Rumble 17: Pokemon!


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Rumble 17: Pokemon!

Post Post #0 (ISO) » Wed Jul 14, 2010 4:31 am

Post by Xdaamno »



RUMBLE 17

Image




For this rumble, the rules have been modified so that there is less emphasis on the pregame and more on the actual combat, which will hopefully mean it won't need to be abandoned midway through. The original rumble rules can be found here, but this game will be played differently.

Rules


If you enter the game, please read this box:

Pregame:

Instead of each player submitting powers to be used in the game, each player will submit
one pokemon
, and
two moves
that can be used by this pokemon. The Pokemon must be from Generation I - one of the original 151. You must select the two moves from the 'Table of Moves' shown later in the post. Furthermore,
the moves you select must be able to be learned by the pokemon you have selected.
To see which moves your pokemon can learn, you can look up the pokemon on Bulbapedia - if the move appears anywhere in the tables under 'Learnset', it is legal.

Once the player list has been cut off, players must then send in a private 'bid' on each of the pokemon available, from a value of 0-100. These bids will be used to determine which pokemon each player will receive.
A bid must be submitted for every pokemon available.
Each player can only win one pokemon. The bid of that player for that pokemon will then be sapped from the Energy that your pokemon starts with at the start of the rumble -
note that you do not 'pay' for the bids that you do not win.


When all the bids have been collected, the
highest bid
for any pokemon by any player will be resolved, and that player will receive that pokemon. Then, all other bids by that player and for that pokemon will be discounted, and the next highest bid will be resolved, and so on and so forth until all the pokemon have been distributed. If there are multiple highest bids, one will be selected randomly to be resolved.

Each player will then start the game with their pokemon. This pokemon originally has an Energy of 100, but the amount that the player bidded for it will be subtracted, and a tenth of the pokemon's total base stats (rounded) will be added to its Energy.


The game will then alternate between
Allocation Phases
and
Resolution Phases
- these boxes are not necessary to read if you already know how to play Rumble, except note that you cannot spend more than 100 energy on Attack or more than 100 energy in Defense on a turn.

Allocation Phase:

During the Allocation Phase, players choose how much of their Energy to assign to generic Attack, how much to assign to generic Defense and how much (if any) to pump into their moves. You may not use both of your moves at the same time. Defense will defend against all opponents, but Attacks (and offensive moves) should be targetted towards specific opponents. These choices will be made via pm.

Example: Squirtle has 80 Energy. He decides to assign 50 Energy to Defense, 10 Energy to an Attack against Ivysaur, 10 Energy to an attack against Charizard, and 10 Energy on his move 'Water Gun' targeted at Pikachu.


You cannot spend more than 100 energy on Attack or more than 100 energy in Defense on a turn. When all the Pokemom have decided how to spend their Energy, their choices are revealed simultaneously and the game moves on to the Resolution Phase.


Resolution Phase:

Attacks now resolve, and we see whether Defenses are adequate. Each Pokemon totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.
No pokemon can have more than 140 energy at once.
Any moves come into play in the way that they are specified under the Table of Moves. When a pokemon reaches 0 energy it is KO'd - the aim of the game is to survive as long as possible, as the pokemon will be scored at the end of the game based on how many other pokemon were knocked out when they were.


