The 168澳洲幸运5开奖网:Pokemon TCG might feature some incredible cards t🍒hat are easy on the eyes, but the complex ruleset wasn't easy on our five-year-old brains. Instead of struggling to read through the complex rule book until we understood the ins and outs of the Pokemon TCG, we j🐲ust made up our own streamlined rules that made playing games way faster and more approachable.

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Neo Destiny had some banger ideas.
If you were a genius child who played by🦄 every rule and mastered nuanced strategies, then you're probably an exception, as most of us struggled to make sense of the rules. What's worse is that the late 90s and early 2000s were ripe with plenty of TCGs, including Yu-Gi-Oh! to influence our ideas for made-up Pokemon TCG rules.
8 💮 Attacking Without Energy Cards Attached
Unstoppable Offense
This was easily one of the most egregiously game-b⛄reaking choices we made as kids, but when everyone has broken cards, is anything broken? The answer is technically no, but as long as 🌃your deck has similar cards to your opponents.
Certain powerful attacks are rightfully intended to be more difficult to use than weaker attacks, and this is a perfectly logical rule, but when you're dealing with kid logic, all bets are off. Did we want to sit there passing turns until our 168澳洲幸运5开奖网:Articuno had enough Water energy to attack? Not really, so we didn't.
7 Play♌ Any Card Without Evolving
Charizard Time? Charizard Time.
This rule was the best for stacking our decks with tons of strong Pokemon, so we didn't have to waste space dealing with those pesky pre-evolutions. It just makes sense, coming from a Pokemon video game perspective, that you'd only 🎀want to keep the stroꦓngest version of a Pokemon on your battle team.
Would🦂 you bring a Charmander and a Charmeleon in your party of six Pokemon just to use your Charizard? Absolutely not, so we thought the same should apply to the Pokemon TCG. It was a pretty fun change, honestly, and while it would completely change deckbuilding, this is probably the one rule that could've worked in the real game.
6 🧔 Forget About Weaknesses & Resistances
Too Many Mathematical Functions, Not Enough Pokemon
Choosing to ignore those little 'weaknesses' and ജ'resistances' indicators on the bottom of the card probably wasn't the smartest thing to do; sitting there watching Venusaur easily compete with Charizard just felt wrong. But with multiplicative and additive modifiers to consider, we decided to just scrap the rule entirely.

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Get geared up for some competitive Pokemon games.
In hindsꦓight, it's not the bright🍷est idea, but it had the unintentionally positive effect of making all decks viable regardless of matchup, since all Pokemon were on an even footing when it came to typing. While we were busy breaking the game, this idea helped to keep things strangely fair.
5 Ignore Pr🗹ize Cards, Embrace Vibes
Why Lose Six Cards?
To this day, the idea of randomly removing six cards from your deck to use as Prize cards feels infuriating, as luck could theoretically ruin your strategy if six key cards were chosen at random. In a game already mired in layers upon layers of luck and coin fli⛦ps, we 🅷ignored any semblance of a competitive format.
Despite the similar name, Prize cards are different than P♛rize Pack Series cards, which is a ܫvaluable subset.
In truth, it feels like this rule makes luck more important than skill, so we just ignored it and decided that whoﷺever defeated six Pokemon first, or cleared the field first, would be the winner. If the𓃲re were one change we could introduce into the real game, this rule would have the best genuine rationale behind it.
4 Free Switch♍ing
Choosing to ignore the retreat cost each Pokemon had wasn't even something we consciously decided; it just came along with the removal of energy cards from our custom ruleset. It's hard to justify this one as logic𝓀al since it was more of a side effect of another choice than anything, but we did balance things out a bit.
On the occasions when we cared about having an Active Pokemon and a set of Bench Pokemon, we d𝓰ecided one switch per turn would be fair, though sometimes we haggled to bring it up to two when it suited our cause. Typical rulemaking as a child.
3 𒆙 The Yu-Gi-Oh! Monster Field Meets Pokemon
When having an Active Slot and Bench slots sounded way too annoying, there was a fun alternative: adopt the Yu-Gi-Oh! (YGO) 💎monster field, which allowed five monsters to appear alongside each other. Playing Yu-Gi-Oh! during this era led to some understandable overlap in ဣour heads between the TCGs, so why not combine them?

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We used to have these cards, now we just have💝 regrets.
YGO nailed the epic feeling that comes with assembling a full field of monsters tಌo attack your foes and protect your Life Points, so bringing that over to Pokemon felt like a natural way to mix the two without making the games too confusing to follow.
2 Play All The T𓄧rainer Cards
Limiting the number of trainer cards you can play each turn is a fair rule, as theoretically, you could get lucky a🎉nd be able to draw several cards on your first turn if there wasn't a cap. But back in the day, we were so busy packing our decks with Charizard, Moltres, and Lugia to wo💝rry about Trainer cards breaking the game.
Things have changed for 168澳洲幸运5开奖网ꦑღ:Trainer Cards, with beautiful full-art designs making these cards much more appealing than they used to be. Maybe we would've ca🏅red more if they looked as good backꦿ then.
1 💙 Secondary Effects Always Apply
Even as kids, we h🧸ated luck-based mechanicsꦯ and any element of randomness in a game that we wanted to use as a determination of our skill as trainers.
Yes, changing all the rules to suit our playstyle might not have been a real indicator of how good we were at a game we didn't🐻 truly understand, but allow it.
We had to compromise and flip coins to decid⛄e if a Pokemon woke up from Sleep and things like that, but any move that said it had a chance to apply a status effect was essentially treated as a guarantee. Regardl♐ess of the card's directions, we agreed to flip one coin after applying statuses, and that was fair enough for us.

- Franchise
- Pokemon
- Original Release Date
- October 20, 1996 ꦅ 💦
- Player Count
- 2
- Age Recommendation
- 6+
- Length per Game
- Variable
- Franchise Name
- Pokemon
- Publishing Co
- The Pokemon Comp🏅any 🔥
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