I remember playing this and me and my friends our own homebrew rules. Many rules we only used once or twice as we were very experimental with them. Evolution and EXP - Every time you captured a Pokémon you would give EXP to a pokemon on your choice. If you knocked out an opponents Pokémon you add EXP to the winning Pokémon (Pink = 1 EXP, Green = 2 EXP, Blue = 3 EXP, Red = 4 EXP and Yellow = 5 EXP). If the EXP matched the number of Power Points on a Pokémon it can evolve into its evolution if it's in the chip tray or face up on the board. If the evolution is't in either then the play must wait until it is revealed and will gain it. Everytime you enter a city or town you can purchase evolution stones to evolve certain Pokémon (You gain 1-6 Pokédollars after catching a Pokémon and steal 1-6 Pokédollars from other trainers if you beat them.). Pokémon that evolve by trade can be evolved by trading or by using a 'Trade Stone'. Trading - When trading both players must come to an agreement on the trade, although if a trade card was used then a trade must be done. Battle - During battle Type effectiveness takes place. If one Pokémon is super effective, it does +2 damage. If a pokémon isn't very effective, it does -2 Damage. If a Pokémon has no effect they instantly lose. (If there's a ghost type vs a normal type the battle ends in a tie). After battle instead of stealing 2 items cards the winner will steal 1 item card and 1-6 Pokédollars from the loser. Gym Leaders - Players would need to collect all 8 Gym badges before entering the Elite Four. Depending on how many badges the player has depends on how many and what Pokémon the gym leader will have. All Pokémon on the team gain +1 EXP after winning a Gym battle. If the player lost the Gym they must battle a different one before challenging it again. If there are no more gyms left for the player to challenge they may challenge the same gym multiple times. After beating a Gym Leader you would get their badge, 5 Pokédollars, and possibly a free Pokémon (See Starters) Gym Badges - Badges restrict what level of Pokémon a trainer can use. If the player has 0-2 Badges they can only use Pink Pokémon, 3-4 they can now use Green Pokémon, 5-6 they can now use Blue Pokémon, 7-8 they can now use Red and Yellow Pokémon. This rule was added in when I caught an Articuno on my first turn and got a pretty big lead. Ditto - Ditto can match the type and attack power of its current opponent. Masterballs - These can instantly catch any Pokémon. Starters - If there are any remaining starters they have a chance of being obtained from a Gym Leader. After beating a Gym Leader the player must roll a 5 or 6 to get a random remaining starter. If a player started off with Bulbasaur, Squirtle or Charmander they start with 4 Pokédollars and 2 Items card. If they started off with Meowth they start with 5 Pokédollars and 2 Item cards. If they started off with Pikachu or Clefairy they start with 7 Pokédollars and 2 Item cards. The players would take turns picking their starter with three random ones being presented in front of them. The next player would get the choice of the two remaining with the Starter chosen being replaced. Fly - You could only use Fly if you had a Pokémon that could Fly Catching - you can catch any Pokémon. The only times you can are if you don't have the required number of badges for it or if another player owns its pre-evolution (In the case of Eevee the player must still evolve theirs first). There might be more rules I'm forgetting as this was years ago, but I will try finding the paper we wrote these rules on one day.
Quick break from fictional games! Taking a look at an older game that has been collecting dust on my shelf for the majority of my life. Hopefully these new rules make it more fun to play!
House Rule for batting at my house 1. Each player chooses their Pokémon secretly and then both players reveal them to each other to battle. A. If their is no type advantage (ex: Pikachu vs Charmander) then the battle rules are the normal game rules. B. If a Pokémon has a type advantage (ex: Bulbasaur vs Squirtle) the Player with the type advantage gets to roll an additional dice roll to add to their total strength for that battle. Loser’s Pokémon knocks out and they surrender 2 item cards to the winner. C. If a Pokémon has a type immunity (ex: Jigglypuff vs Dratini) the player with the type advantage automatically wins. However the opponent’s Pokémon is not knocked out, instead the opponent surrenders 1 item to the winner. If the opponent does not have any items then their Pokémon is knocked out. D. If both Pokémon are immune to each other (ex: Eevee vs Ghastly) then the battle is declared a draw with no consequences to either player.
That is fabulous, I love every bit of it! Especially how it can easily take new types into account despite this game coming out before dark, steel and fairy. Love it!
@@FiveToedSloth I was always upset types weren’t implemented into the game, so I incorporated them myself. Also I’m going to use your rule of having 6 Pokémon in your party safe from being traded. I love it!
