History TabletopGame / Pokemon

3rd Aug '16 6:20:03 AM Yugnat
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** [[http://bulbapedia.bulbagarden.net/wiki/Sabrina's_ESP_(Gym_Heroes_117) Sabrina's ESP]] lets you re-flip coins for the Pokémon it's attached to once. Trick Coin does the same thing, except it can be attached to any Pokémon, can be done once per turn, and will remain on that Pokémon on subsequent turns.

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** [[http://bulbapedia.bulbagarden.net/wiki/Sabrina's_ESP_(Gym_Heroes_117) net/wiki/Sabrina%27s_ESP_(Gym_Heroes_117) Sabrina's ESP]] lets you re-flip coins for the Pokémon it's attached to once. Trick Coin does the same thing, except it can be attached to any Pokémon, can be done once per turn, and will remain on that Pokémon on subsequent turns.
9th Jul '16 1:19:04 AM ChaosGallade
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** [[http://bulbapedia.bulbagarden.net/wiki/Sabrinas_ESP_(Gym_Heroes_117) Sabrina's ESP]] lets you re-flip coins.

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** [[http://bulbapedia.bulbagarden.net/wiki/Sabrinas_ESP_(Gym_Heroes_117) net/wiki/Sabrina's_ESP_(Gym_Heroes_117) Sabrina's ESP]] lets you re-flip coins.coins for the Pokémon it's attached to once. Trick Coin does the same thing, except it can be attached to any Pokémon, can be done once per turn, and will remain on that Pokémon on subsequent turns.
23rd May '16 11:51:41 AM ptcgmaurylover
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Added DiffLines:

* CrackIsCheaper: Making a functional deck often costs hundreds and hundreds of dollars. Newer players can opt for so-called "Theme Decks" that run for about 10 dollars apiece but usually serve no actual competitive function and would most likely be destroyed by any professionally-made deck.
** On the casual side of the TCG, in terms of collecting, going for 100% completion of ''all'' of the released sets will be a serious challenge in terms of price. While the first few sets such as Jungle and Fossil (not Base Set, though) run for fairly reasonable amounts of money, other sets, especially those that are currently legal in competitive play and even first edition prints of the aforementioned older sets are hard to come by at a decent price. Certain sets, especially those from the original EX era, have secret rare cards that can run for hundreds of dollars in them, such as certain Gold Star cards. Collectors may attempt to mitigate these high costs by buying lots of assorted cards, but it would likely take a very long time to complete all of the sets this way, considering there have been thousands and thousands of individual cards released over 60+ sets (as of May 2016).
11th Apr '16 1:09:14 PM DracoKanji
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The game relies heavily on "Energy Cards", 9 (initially 6, later 8) cards representing the different Pokémon types (though there is an 11th Dragon-type with no Energy equivalent outside of Roaring Skies' Double Dragon Energy card, and the much earlier Colorless energy which has no Basic energy card, but serves as a "Wild Card", being fulfilled with the other energy types, as well as having the oft-reprinted Double Colorless Energy card), and the only cards the player is allowed to have more than four copies of in a deck. In general, a Pokémon of a specific type will have attacks that require Energy of that type, although some do have "Colorless" energy requirements, which can be fulfilled by any of the 11 types[[note]]There isn't a Colorless Basic Energy card, but some Special Energy cards are Colorless (i.e., Double Colorless Energy).[[/note]]. Because the player is limited to only playing one Energy Card per turn, it's important for them to manage their energy distribution wisely, as a benched Pokémon that already has energy on it will be able to start fighting much quicker than one that doesn't. Stronger attacks will require more energy, with the strongest attacks requiring the player to remove one or all of the Pokémon's attached energy, limiting their use. Pokémon also have retreat costs, the amount of energy cards that must be removed in order to switch out for a Pokémon in the bench, which is also (usually) proportional to the Pokémon's power.

