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When battling trainers or Gyms you count up ALL your pokemon's scores and that's your bonus, so by the end of the game you should have +10 or more to all your rolls.
If you have a super effective type against one of the gyms you get another +10 to your roll. If your pokemon is weak against that gym type you don't use their bonus.
I made this during the start of the lockdowns last year, so don't have plans to update it, but maybe in the future.
THANKS SO MUCH FOR PLAYING!
maybe you could amke some more precies rulles to understand everyhing better on what we can or cant do.
also do you use your atl pokemon to battle one gym or trainer for battle or do you choose 1 of your pokemon to battle.
rolling a 30 is really annoying to get for 4 battles in a row
I like the 20 DC across all Gyms as it means if you have a super effective pokemon early it's a 9 roll for Brock, which is fairly easy, especially with a Potion. If I make all the early Gym's lower DC, the game goes a bit too fast and you don't really get to move around the board as much and make decisions about which Gym's to go to first, etc.
I have also tested having the Elite Four scale their DC, but with a good team and a few items they were too easy. I'm not STUCK on keeping it how it is, but after lots of play testing is works very well in this system. Will consider changes in the new year though! Thanks again.
this matches the games as they got harder as you play the game
I hope you all have a great week and thanks again for trying out my game.
Already thinking about possible updates for 2021, see you all then!
Yes sorry it's you get to roll the movement dice again if you don't like where you landed or want some extra movement.
I'll make it more clear in the Rules thanks!
Another suggestion: it's not explicit in the rulebook the die you roll to move, and the Repel confused us a bit, in the card says +1 Movement Roll. My interpretation is that you have a +1 in your next movement roll, but a friend says it can be that you can make a second movement roll.
I like Squirtle Squad being punishing, as it's only REALLY bad later in the game. You can also get it early and only lose 1 item so it ain't too bad. I have considered only including 1 of them in Chance time deck, so might make that change to even it out a bit. I have also considered not letting them take Rare Items, but that doesn't make sense lore wise.
Plan on adding a couple more positives to the Chance Deck, but I like it being good and bad, makes it harder when making movement choices.
I am sort of okay with Ditto to be underwhelming, because some Rare pokemon in game are underwhelming. Magmar and Electabuzz are also underwhelming compared to other Wild Rares you could draw. I might change his core mechanics though, to make him more interesting.
Thanks so much for playing and for the feedback, always makes me smile when I know people are enjoying the game. Keep it coming!
-Squirtle Squad is way too punishing for anyone who gets it, there are not enough good Chance cards to make up for it.
-Ditto is way too underwhelming to be a rare pokemon. There is no opportunity that when you use it, you get an advantage. Any other +2 fire or electric type pokemon is basically the same at most situations.