My favorite Pokemon game is the one, one of my friend made in 2014. Its a card game and can be played with 1-5 players. time can be up to a 1hr- 2hrs if we go up against the elite 4. It’s a game where every player, can battle each other and win gym badges. Which he just recently finish the Johto region this year.
Eyyy i made my own rules too! They are different from yours, but it's how we would play everytime and it has kept it as my favorite board game of all time! I should print a custom rule book for it tooo
another house rule i added is to use a third die when batting the champions, cause considering that if you use the most powerful pokemon abaible, the most powerfull power cards and a perfect double 6 roll isnt enough for some of the elite, however, with your typing rule this might be fixed
Thank you, and that's awesome! I feel like a lot of people made up rules for this to make the game work. Just can't turn away from all those cool pogs!
Oh man, this game! When I first got it as a kid, I knew it had potential...but I really didn't like the rules. When I was older and still had the pieces of it laying around, I decided to make a board for the Hoenn region (an obsessively precise map based on the game's actual map) and a whole new set of rules. I even found a way to fit all the Kanto Pokémon into their respective areas in Hoenn, just to make use of the pogs. I was super proud of it, but sadly, both the board and the rules are lost to time now. Still, it would be fun to revisit sometime! Also, I greatly appreciate the dunk on Gen 8, haha.
House Rule for balancing out the starters at my house. Note: this only applies to the starters. Bulbasaur, Charmander, and Squirtle::::: If the Pokémon evolutionary lines are complete they follow the regular rules in the game. Adding the last Pokémon in the evolutionary line’s strength + dice roll + cards + (type advantage). Pikachu, Meowth, and Clefairy. Since these 3 Pokémon get shafted, instead of starting their strength power from the last Pokémon in the evolutionary line’s strength to calculate their final score, I instead add the strength of both Pokémon from the evolutionary line. (Ex: Pikachu 3, Raichu 6) (3+6=9). It helps keep the game fair because although 2 of the (2 evolutionary line) Pokémon have a stronger base strength, the Pokémon with a (3 evolutionary line) get a higher bonus strength. Meaning whoever gets Bulbasaur, Charmander, or Squirtle have to work harder to complete the 3 evolutionary line and their payoff is having a higher strength bonus. As for Clefairy/Clefable. Since the Pokémon has an immunity advantage it has a HUGE possible advantage. When battling the elite four, if your opponent of Lance and you choose Clefairy/Clefable, you automatically win the battle and the game. But if your rival is one of the other 4 then you have to battle regularly. Clefairy ends up being a weak Pokémon to have but a potential immunity advantage against Lance. When I play with my friends there’s more strategy involved in choosing our starter.
Love this! The imbalanced starters always bothered me as well. Another option could be maybe giving Pikachu, Clefairy and Meowth an extra die roll in battle. Or maybe they can roll twice and keep either roll. I also worried about immunity causing issues, which is why I went with just bonuses to attacks if super effective.
@@FiveToedSloth Yeah for a while we gave these 3 an extra dice roll, but we found that no one wanted to play with them because it was too much of a gamble every time they were used in battle. I think it’s funny how the Johto game was aware of the issue and fixed it.
I remember making that same rule about the elite 4 as a kid just because I was jealous my parents could become champion just by beating Lorelai whethers I had had to beat all of them in the game boy game haha
Good video and good rules suggestions. I am surprised Mew was left out of the game. Also I think the other three starter Pokémon could do with work. They are significantly underpowered. When compared to the other 3.
Mine is the one I had from childhood, but I would definitely go to eBay to purchase one today. I saw a few listings for it recently that weren't too expensive.
meh. I dont really think it needs balancing. The best part about this game is the fun mishaps and the diabolical backstabbings. It's board game not meant to be taken to seriously. The trading rule and the catching rule are fine as is. That's just my personal opinion though. The only real balance change it needed was the starter pieces. The evolution lines and begining powers of the starters automatically put players at begining disadvantages. I do however like the change where you are required to beat all elite four members in order to win.
“It even has pogs for all the pokemon that existed at the time, so it’s already doing more heavy lifting than sword and shield”
I died
Glad someone liked that 😊
I remember playing this and me and my friends our own homebrew rules. Many rules we only used once or twice as we were very experimental with them.
Evolution and EXP - Every time you captured a Pokémon you would give EXP to a pokemon on your choice. If you knocked out an opponents Pokémon you add EXP to the winning Pokémon (Pink = 1 EXP, Green = 2 EXP, Blue = 3 EXP, Red = 4 EXP and Yellow = 5 EXP).
If the EXP matched the number of Power Points on a Pokémon it can evolve into its evolution if it's in the chip tray or face up on the board. If the evolution is't in either then the play must wait until it is revealed and will gain it.