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The game relies heavily on "Energy Cards", 9 (initially 6, later 8) cards representing the different Pokémon types (though there is an 11th Dragon-type with no Energy equivalent outside of Roaring Skies' Double Dragon Energy card, and the much earlier Colorless energy which has no Basic energy card, but serves as a "Wild Card", being fulfilled with the other energy types, as well as having the oft-reprinted Double Colorless Energy card), and the only cards the player is allowed to have more than four copies of in a deck. In general, a Pokémon of a specific type will have attacks that require Energy of that type, although some do have "Colorless" energy requirements, which can be fulfilled by any of the 11 types[[note]]There isn't a Colorless Basic Energy card, but some Special Energy cards are Colorless (i.e., Double Colorless Energy).[[/note]].types. Because the player is limited to only playing one Energy Card per turn, it's important for them to manage their energy distribution wisely, as a benched Pokémon that already has energy on it will be able to start fighting much quicker than one that doesn't. Stronger attacks will require more energy, with the strongest attacks requiring the player to remove one or all of the Pokémon's attached energy, limiting their use. Pokémon also have retreat costs, the amount of energy cards that must be removed in order to switch out for a Pokémon in the bench, which is also (usually) proportional to the Pokémon's power.
11th Apr '16 1:07:42 PM DracoKanji
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The game relies heavily on "Energy Cards", 9 (initially 6, later 8) cards representing the different Pokémon types (though there is an 11th Dragon-type with no Energy equivalent outside of Roaring Skies' Double Dragon Energy card, and the much earlier Colorless energy which has no Basic energy card, but serves as a "Wild Card", being fulfilled with the other energy types, as well as having the oft-reprinted Double Colorless Energy card), and the only cards the player is allowed to have more than four copies of in a deck. In general, a Pokémon of a specific type will have attacks that require Energy of that type, although some do have "Colorless" energy requirements, which can be fulfilled by any of the 9 types. Because the player is limited to only playing one Energy Card per turn, it's important for them to manage their energy distribution wisely, as a benched Pokémon that already has energy on it will be able to start fighting much quicker than one that doesn't. Stronger attacks will require more energy, with the strongest attacks requiring the player to remove one or all of the Pokémon's attached energy, limiting their use. Pokémon also have retreat costs, the amount of energy cards that must be removed in order to switch out for a Pokémon in the bench, which is also (usually) proportional to the Pokémon's power.

to:

The game relies heavily on "Energy Cards", 9 (initially 6, later 8) cards representing the different Pokémon types (though there is an 11th Dragon-type with no Energy equivalent outside of Roaring Skies' Double Dragon Energy card, and the much earlier Colorless energy which has no Basic energy card, but serves as a "Wild Card", being fulfilled with the other energy types, as well as having the oft-reprinted Double Colorless Energy card), and the only cards the player is allowed to have more than four copies of in a deck. In general, a Pokémon of a specific type will have attacks that require Energy of that type, although some do have "Colorless" energy requirements, which can be fulfilled by any of the 9 types.11 types[[note]]There isn't a Colorless Basic Energy card, but some Special Energy cards are Colorless (i.e., Double Colorless Energy).[[/note]]. Because the player is limited to only playing one Energy Card per turn, it's important for them to manage their energy distribution wisely, as a benched Pokémon that already has energy on it will be able to start fighting much quicker than one that doesn't. Stronger attacks will require more energy, with the strongest attacks requiring the player to remove one or all of the Pokémon's attached energy, limiting their use. Pokémon also have retreat costs, the amount of energy cards that must be removed in order to switch out for a Pokémon in the bench, which is also (usually) proportional to the Pokémon's power.
11th Apr '16 12:57:32 PM DracoKanji
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** Dialga EX from ''Phantom Forces'' has the attacks [[VideoGame/ChronoTrigger Chrono Wind]] and [[Manga/FullMetalAlchemist Full Metal Impact.]]

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** Dialga EX from ''Phantom Forces'' has the attacks [[VideoGame/ChronoTrigger Chrono Wind]] and [[Manga/FullMetalAlchemist Full Metal Impact.]]Wind]].
10th Apr '16 11:42:48 AM Togie
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* ShoutOut: The online simulator lets you give [[VideoGame/FinalFantasyVII Aerith]]'s hairstyle to female avatars.

