon that's already Poisoned, it doesn't get doubly Poisoned; instead, the new Poison condition replaces the old one.

Make sure whatever you use for a poison marker looks different from a damage counter.

Can Your Pokémon Be Asleep and Confused at the Same Time?

If a Pokémon is Asleep, Confused, or Paralyzed, and a new attack is made against it that causes it to become Asleep, Confused, or Paralyzed, the old condition is erased and only the new one counts. But these three conditions are the only attack effects that erase each other. For example, a Pokémon can be confused and Poisoned at the same time.

STOP READING NOW! You know enough to start playing, so play a few games before you go on to the Expert Rules!

Why Are There So Many Different Cards?

One of the things that makes Pokémon different from other card games is that it's a trading card game. This means that there are lots of different cards that you can collect and trade with your friends. Also, you aren't limited to just playing the decks you buy-you can use all the different cards you have to create totally new decks! A lot of the fun of a trading card game comes from making different decks that use different strategies.

How Do You Make a New Deck?

Your deck has to have exactly 60 cards, and you can't have more than 4 of any one card other than basic Energy cards in your deck (the basic Energy cards are Grass,Fire,Water,Lightning,Psychic, andFighting). A card counts as the same as another card if it has the same name-it doesn't matter whether the cards have different art or come from different sets.

To make a new deck, first notice that all the cards other than the Trainers have different Energy types on them. Your deck should probably include one or two of the basic Energy types, and you can choose to add some Colorless (Colorless) Pokémon if you like. If you just choose one Energy type, you will always have the right kind of Energy for your Pokémon, but not as much variety. If you have several Energy types, you'll have more Pokémon to choose from, but you'll run the risk of sometimes not drawing the right type of Energy for your Pokémon. And be sure your deck has enough Energy cards (most decks need 25 to 30).

Once you've chosen your Energy types, pick Pokémon and Trainer cards that work well together. Do you want to build up big Pokémon to crush your opponent? Then put in a lot of Evolution cards and some Trainers like Pokédex that help you find those Evolution cards. Do you want to do a lot of damage to your opponent's Pokémon very quickly? Then pick Pokémon that don't need to be evolved and cards like PlusPower that do extra damage.

After you've made your deck, play it as often as you can against as many other decks as you can. See what works and what doesn't, and then make changes. If you keep working at it, you'll have a deck that will show everyone you're the greatest Pokémon Master of all time!

Saturday, October 3, 2020

Catching ‘em All in Quarantine and Acting Sus

Hello again, trainers, long time no see! What a wild year we’ve had; I hope everyone is staying safe and healthy during these unbelievable times. I know it’s a struggle that feels more challenging every day, but for those of you acting with compassion for others and doing your part to make sure we minimize the harm we cause to each other, thank you from the bottom of my immunocompromised heart <3

So, what’s been going on in the world of Old School Pokémon? It seems right when we were going to start kicking off meetups and enjoying this format, the world blew up. But that’s alright; we can pursue some alternatives together. Here are some things I’ve found during the quarantimes that we can use:

First and foremost, play via webcam is the safest and most effective way to live our organic gameplay experience. The good part about the Pokémon TCG is that there isn’t a large amount of interacting with our opponents cards in a tactile way, so the flow of gameplay can still feel very organic. The struggle lies in a good way to display your gameplay area that is visible to your opponent. So what do we need for all of this? Here is what Michael found, making a priority of balancing quality and cost.

The Victure 1080P Webcam on Amazon balances quality and cost. Clocking in at 39.95 USD with a nice HD picture and a sensitive microphone means you’ll be able to be seen and heard quite well without breaking the bank.

Since this was our first and only purchase, I don’t have further suggestions for webcams, but welcome input from others!

Up next is platforms, with quarantine and work-from-home being more commonplace nowadays, there are an abundance of these, so everyone has their own, but I’ll share the ones I’ve used to some success.

Whereby – This is by a wide margin the fastest and easiest platform for a variety of uses. Being a simple and straightforward platform, simply push a button to make a room, set up a name you like and you’re all set! It has a limited capacity on the free version, so you won’t be able to have a large amount of people present, but it’s very handy for 2-4 people, and even permits rearranging and custom volumes, so you can play 2 games at the same time, watch your buddies play, and talk through your game without being disturbed by excessive noise from the other game. This is my current preference for Pokémon games.

Spelltable – A platform designed for Magic webcam play, specifically Commander, it contains a visible section with a life total, which you could get creative with and use for a Prize count. Like Whereby, it is also limited to 4 users on the call.

Discord – This is the Old School Pokémon Discord, where game rooms are built in, which of course allow for video calling and work just as well as any web platform, and allow spectators, but is limited to being a member of the Discord. This is the most universally accommodating for folx that have access to the Discord, though I’ve heard mixed reviews on the video quality of the calls sometimes, so your mileage may vary.

Hopefully these will provide options for you to get some games in while we wait out the next phase of this virus. With the lowered face-time, we’ve had less time than we’d like to develop the format further, but have been studying some things, particularly with  Imposter Oak’s Revenge, and whether or not we need to vote this Imposter off the ship.



There exists a combo with Erika where you play as many Bill and Erika as you can, drawing up an oppressive hand, then when you’re satisfied, play Imposter Oak’s Revenge to force your opponent down to 4 cards, sometimes before they can even take their first turn. The issue isn’t necessarily that this immediately ends the game either, the main issue is that the opponent is so behind on resources, a long game ensues where they actually have no hope of catching up, unless they themselves also play this combo and luck into it as a response. There are plenty of ubiquitous Trainer cards in this format, enough so that we’ve restricted a small suite of them to diversify gameplay. The concerns raised with this particular combo is it can create for a high number of ‘non-games’ where the recipient of the Imposter doesn’t have sufficient time and resources to catch up before being overwhelmed by sheer card advantage. This combo followed by a fast Psyduck or Dark Vileplume can mean lights out as early as the second turn. While those games can be exciting and rewarding to play, ensuring there are reasonable limitations in place to keep them as the exception and not the rule, is the goal.



On the other hand, there are ways to disrupt this combo, and not every archetype wants to play to this angle, needing those precious available card slots for other pieces of their game plan. Further testing is required, but consider yourself on watch, Imposter.

Since the last article was posted, Professor Oak was unrestricted; I (Ryan) was wrong, Michael and Andrew were right, they are very smart and correctly argued that Oak made the format better and wasn’t an automatic 4-of in every deck like I worried. They humored me and now I have to accept when I’m wrong.

Thank you all for reading, I’ll be writing up some deck techs soon, now that I have a pile of decks to walk through, most of which I think you will recognize, and I’m excited to share them with you! Stay safe, wear your mask, and I pinkie promise it won’t be a year before you hear from me again.