Everytime you enter a city or town you can purchase evolution stones to evolve certain Pokémon (You gain 1-6 Pokédollars after catching a Pokémon and steal 1-6 Pokédollars from other trainers if you beat them.). Pokémon that evolve by trade can be evolved by trading or by using a 'Trade Stone'.
Trading - When trading both players must come to an agreement on the trade, although if a trade card was used then a trade must be done.
Battle - During battle Type effectiveness takes place. If one Pokémon is super effective, it does +2 damage. If a pokémon isn't very effective, it does -2 Damage. If a Pokémon has no effect they instantly lose. (If there's a ghost type vs a normal type the battle ends in a tie). After battle instead of stealing 2 items cards the winner will steal 1 item card and 1-6 Pokédollars from the loser.
Gym Leaders - Players would need to collect all 8 Gym badges before entering the Elite Four. Depending on how many badges the player has depends on how many and what Pokémon the gym leader will have. All Pokémon on the team gain +1 EXP after winning a Gym battle. If the player lost the Gym they must battle a different one before challenging it again. If there are no more gyms left for the player to challenge they may challenge the same gym multiple times. After beating a Gym Leader you would get their badge, 5 Pokédollars, and possibly a free Pokémon (See Starters)
Gym Badges - Badges restrict what level of Pokémon a trainer can use. If the player has 0-2 Badges they can only use Pink Pokémon, 3-4 they can now use Green Pokémon, 5-6 they can now use Blue Pokémon, 7-8 they can now use Red and Yellow Pokémon. This rule was added in when I caught an Articuno on my first turn and got a pretty big lead.
Ditto - Ditto can match the type and attack power of its current opponent.
Masterballs - These can instantly catch any Pokémon.
Starters - If there are any remaining starters they have a chance of being obtained from a Gym Leader. After beating a Gym Leader the player must roll a 5 or 6 to get a random remaining starter. If a player started off with Bulbasaur, Squirtle or Charmander they start with 4 Pokédollars and 2 Items card. If they started off with Meowth they start with 5 Pokédollars and 2 Item cards. If they started off with Pikachu or Clefairy they start with 7 Pokédollars and 2 Item cards. The players would take turns picking their starter with three random ones being presented in front of them. The next player would get the choice of the two remaining with the Starter chosen being replaced.
Fly - You could only use Fly if you had a Pokémon that could Fly
Catching - you can catch any Pokémon. The only times you can are if you don't have the required number of badges for it or if another player owns its pre-evolution (In the case of Eevee the player must still evolve theirs first).
There might be more rules I'm forgetting as this was years ago, but I will try finding the paper we wrote these rules on one day.
These are amazing! I think that's one of the best parts of the game: it's a good game to homebrew rules for!
Quick break from fictional games! Taking a look at an older game that has been collecting dust on my shelf for the majority of my life. Hopefully these new rules make it more fun to play!
House Rule for batting at my house
1. Each player chooses their Pokémon secretly and then both players reveal them to each other to battle.
A. If their is no type advantage (ex: Pikachu vs Charmander) then the battle rules are the normal game rules.
B. If a Pokémon has a type advantage (ex: Bulbasaur vs Squirtle) the Player with the type advantage gets to roll an additional dice roll to add to their total strength for that battle. Loser’s Pokémon knocks out and they surrender 2 item cards to the winner.
C. If a Pokémon has a type immunity (ex: Jigglypuff vs Dratini) the player with the type advantage automatically wins. However the opponent’s Pokémon is not knocked out, instead the opponent surrenders 1 item to the winner. If the opponent does not have any items then their Pokémon is knocked out.
D. If both Pokémon are immune to each other (ex: Eevee vs Ghastly) then the battle is declared a draw with no consequences to either player.
That is fabulous, I love every bit of it! Especially how it can easily take new types into account despite this game coming out before dark, steel and fairy. Love it!
@@FiveToedSloth I was always upset types weren’t implemented into the game, so I incorporated them myself.
Also I’m going to use your rule of having 6 Pokémon in your party safe from being traded. I love it!
@@joshuaserrato3495 Thank you so much!
My favorite Pokemon game is the one, one of my friend made in 2014. Its a card game and can be played with 1-5 players. time can be up to a 1hr- 2hrs if we go up against the elite 4. It’s a game where every player, can battle each other and win gym badges. Which he just recently finish the Johto region this year.
Is there any information about it on the Internet? I'd love to hear more about it.
Eyyy i made my own rules too!
