Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thinking of changing the skipping a turn to discard half your hand instead. That way it is more punishing later in the game when people have larger hands, and a good way to prevent people from hoarding item cards. However, this could cause problems where people with no items can abuse the system to get a free teleport to the town.
- In this last game, I got Masterball in the early game (we were in the pink spaces yet). I couldn't get past Brock and went straight to get S.S. Ticket. I got a Moltres and managed to get in front of everyone because ... even almost without any pokemon (I had a horrible Zubat ... because of damn trade! Haha). So I went out destroying the gyms and taking stronger pokemons because I just needed to defeat them and capture them with some pokeballs I got at the gyms. Anyway ... I think it's a good idea to separate MasterBall as a Key Item, just like S.S. Ticket.
- We think there are few blue pokemons. Sometimes space is empty when we capture.
- There is a bug that happens in Send / Recall. Sometimes it doesn't work (I think if we touch the Token, it breaks somehow)
- We made one more note, but we lost them. These are the ones I remember. : /
-The new update contains 4 new Blue Pokémon: Hitmonchan, Hitmonlee, Cubone and Exeggcute and there's still 37 more to come so there shouldn't be a problem of running out of tokens once their all in.
-I'll check out the bug with the arena and see if i can get a fix for it soon. I've been meaning to get an update in which will lock all items when sent to the arena, this should be in by the next update.
Let me know if these changes help to fix the problems.
First off I tried out a couple of games for myself and I have to say this is a much more enticing Pokemon master trainer than the original!. I do have some questions about the rules though.
1. Do you have to use an exploration move to move the 'last city' token to the city you're in?
2. Can pokemon level up on encounters other than wild pokemon battles?
3. Does a pokemon level up based on its base level or its base level and the dice level?
Also I'm not sure if it's intentional or not, but are we supposed to put the evolved pokemon on top of the unevolved ones? I ask because when I use that pokemon to fight only the bottom one(unevolved) goes to the arena so i just place the unevolved versions above the player area.
Other than that I really enjoy the options and choices you can make to craft your own adventure. I'm probably going to see if i can have my friends try it out as well ^^
1. Moving the last city token doesn't require an explore move to move it to the city. If any of your movement causes you to land on the city space, then you may move the token.
2. Pokémon can level up after any battle. This includes wild pokémon, trainer battles, gym battles and battles against other players.
3. Always use base level + dice level when calculating a pokémon's level.
Hope this helps.
I intend on making a printable version once the game exits beta (possibly in a month) to be released on BGG. However, this will be as an upgrade for people that already own the original board game, and won't contain things such as the board. A few things also need to be changed so that they work on the original board.
If you want to print the game as is on TTS, i can send you links to the images so you can print them off yourself but be warned there is a lot of printing involved.
If you like it feel free too add it to your mod. Here is the version with my improvments:
https://steamcommunity.com/sharedfiles/filedetails/?id=1854337400&searchtext=pokemon+ultimate
I have a couple of ideas to make statuses a bit more useful which should be out in a week or two.
First of all, me and a few friends had a lot of fun while playing this game, great job!
While playing we found a few problems that we could not resolve consulting the rulebook so im just gonna ask here. Just point out if we missed something obvious. ^^
1. Hitmonchan has a move called "Counter" with a little star next to it, which isnt explained where all the other special moves are.
2.If i evolve a Pokemon i take the evolution out of the special balls. If the stage before that was a evolution it goes back into the ball but what happens if it was a caught Pokemon. Does it get discarded out of the game or go back into the ball with the route Pokemon?
3. Can fainted or flipped Pokemons still use abilities like surfer flight and teleport?
4.Some abilities like explosen refere to "after combat". Does that mean after this combat round, meaning after the attack values are calculated and the winning pokemon is declared or after the whole Battle is over.
5. Staying on the topic, does a Pokemon who faints himself through some ability but still wins the combat round gain a level up if the enemy pokemon was of appropriate level?
6.Is confusion supposed to be this weak or did we do it wrong? On a normal roll D6 against D6 confusion has a 1 in 36 chance to work, which would be quite underwhelming compared to sleep or freeze which have at least a 1 in 6 chance.