Table of Moves


Move
Effect
Water GunSpend 30 - Adds 50 to your Attack on a pokemon
EmberSpend 30 - Adds 50 to your Attack on a pokemon
Razor LeafSpend 30 - Adds 50 to your Attack on a pokemon
ThundershockSpend 30 - Adds 50 to your Attack on a pokemon
BiteSpend X - Adds 1.5X to your Attack on a pokemon
Karate ChopSpend X - Adds 1.5X to your Attack on a pokemon
PeckSpend X - Adds 1.5X to your Attack on a pokemon
Shadow BallSpend X up to 30 - Adds 2X to your attack on a pokemon
BlizzardSpend 40, Burn 20 - Adds 110 to your Attack on a pokemon
ThunderSpend 50, Burn 10 - Adds 90 to your Attack on a pokemon
Fire BlastSpend 60 - Adds 70 to your Attack on a pokemon
Quick AttackSpend 50 - Deal 30 damage to a pokemon without taking into account their Defense
Defense CurlSpend X - Defends for 1.2X
WithdrawSpend X - Defends for 1.2X
WhirlwindSpend 30, Burn 10 - Negate any damage done to you by one selected Pokemon
Double TeamSpend 70 - All attacks have a 50% chance of failing to damage you this turn
FlyBurn 10, then Spend all your energy - Target 1 player. You are immune to damage this turn. Next turn, you cannot spend energy, but all your energy will be used to attack the player you have targeted.
Tail WhipSpend X - Negate 2X of a Pokemon's Defense
GrowlSpend X - Negate 2X of a Pokemon's Attack
DisableBurn 5 - A pokemon cannot use the move they used this turn on the next turn
Confuse RayBurn 10, Spend 40 - There is a 50% chance that a targeted Pokemon will not be able to use any Attacks or moves this turn, but will suffer an attack of 50 damage instead.
Will-O-WispSpend 20 - Halve a Pokemon's Attacks this turn
Thunder WaveSpend 40 - A pokemon may not use a move this turn
Poison StingSpend 50 - Adds 30 to your Attack on a pokemon and causes them to lose 10 energy at the end of the following 2 turns
MistYou are immune to the effects of Confuse Rays, Will-O-Wisps, Thunder Waves and Poison Stings that were used on you this turn
EarthquakeSpend all your energy (X) - Adds X/4 to your attack on every pokemon
RecoverSpend 50 - At the end of this turn, gain 20 energy
Focus EnergySpend X up to 50 - Add X to an Attack you make next turn
AbsorbSpend 40 - Attack a Pokemon for 40, and gain half the damage that was inflicted to that Pokemon that turn in energy (up to 20 energy)
Mega DrainSpend 70 - Attack a Pokemon for 70, and gain half the damage that was inflicted to that Pokemon that turn in energy (up to 30 energy)
Swords DanceSpend 30 - Adds 10 to all your Attacks this turn
MetronomeSpend 50 - One random move will be used without incurring its cost. If the move requires you to choose a variable X, X will be taken as 50. Target a Pokemon when you use this move
Super FangSpend 40 - Adds an amount to your Attack on a Pokemon equal to half of its current Energy
Pay DaySpend 40 - Adds 40 to your Attack on a Pokemon. Also, if that pokemon receives damage this round, when that pokemon is KO'd you gain 20 energy. This effect is stackable
MimicBurn 40 - This move becomes the move that a targeted Pokemon uses this turn. If they use none, nothing happens
Egg BombSpend 40 - Adds 20 to your Attack on four random Pokemon
RestSpend all your Energy - Gain 100 Energy at the end of this round. For the following two rounds, you cannot Attack or use any moves, and cannot defend for more than 80.

(Spending energy means you use it up for that round, while burning energy means you lose it forever.)




Pokemon List:
PlayerPlayer's PokemonMoves
Cybele

Died Phase 2
Alakazam
Image
Disable:
Burn 5 - A pokemon cannot use the move they used this turn on the next turn
Recover:
Spend 50 - At the end of this turn, gain 20 energy
animorpherv1

Died Phase 5
Charizard
Image
Ember:
Spend 30 - Adds 50 to your Attack on a pokemon
Will-O-Wisp:
Spend 20 - Halve a Pokemon's Attacks this turn
KageLord

Died Phase 4
Mewtwo
Image
Metronome:
Spend 50 - One random move will be used without incurring its cost. If the move requires you to choose a variable X, X will be taken as 50. Target a Pokemon when you use this move
Shadow Ball:
Spend X up to 30 - Adds 2X to your attack on a pokemon
Blackberry
Kabuto
Image
Absorb:
Spend 40 - Attack a Pokemon for 40, and gain half the damage that was inflicted to that Pokemon that turn in energy (up to 20 energy)
Blizzard:
Spend 40, Burn 20 - Adds 110 to your Attack on a pokemon
Wizardcat

