Hi. This is a variation of the Pokémon TCG for beginners with no energy, too
few cards, etc.

THE BACKROUND AND SETUP

This game should be played by 2 total or near total newbies to playing (they
could collect or something since it came out, but this is about PLAYING) the
Pokémon TCG. They should know the *real* rules (if you can't find a
rulebook, you're obviously reading this online, and Wizards of the Coast has
one on their website http://www.wizards.com/pokemon .). Pick one: "marking"
the cards (like with different cases), shuffling them all together, and
dealing an even number to each player. This should be used if the players
have a REALLY uneven # of cards. Or, if the # is about even (within 5-10
cards or so) each player uses his/her own "deck". This should be played by
players who have (total) at least about 60 cards between them and little to
no energy.


THE RULES


The rules are the same as the *real* rules with these changes:

1) Energy and damage counters are represented by one thing: pennies! Heads
equals an energy, tails a damage counter (all equals 10). 50 pennies usually
will get you through one game. you may put one heads penny on any Pokémon
per turn, and it counts as one of any color energy.

2) You don't have to have a Basic or Stage 1 on the table to send out or
play an Evolution. If you DO evolve it from the Basic/Stage 1, however, you
may remove all damage and status effects on the evolved Pokémon.

3) There is no such thing as "decking". You cannot lose by running out of
cards in your deck. Just shuffle your discard pile and use that.

4) There is no such thing as "Mulligan". You don't get to draw 2 cards for
each "Mulligan".

5) If there is only 1 energy between you, either remove it or use the
"marked case" method described above. If there is 2, put 1 in each player's
deck.  Under these conditions, when you play an energy (the real thing, not
a penny), play it like a Trainer. Just from your hand to your discard pile.
This means you have infinite energy on each Pokémon, or you don't need
energy to attack/retreat.

6) If you have 3-6 energy between you, when you play an energy (the real
card, not a penny) attach it to one Pokémon. That Pokémon alone has the
"infinite energy" described above.

7) If you have more energy, take enough out that you only have 6.

8) Some cards/functions of cards are useless or changed. Here they are...

THE CARD CHANGES

Useless Cards:

ER
SER
CPU search
Impostor Oak
Breeder
PlusPower
Defender
DCE
Pokéball
Trader
Devolution Spray
Mewtwo (base)
Mew
Mysterious Fossil
Clefairy Doll
Energy Retrieval

Useless Attacks/Poképowers:

Blastoise: Rain Dance
Alakazam: Damage Swap
Venusaur: Energy Trans
Promo Mewtwo: Energy Absorbtion
Pidgeot: Hurricane
Gastly: Destiny Bond
F.Gastly: Energy Conversion
Anyone with "Call for Family" or similar attcks can't use them
Nidoking: Toxic
Mr. Mime: Invisible Wall
Electrode: Buzzap
J.Electrode: Chain Lightning

Well there you have it. My beginner version of Pokémon cards. It's great for
beginners with no energy, but I wouldn't advise seasoned players to try it
(lots of strategy is taken out of it and even Beat 'Em Up Haymaker Players
won't have as much fun). Just remember that these are not etched in stone,
these are just My Rules. Change them, if you want, to suit your tastes. Have
fun learning how to play!

-Zach "Dr. Andonuts"

sametoyou@email.com

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