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| THE CHALLENGE HALL |
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version 1.2 by Chao (ccc48 [at] hotmail.com)
The Challenge is a Solitaire variant of Pokémon TCG. It is simple and only requires your deck of cards and a coin. You can use this for fun or to test out your deck.
Disclaimer:
The Pokemon Card Game is copyright 1995, 1996, 1998, 1999 Nintendo,
Creatures, Game Freak, and Wizards of the Coast.
This Solitaire is no way affiliated with the aforementioned companies.
Contents:
1. Version History
2. The Game
2.1 Introduction and Starting the Game
2.2 Your Opponent's Turn
2.3 Your Turn
2.4 When an Opponent's Pokémon is K.O.'d.
2.5 Where are the "Opponents"?
2.6 Energy Removal Type Attacks
2.7 Fossil Ditto
3. Trainer Cards
4. Credits
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1. VERSION HISTORY
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1.2 -- Revision on Fossil Ditto.
1.1 -- The effects of "Energy Removal" attacks added.
1.0 -- The first version of this 1-Player Pokémon TCG game.
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2. THE GAME
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2.1 Introduction and Starting the Game
This game only requires your deck and a coin. There is basically no storyline, you just fight other "opponents" with no prize cards. Whoever runs out of Pokemon loses. The opponent may have from 2 to 8 Pokemon. Flip a coin or coins depending on how many Pokemon the opponent has. If there are 2 Pokemons, flip 1 coin, if there are 3-4 Pokemons, flip 2 coins, if there are 5-8 Pokémons, flip 3 coins.
Heads are indicated by (H), and tails by (T).
Now flip the coin for who goes first.
2.2 Your Opponent's Turn
First, go to the Trainer section. Flip coin(s) depending on how many different Trainer Cards the opponent has. Again, the 2-8 selections (same method as selecting your opponent's Pokemon). Next, your opponent's Pokémon will attack depending on a Heads or Tails flip. If the Pokemon has only one attack, don't flip the coin, just execute that attack.
2.3 Your Turn
Treat your opponent's Pokemon like a human opponent's. That means sleep, poison, etc. applies. The only thing different is that you'll have to "help" your opponent flip the coin if it's sleeping. You can still use Trainer Cards, but some of them will have different purposes since you're not against a human opponent. See those changes in the Trainer Cards section (Section 3). The effects of opponents' Trainers will be on their Trainer section.
2.4 When your opponent's Pokemon is K.O.'d
When you K.O. an opponent's Pokemon, flip the coin(s) as you would when you choose the opponent's starting Pokemon. Only this time, when you land on the K.O.'d Pokemon, flip again until you get a Pokemon that is still "alive".
2.5 Where are the "opponents"?
Here is a sample of an "opponent". To find more opponents, go to "http://zap.to/ccc24" to my homepage. Go to the "Pokemon Card Game: Challenge Hall" section to find more "opponents". The ones on the webpage are in Tables and in HTML form.
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| JR TRAINER |
| |
| Trainer: |
| (H) Remove Damage Counters equal to 20 HP |
| from the active Pokemon. |
| (T) No Trainer Effect used. |
| |
| Pokemon(H): Rattata - 30 HP - Colorless |
| |
| Attack: Bite 20 |
| |
| Weakness: Fighting |
| Resistance: Psychic |
| |
| Pokemon(T): Pidgey - 40 HP - Colorless |
| |
| Attack: Gust: Deal damage, then your opponent|
| switches a benched Pokemon with|
| the active one. Effect do not |
| work if there are no benched |
| Pokemon. 10 |
| |
| Weakness: Electric |
| Resistance: Fighting |
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2.6 Energy Removal Type Attacks
I just realized that the Energy Removal Type Attacks (Hyper Beam, Whirlpool, etc.) had no use in this game... Until now. If you use an attack that removes an Energy, then the Opponent can't use Trainers on the next turn.
2.7 Fossil Ditto
When copying the opponent's Pokemon with Fossil Ditto, take the opponent's active Pokemon's level, divide it by 20, and round up. That's the number of Energies you need to copy the first attack. For the second attack, if any, add one more Energy.
Here's the chart:
Level Attack 1 Attack 2
1 - 20 1 2
21 - 40 2 3
41 - 60 3 4
61 - 80 4 5
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3. Trainer Cards
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The trainer cards are listed by their number, future trainer cards will be listed by set also. Note that some cards have changed uses just for this solitaire game.
CLEFAIRY DOLL: A 10 HP decoy that is used like a normal Pokemon. The doll cannot be paralyzed, poisoned, etc.
COMPUTER SEARCH: Discard any two cards in your hand and get any one card out of your deck. Reshuffle afterwards.
DEVOLUTION SPRAY: Turn an evolved Pokemon that belongs to you into its basic Pokemon form.
IMPOSTER PROF. OAK: Your opponent cannot use the Trainer feature for 1 round.
ITEM FINDER: Discard 2 cards in your hand and get a Trainer card from your discard pile.
LASS: Discard 1 card in your hand, the opponent cannot use the Trainer feature for 2 rounds.
POKEMON BREEDER: Evolve your Basic Pokemon straight into the Stage 2 Form. You can only use this card if the basic Pokemon had been out for more than 1 round and you have the Stage 2 Pokemon in yuor hand.
POKEMON TRADER: Trade any Pokemon card from your hand for any Pokemon card in the deck. Reshuffle afterwards.
SCOOP UP: Pick any Pokemon from your bench or the active one and return the basic Pokemon card to your hand. Discard all other cards atached.
SUPER ENERGY REMOVAL: Your opponent's Pokemon is now paralyzed for 2 rounds.
DEFENDER: Subtract 20 damage when your Pokemon receives damage until your next turn.
ENERGY RETRIEVAL: Discard any one card from you hand, then take up to two energy cards from your discard pile.
FULL HEAL: Heals Poison, Paralyze, Sleep, and Poison.
MAINTENANCE: Put any two cards in your hand into your deck. Draw a card. Shuffle afterwards.
PLUSPOWER: If your Pokemon's attack does any damage (effects do not count), add 10 more damage.
POKEMON CENTER: Heal all of your Pokemon(s). Discard all Basic Energy Cards that are attached to that/those Pokemon(s).
POKEMON FLUTE: Sleep won't affect your Active Pokemon (until it's K.O.'d or Retreated).
POKEDEX: Look at the top five cards of your deck and rearrange them as you like.
PROFESSOR OAK: Discard all cards in your hand. Draw 7 cards.
REVIVE: Take one basic Pokemon from your discard pile and put it on your bench. Put damage equal to half its total HP rounded down.
SUPER POTION: Discard an energy card from the Pokemon you want to heal. Remove damage counters up to or equal to 40 HP from that Pokemon.
BILL: Draw 2 cards.
ENERGY REMOVAL: Your opponent's active Pokemon is now paralyzed.
GUST OF WIND: Pick another Pokemon of your opponent's bench and switch it with your opponent's active one.
POTION: Remove damage counters up to or equal to 20 HP from that Pokemon.
SWITCH: Retreat your active Pokemon for free.
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4. CREDITS
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All version created by me so far.
Thanks to RGreen118 [at] aol.com for pointing out the Fossil Ditto transformation problem.
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