pokémon cooperative play rules - draft

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COOPERATIVE PLAY RULES: CINNABAR ISLAND By Joseph W. Berriman Immerse yourself into Pokémon Cooperative Play as a team of brave adventurers exploring the vast and mysterious Cinnabar Island - the Headquarters of the evil leader of Team Rocket, Giovanni. Giovanni uses Cinnabar Island to experiment on captured Pokémon with his team of mad scientists. You arrive at the island in hopes of rescuing the Pokémon that Giovanni has been experimenting on. You will have to explore the island’s tropical forests, dark caves, bottomless lakes, and active volcano to rescue them all! Armed with only your wits and your single, most-trusted Pokémon companion, you and your team must build up your arsenal, using the tools and resources you find while exploring. However, your team quickly discovers that there is something wrong with the Pokémon on the island… they are unusually aggressive, and their eyes are clouded red with unnatural hate, as if something was controlling them. In Page | 1 June 8, 2015

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Variant Rules for Pokemon TCG Trading Card Game for Cooperative Play

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Page 1: Pokémon Cooperative Play Rules - Draft

COOPERATIVE PLAY RULES: CINNABAR ISLAND

By Joseph W. Berriman

Immerse yourself into Pokémon Cooperative Play as a team of brave adventurers exploring the vast and mysterious Cinnabar Island - the Headquarters of the evil leader of Team Rocket, Giovanni. Giovanni uses Cinnabar Island to experiment on captured Pokémon with his team of mad scientists. You arrive at the island in hopes of rescuing the Pokémon that Giovanni has been experimenting on. You will have to explore the island’s tropical forests, dark caves, bottomless lakes, and active volcano to rescue them all! Armed with only your wits and your single, most-trusted Pokémon companion, you and your team must build up your arsenal, using the tools and resources you find while exploring. However, your team quickly discovers that there is something wrong with the Pokémon on the island… they are unusually aggressive, and their eyes are clouded red with unnatural hate, as if something was controlling them. In order to save these Pokémon, you must break Giovanni’s mind-control by battling against the same Pokémon that you must rescue!

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Page 2: Pokémon Cooperative Play Rules - Draft

Step 1: Each player removes 1 Basic Pokémon and 1 Energy card of their choice from their 60-card custom deck. The Pokémon that is chosen cannot be a Mega, Fossil, Legendary, Stage 1 or Stage 2. Each player’s deck must comply with the normal rules of deck construction. Each player begins play with the selected Pokémon in the Active position in front of them, with the Energy they selected attached to that Pokémon.

Step 2: All remaining Pokémon, Trainer and Energy Cards for each player are combined, and shuffled thoroughly into a single community deck. This deck will be referred to as the “Island Draw Deck.” The Island Draw Deck represents Giovanni’s mind-controlled Pokémon, and the items of past adventurers lost in their failed attempts to complete the mission you are now attempting!

Note: Each player should have custom sleeves on their deck’s cards that easily identify that player’s cards from other players’ cards.

Step 3: The first round begins with the player who most recently brought a new pet into their home. Place a First Player Token in front of that player. The First Player draws cards from the Island Draw Deck until a Pokémon card is drawn. Place all Trainer and Energy cards that were drawn beneath that Pokémon, and place them all on the board where each player can easily see the drawn Pokémon.

Note: Any Pokémon can be drawn from the Island Draw Deck, including EX, Mega, Fossil, Legendary, Stage 1 or Stage 2, without the need for following the normal evolution rules.

Step 4: The drawn Pokémon is now the “Mind-Controlled Pokémon.” The Mind-Controlled Pokémon immediately attacks the player’s Active Pokémon that has a weakness to its energy type. The Mind-Controlled Pokémon shall use its attack that causes the most damage, and may disregard all costs associated with that attack.

Note: If no player has an Active Pokémon with a weakness to the Mind-Controlled Pokémon’s energy type, then the Mind-Controlled Pokémon attacks the Pokémon with the lowest HP. If more than one player has an Active Pokémon with a weakness to its energy type, it attacks the Pokémon that has a weakness to its energy type with the lowest HP. If there’s still a tie, determine the Active Pokémon to be attacked randomly.

Step 5: Play alternates back and forth, between each player and all the Mind-Controlled Pokémon, moving clockwise around the table until: (1) the Mind-Controlled Pokémon is defeated, (2) there are no Active Pokémon on the field, or (3) play returns to the First Player before the Mind-Controlled Pokémon is rescued. At the beginning of each round, and between players’ turns, every Mind-Controlled Pokémon attacks, starting in the order they were drawn.

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Page 3: Pokémon Cooperative Play Rules - Draft

Note: (1) If the Mind-Controlled Pokémon is defeated, the player whose deck it belonged to rescues the defeated Pokémon, adding it to that player’s new, personal draw deck. If the player already has a personal draw deck from subsequent rounds of play, then the Pokémon is shuffled into that player’s personal draw deck. This new draw deck follows all the normal rules of a typical draw deck. Also, when a Mind-Controlled Pokémon is rescued, all Trainer and Energy cards that were placed under the now-rescued Pokémon are distributed to the players whose decks they belonged to, and those players then shuffle them into their personal draw decks. Once a player has a personal draw deck, at the beginning of their turn, they may draw 1 card from their draw deck and add that card to their hand. The personal draw deck represents rescued Pokémon and recovered items from the island!

Note: (2) If a player’s Active Pokémon is defeated, it is placed in that player’s discard pile. If 6 Active Pokémon are defeated in this way, cumulatively among all players, then the players collectively lose. Defeated EX Pokémon counts as 2 defeated Pokémon. If a player has no more Pokémon on the board or in their hand, that player must wait until one of his Pokémon are rescued by another player, added to their draw deck, and then drawn from their deck.

Note: (3) If the Mind-Controlled Pokémon is not rescued by the time play returns to the First Player, two things happen. First, the Mind-Controlled Pokémon heals an amount of Damage Counters equal to the number of Energy and Trainer cards that were placed beneath it at the start of that round. Second, the First Player Token moves clockwise to the next player, and that player draws from the Island Draw Deck until a new Mind-Controlled Pokémon is drawn, repeating Step 3, and thereby starting the beginning of the next round. It is possible, and even likely, that your team will have to battle multiple Mind-Controlled Pokémon if this happens! The player controlling the Active Pokémon may choose which Mind-Controlled Pokémon to attack.

Step 6: After combat has been resolved, if there are no Mind-Controlled Pokémon left on the field, then the First Player Token rotates around the table counter-clockwise. The new First Player then draws cards from the Island Draw Deck until a new Mind-Controlled Pokémon is drawn (See Step 3), and play continues in this order until a win or lose condition is met (See Step 8 for win and lose conditions).

Step 7: Players collectively win if the Island Draw Deck is depleted, and all Mind-Controlled Pokémon have been rescued, before 6 of the players’ Active Pokémon can be collectively defeated. Remember that EX Pokémon count as 2 Pokémon. To determine a definitive winner among the players, the player with the highest sum of HP among all their Pokémon on the board (Active + Bench only) wins. If at any time there are no Active Pokémon on the board, the player’s collectively lose. If any 6 Active Pokémon are defeated, the players collectively lose.

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