Flawed Gameplay Execution

Energy Management and Deck Diversity
One major issue is the difficulty in managing decks that require multiple energy types. In Pokémon TCG Pocket, energy is generated randomly based on the types selected during deck creation, leading to inconsistent energy availability. This randomness makes it challenging to effectively use Pokémon that need different energy types for their attacks, as players may find themselves unable to draw the necessary energy when needed.
Evolution Mechanics and Deck Size Limitations
Another concern is the game's approach to evolution and deck size. With a strict 20-card deck limit, incorporating Stage 2 evolution Pokémon becomes impractical. The limited deck size restricts the inclusion of essential evolution cards and supporting Trainer cards that facilitate drawing and evolving Pokémon. This constraint discourages players from building decks around Stage 2 Pokémon, thereby reducing the variety of viable strategies.
First-Turn Disadvantage
The game's structure also places the first player at a disadvantage. Unlike traditional TCG rules where the first player can attach energy but not attack, Pokémon TCG Pocket prevents the first player from attaching energy. This limitation delays their ability to power up Pokémon, allowing the second player to gain momentum by attacking and attaching energy earlier. This imbalance can lead to frustrating gameplay experiences, as the first player struggles to keep up.
Comments
-
These are all features, not bugs.
Using multiple types and Pokémon with higher stage evolutions are supposed to have drawbacks. (ex Basic Pokémon kind of ruin that, but that is a problem with the design of ex Pokemon, not evolved Pokémon.) Otherwise, everyone would play piles of stage 2 Pokémon, regardless of type.
The first turn advantage is a big problem in most, if not all, turn based games. Many card games try to balance it with extra resources for the second turn player, or putting restrictions on the first turn player. In PTCGP's case, they chose to deny the player energy for that turn.
What would you suggest instead? Because surely you wouldn't suggest having no restrictions on the first turn player.
0 -
how about the “[…]traditional TCG rules where the first player can attach energy but not attack[…]” that was already mentioned?
That seems reasonable enough.
Going first more often then not looses you matches because of the sever disadvantage it puts you at. Ive had many games where people forfeit before even placing a card down because they went first.0 -
I think allowing the first turn player to attach energy would swing the favour too hard in the other direction. It is rare that a single energy attack from a basic Pokémon is all that impactful. The main problem is the resource advantage and momentum the first turn player can build if they are allowed to attach energy. The first turn player will always take their turn having had access to one more energy than the opposing player.
0 -
I don't think there is an easy fix. As I said, many games have struggled with this problem for years, if not centuries. White still has a slight advantage in chess.
We might just have to accept that in every game, either going first or going second is going to bestow an advantage. The best we can do is mitigate it.
Personally I feel that the solution we have right now, while not perfect, is pretty reasonable.
One solution might be to only let the first turn player attach a colourless energy on their first turn. Depending on the deck and the Pokémon it uses, that might be no handicap at all. But it is better than letting them attach energy normally.
0 -
“a single energy on a basic pokemon is not impactful”
immediately, no, a pidgeys 10-20 damage doesnt matter all that much. but you have cards like Starmie ex, Exeggutor ex, and weavile ex for example… all have 1-2 energy cost attacks who can be (and very often are) fully active turn 2 and can immediately deal with any basic or stage 1 card thats not also an ex… going first against any card like that is basically a death sentence.
If going first, by your second turn you usually have no way to deal with upwards of 90 damage and just immediately lose.I honestly dont think a turn 1 energy with no option to attack swings the favour too far to going first at all. Honestly more often then not it probably wouldn't even make a difference
0 -
Sorry, I find what you are saying a little hard to follow. First of all, who are you quoting? Or is that a hypothetical position you are trying to debunk?
Secondly, why do you lay out an argument against allowing the resource advantage of attaching energy on the first turn, only to say that you do not think it is a big problem?
0 -
Quoting, or rather, paraphrasing you, when you said on March 18th:
It is rare that a single energy attack from a basic Pokémon is all that impactful.
That was not an argument against allowing the resource advantage of attaching energy on the first turn. Read it again.
Im saying that allowing the player who goes first to attach an energy but not attack on the first turn will make going against high-damage low-cost ex cards such as weavile ex and exeggutor ex less of an immediate loss, while not causing a big disturbance to the current “balance” of the game.
Im not sure where that translated to me being against the idea, especially when my first reply to this post clearly shows i am for the idea
0