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* ShoutOut: ShoutOut:
**
The online simulator lets you give [[VideoGame/FinalFantasyVII Aerith]]'s hairstyle to female avatars.avatars.
** Dialga EX from ''Phantom Forces'' has the attacks [[VideoGame/ChronoTrigger Chrono Wind]] and [[Manga/FullMetalAlchemist Full Metal Impact.]]
1st Mar '16 8:48:09 PM N.Harmonik
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** It also doesn't help that the fifth generation games added a separate attack named Psyshock,a MindOverMatter shockwave that runs off of Special Attack and physical Defense.

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** It also doesn't help that the fifth generation games added a separate attack named Psyshock,a Psyshock, a MindOverMatter shockwave that runs off of Special Attack and physical Defense.
2nd Feb '16 9:44:48 PM FordPrefect
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* LethalJokeCharacter: The original Baby Pokemon from the Neo and e-Card sets, especially the ones from the Neo sets. At first glance, they look pretty bad, especially due to their horrific HP and the fact that you don't necessarily have to use them in order to use their "evolved" forms. However, they often proved to be nasty annoyances due to their Baby Pokemon Powers, which caused every single attack, even those that don't inflict any damage to have only a 50% chance of succeeding if the attacker flipped heads. Combine the original Baby Pokemon Power with Focus Band, and one would have a whopping ''seventy-five'' percent chance of having to deal with the Baby Pokemon again the next turn. To make matters even crazier, the Babies usually had troublesome attacks that only cost one Colorless Energy and they had free retreat. After Ruby and Sapphire were released, all new Baby Pokemon were Basic Pokemon, and no longer had to be attacked on a coin flip. However, especially destructive Babies like Cleffa (which was like a Professor Oak that DIDN'T discard your hand that you could re-use, potentially multiple times thanks to the Baby Pokemon rule) were so influential on the game that they were "reprinted" 10 years later in the Heart Gold/Soul Silver sets; however, these new versions weren't anywhere near as chaotic as their G/S/C era counterparts, as they were only impervious to damage if they were asleep.

to:

* LethalJokeCharacter: The original Baby Pokemon from the Neo and e-Card sets, especially the ones from the Neo sets. At first glance, they look pretty bad, especially due to their horrific HP and the fact that you don't necessarily have to use them in order to use their "evolved" forms. However, they often proved to be nasty annoyances due to their Baby Pokemon Powers, which caused every single attack, attack - even those that don't inflict any damage - to have only a 50% chance of succeeding if (if the attacker flipped heads.heads). Combine the original Baby Pokemon Power with Focus Band, and one would have a whopping ''seventy-five'' percent chance of having to deal with the Baby Pokemon again the next turn. To make matters even crazier, the Babies usually had troublesome attacks that only cost one Colorless Energy and they had free retreat. After Ruby and Sapphire were released, all new Baby Pokemon were Basic Pokemon, and no longer had to be attacked on a coin flip. However, especially destructive Babies like Cleffa (which was like a Professor Oak that DIDN'T discard your hand that you could re-use, potentially multiple times thanks to the Baby Pokemon rule) were so influential on the game that they were "reprinted" 10 years later in the Heart Gold/Soul Silver sets; however, these new versions weren't anywhere near as chaotic as their G/S/C era counterparts, as they were only impervious to damage if they were asleep.
2nd Feb '16 9:39:54 PM FordPrefect
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* CanonImmigrant: Flail, Destiny Bond and Nightmare started out in the TCG before appearing in the second generation. However, TCG Nightmare is only similar in a "effects sleeping targets only" clause with game Nightmare.

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* CanonImmigrant: Flail, Destiny Bond and Nightmare started out in the TCG before appearing in the second generation. However, TCG Nightmare is only similar in a "effects an "affects sleeping targets only" clause with game Nightmare.
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