7. There are 2 symbols for "add the dice". The circly arrow and the two dice with the "+" in between. Is there any difference on how these work?
8.There are a lot of 0 atk moves which have different types but since they are 0 atk it doesnt really matter. Since you cant increase the flat atk value for attacks, i suppose the types of those attacks are just so it fits the original games or are we missing something?
9. "Tri Attack" has the special that you roll a D6. On 5 and 6 the enemy freezes but on a 6 you are suppose to roll again, which would be useless, since each pokemon can only be affected by one status.
It seems like a lot but most of them are really minor things and we had a lot of fun nonetheless. :D
1. Counter should probably read "Counter's attack strength is equal to the attack strength of the opponent's move, doubled". I'll get this added in the next update, good catch.
2. Only Pokémon with the "Evolved" symbol should be returned to Pokéballs when evolved (although you can probably just delete them). No Pokémon should go back to the Pokéballs at the top of the board (otherwise, you may evolve a Pokémon and run out of tokens).
3. Fainted and flipped Pokémon can still use abilities, I'll add this to the rulebook for clarification.
4. This should be after combat round. So, after you calculate the attack total, and before when you can choose whether to switch Pokémon.
5. Going by the game, I'd say that Pokémon do not level up if a move or effect has caused them to faint.
6. Confusion will probably be changed to a 1-2 (33% chance when confused) for the next update and see if this improves it a bit. The text should also say "attack strength" instead of "attack value", I'll get it fixed.
7. Both icons for "add the dice" effect mean the same thing (I changed the icon half way through making the tokens). I have a new icon for this effect so it'll be changed back to 1 icon once I've finished updating them all.
8. For now, moves with 0 attack strength are used just for their effects. This could change in the future (e.g. some types have no effect against another type).
9. The wording is a bit weird on Tri-Attack. It means that if you roll a 6 on the effect dice (1/6 chance), roll the dice 1 more time. On that roll, 1-2 paralyses the opponent, 2-4 burns the opponent, and 5-6 freezes the opponent. I'll probably get a symbol made for this move so its easier to understand.
Hopefully this clears things up.
Pokémon strength seems to cap out at blue, possible some blues are over tuned but there's also little late game scaling. Few Red Pokémon felt worth the catch.
Super Effective is incredibly strong, stronger than it is in normal Pokémon. Maybe instead of doubling dice roll, we double number of dice rolled? Or perhaps a fixed number?
Too many neutral moves, Pokemon should at least feature their type.
Gym leaders’ low impact on decision making as the gym leaders, could use improved move charts. Sabrina has good move pool, as does Koga's Muk
2 item cards on gym leader seems snowbally and excessive. Consider 1 or none. You are already gaining victory points.
Rock tunnel side of map unenticing until you have soul badge. consider adding a toll to go into Saffron.
We don't believe there should be more trade event dolls than pokedolls
Take items 1 vs need different names, art, or made a single card. Difficult to differentiate especially in hand.
There are version differences for Evolved pokemon and their wild counterparts. Non-evolved pokemon like Fearow don't have Fly. Is this unintionall?
Lorelei should be ice, not water.
All Pokémon evolve on max 2, that feels limiting. For instance. Magikarp does not feel worth the effort. If you increased the max, you could have greater variance in evolution power scaling
Balance issues:
Seismic Toss, superfang, and nightshade are the best moves in the game by a large margin. Intentional? Also Seismic Toss probably should not be a TM
Starters are unbalanced. Here's how we see them.
T1: Bulbasaur, Rattatta, Squirtle, Charizard
T2: Pidgey, Pikachu
T3: Jigglepuff, Spearow
T4: Nidoran, Nidoran, Zubat
t5: Ekans, Weedle, Caterpie, Sandshrew (Sandslash is TERRIBLE)
t6: Magikarp (Gyrados TERRIBLE)
Mewtwo is far worse than the other legendaries. No utility, moves are weak.
Gym leaders:
Giovanni is worse than Blane, needs buffed
Elite Four power level seems low aside from Agatha's Gengar. Based on our playtesting, Agatha should be the base.
Gary power level way too low, weaker than Blane.