Died Phase 4
Pikachu
Image
Thunder Wave:
Spend 40 - A pokemon may not use a move this turn
Defense Curl:
Spend X - Defends for 1.2X
millar13

Died Phase 0
Raichu
Image
Mega Drain:
Spend 70 - Attack a Pokemon for 70, and gain half the damage that was inflicted to that Pokemon that turn in energy (up to 30 energy)
Thundershock:
Spend 30 - Adds 50 to your Attack on a pokemon


Player List:
  • Cybele
  • animorpherv1
  • KageLord
  • Blackberry
  • Wizardcat
  • millar13
Last edited by Xdaamno on Sun Jul 25, 2010 8:09 pm, edited 25 times in total.
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Post Post #1 (ISO) » Wed Jul 14, 2010 4:37 am

Post by Cybele »

YES! Thank you for fixing this game.
/in so much.
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Post Post #2 (ISO) » Wed Jul 14, 2010 4:39 am

Post by Xdaamno »

Thanks, that's encouraging! :D
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Post Post #3 (ISO) » Wed Jul 14, 2010 4:40 am

Post by Xdaamno »

(By the way, the Pokemon selections are public - don't PM me them. I don't see any real downsides to this in this game... It means multiple Pokemon of the same species is avoided and some Pokemon may counter others, which is fine as you don't know which Pokemon you're going to get when you play.)
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Post Post #4 (ISO) » Wed Jul 14, 2010 4:45 am

Post by Cybele »

Mist doesn't have an activation method listed, and yet it says 'this turn'.
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Post Post #5 (ISO) » Wed Jul 14, 2010 4:48 am

Post by Cybele »

Alakazam - Disable and Recover
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Post Post #6 (ISO) » Wed Jul 14, 2010 4:50 am

Post by Cybele »

Oh, and Recover should probably cap off at full health (100 energy).
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Post Post #7 (ISO) » Wed Jul 14, 2010 5:33 am

Post by Xdaamno »

Mist is supposed to be free to activate... And though you can have more than 100 energy by having the total base stats added, I think you're right about recover... I'll cap at it 150 so it can't get too broken. (when I get off my iPod I'll fix it)
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Post Post #8 (ISO) » Wed Jul 14, 2010 6:12 am

Post by KageLord »

Quick question: Will actual Pokemon mechanics affect the game at all? By that I mean, for example, if my Squirtle uses Water Gun and attacks a Charmander, would that attack do any extra damage (except for the 50 from Water Gun) for the type advantage?
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Post Post #9 (ISO) » Wed Jul 14, 2010 6:29 am

Post by Cybele »

Also: does rest grant you +100 energy, or does it recover you to 100 energy?
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Post Post #10 (ISO) » Wed Jul 14, 2010 6:41 am

Post by mykonian »

soooo, a mankey with pay day and double team is allowed?
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Post Post #11 (ISO) » Wed Jul 14, 2010 7:05 am

Post by Xdaamno »

KageLord wrote:Quick question: Will actual Pokemon mechanics affect the game at all? By that I mean, for example, if my Squirtle uses Water Gun and attacks a Charmander, would that attack do any extra damage (except for the 50 from Water Gun) for the type advantage?
Nope, actual mechanics like that won't come into the game.
Cybele wrote:Also: does rest grant you +100 energy, or does it recover you to 100 energy?
It grants you 100 Energy.
mykonian wrote:soooo, a mankey with pay day and double team is allowed?
I'd forgotten that Pay Day is a Gen I TM but isn't TM in the other games, so it doesn't show up on Bulbapedia without a little work... But anyway, yup, Mankey with Pay Day/Double Team is fine :)