They are different from yours, but it's how we would play everytime and it has kept it as my favorite board game of all time! I should print a custom rule book for it tooo
Love hearing how many other people made rules for this!
another house rule i added is to use a third die when batting the champions, cause considering that if you use the most powerful pokemon abaible, the most powerfull power cards and a perfect double 6 roll isnt enough for some of the elite, however, with your typing rule this might be fixed
Stoked about this video man. I made up my own rules for this game... the board and set up were so cool but the rules sucked
Thank you, and that's awesome! I feel like a lot of people made up rules for this to make the game work. Just can't turn away from all those cool pogs!
Oh man, this game! When I first got it as a kid, I knew it had potential...but I really didn't like the rules. When I was older and still had the pieces of it laying around, I decided to make a board for the Hoenn region (an obsessively precise map based on the game's actual map) and a whole new set of rules. I even found a way to fit all the Kanto Pokémon into their respective areas in Hoenn, just to make use of the pogs. I was super proud of it, but sadly, both the board and the rules are lost to time now. Still, it would be fun to revisit sometime!
Also, I greatly appreciate the dunk on Gen 8, haha.
That sounds amazing! I'd love to see it if you ever remake it 🙂
Hoenn is my favorite region, so it's too bad that your expansion is lost to time. :( I might could be interested in helping remake it!
House Rule for balancing out the starters at my house.
Note: this only applies to the starters.
Bulbasaur, Charmander, and Squirtle:::::
If the Pokémon evolutionary lines are complete they follow the regular rules in the game. Adding the last Pokémon in the evolutionary line’s strength + dice roll + cards + (type advantage).
Pikachu, Meowth, and Clefairy.
Since these 3 Pokémon get shafted, instead of starting their strength power from the last Pokémon in the evolutionary line’s strength to calculate their final score, I instead add the strength of both Pokémon from the evolutionary line. (Ex: Pikachu 3, Raichu 6) (3+6=9).
It helps keep the game fair because although 2 of the (2 evolutionary line) Pokémon have a stronger base strength, the Pokémon with a (3 evolutionary line) get a higher bonus strength. Meaning whoever gets Bulbasaur, Charmander, or Squirtle have to work harder to complete the 3 evolutionary line and their payoff is having a higher strength bonus.
As for Clefairy/Clefable. Since the Pokémon has an immunity advantage it has a HUGE possible advantage. When battling the elite four, if your opponent of Lance and you choose Clefairy/Clefable, you automatically win the battle and the game. But if your rival is one of the other 4 then you have to battle regularly.
Clefairy ends up being a weak Pokémon to have but a potential immunity advantage against Lance.
When I play with my friends there’s more strategy involved in choosing our starter.
Love this! The imbalanced starters always bothered me as well. Another option could be maybe giving Pikachu, Clefairy and Meowth an extra die roll in battle. Or maybe they can roll twice and keep either roll.
I also worried about immunity causing issues, which is why I went with just bonuses to attacks if super effective.
@@FiveToedSloth Yeah for a while we gave these 3 an extra dice roll, but we found that no one wanted to play with them because it was too much of a gamble every time they were used in battle.
I think it’s funny how the Johto game was aware of the issue and fixed it.
The lid of the box looks just like the lid of a puzzle from that time
I remember making that same rule about the elite 4 as a kid just because I was jealous my parents could become champion just by beating Lorelai whethers I had had to beat all of them in the game boy game haha
WOW, very good ideas, i will try to play with the rules. thanks!
Good video and good rules suggestions.
I am surprised Mew was left out of the game.
Also I think the other three starter Pokémon could do with work.
They are significantly underpowered.
When compared to the other 3.
Do you think will be good to apply them to the edition 2 ?
I've been wanting to buy the 1999 version of the game. Would you know any good site to purchase it?
Mine is the one I had from childhood, but I would definitely go to eBay to purchase one today. I saw a few listings for it recently that weren't too expensive.
ua-cam.com/channels/BA0gMyl4NTUBN2Z1MWkVYA.html
But the forced Magikarp for Mewtwo trades are half the fun!
Very true! They are pretty hilarious
Great new rule idea's
Thank you!
Using these rules the 'Trade Card' would be useless...because in the box I have only pink/green pokemon
meh. I dont really think it needs balancing. The best part about this game is the fun mishaps and the diabolical backstabbings. It's board game not meant to be taken to seriously. The trading rule and the catching rule are fine as is. That's just my personal opinion though. The only real balance change it needed was the starter pieces. The evolution lines and begining powers of the starters automatically put players at begining disadvantages. I do however like the change where you are required to beat all elite four members in order to win.
I dunno I kinda like the bullshit randomness of the original rules.
ive played that
Uhh yeah, we all totally have all the type interactions memorised 🙄 *cough cough*
Ugh Fine I guess you're my little pog champ