I've added an energy cap of 140.
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Post Post #12 (ISO) » Wed Jul 14, 2010 7:41 am

Post by animorpherv1 »

Charizard - Ember & Will-O-Wisp
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Post Post #13 (ISO) » Wed Jul 14, 2010 9:57 am

Post by Blackberry »

PAY DAYSpend 40 - Adds 40 to your Attack on a Pokemon.
If that pokemon receives damage this round
, you gain 20 energy
if that pokemon is KO'd
. This effect is stackable


Blackberry does not comprehend.
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Post Post #14 (ISO) » Wed Jul 14, 2010 10:07 am

Post by Xdaamno »

Ah... So if the total attacks on a Pokemon are greater than the total Defense, then that counts as receiving damage. The same applies for absorb and mega drain.
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Post Post #15 (ISO) » Wed Jul 14, 2010 10:13 am

Post by Blackberry »

((I understand the recieving damage part, I was referring to the double if's)).

The following sentence does not make sense:

If that pokemon receives damage this round, you gain 20 energy if that pokemon is KO'd.


The two if's could be taken as...


If that pokemon receives damage this round, you gain 20 energy.

or

You gain 20 energy if that pokemon is KO'd.

Either way, the rest of the sentence does not fit.
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Post Post #16 (ISO) » Wed Jul 14, 2010 10:19 am

Post by Xdaamno »

Oops, that second 'if' should be a 'when', then :lol:

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Post Post #17 (ISO) » Wed Jul 14, 2010 10:21 am

Post by KageLord »

I have two questions about Metronome: what happens if the random move is something like Bite or Growl or Focus Energy that has a variable x and is the random move chosen from the ones people have or any on the list (including the ones not being used)?
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Post Post #18 (ISO) » Wed Jul 14, 2010 10:22 am

Post by Blackberry »

Did you mean this?:

Adds 40 to your Attack on a Pokemon if that pokemon receives damage this round.


You gain 20 energy when that pokemon is KO'd. This effect is stackable.
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Post Post #19 (ISO) » Wed Jul 14, 2010 10:23 am

Post by Xdaamno »

Thanks for catching that about Metronome. I'm going to say X is taken as 50, because that's the cost of the metronome ability. It's also chosen from any on the list.

Gonna /in? Hopefully it'll be a more fun experience than sitting around poking at the rules... :D
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Post Post #20 (ISO) » Wed Jul 14, 2010 10:24 am

Post by Xdaamno »

Blackberry wrote:Did you mean this?:

Adds 40 to your Attack on a Pokemon if that pokemon receives damage this round.


You gain 20 energy when that pokemon is KO'd. This effect is stackable.
Nope... I'll reword it to make it clearer in a second.

Thanks :lol:
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Post Post #21 (ISO) » Wed Jul 14, 2010 10:27 am

Post by KageLord »

Blackberry wrote:Did you mean this?:

Adds 40 to your Attack on a Pokemon if that pokemon receives damage this round.


You gain 20 energy when that pokemon is KO'd. This effect is stackable.
No, I think he already edited it to what he meant. Basically your Attack gets + 40 and if they take damage (the total attacks on them, including the +40, are higher than their Defense), you get 20 Energy when that Pokemon is KOed. And you can keep adding this up each turn (if the attacks continue to be successful). So basically one downfall is that you won't be able to collect if you lose before that Pokemon is KOed (at least I don't think you will).

And yeah, lol, I intend to /in soon. I was just trying to get a grasp of all of the powers before picking what to submit to the auction.
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Post Post #22 (ISO) » Wed Jul 14, 2010 10:28 am

Post by Xdaamno »

Right.
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Post Post #23 (ISO) » Wed Jul 14, 2010 10:31 am

Post by Blackberry »

Nevermind, I finally got it, lol.
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Post Post #24 (ISO) » Wed Jul 14, 2010 10:54 am

Post by KageLord »

Mew - Metronome and Whirlwind
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