Pokedumb Rules
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Pokedumb: Official Rules
1. Core Concept
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Pokedumb is a TCG where each “Pokedumb” represents a Rock, Paper, Scissors, Lizard, or Spock symbol (RPSLS).
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Each symbol beats 2 symbols, loses to 2, and ties with itself:
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Rock beats Scissors & Lizard
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Paper beats Rock & Spock
- Scissors beat Paper & Lizard
- Lizard beats Spock & Paper
- Spock beats Scissors & Rock
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Rock beats Scissors & Lizard
2. Team Composition
- Each player starts a Battle with 7 Pokedumbs + up to 18 Pokedumbs for sideboard.
- You must include at least 1 of each RPSLS type (5 total), plus 2 extra Pokedumbs (the “wild cards”) of your choice, the only exception is in tied battles.
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- This ensures every player has all 5 symbols available, but with 2 duplicates or special preferences for strategic variety.
3. Match Structure
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Best-of-3 Battles:
- A Match consists of up to three Battles. Battles are divided into rounds.
- The first player to win 2 Battles wins the Match
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Winning a Battle:
- Continue playing Rounds within a Battle until one player cannot continue (i.e., they have no remaining Pokedumbs) or one player surrenders.
4. Setup & Sequence of a Round
Each Battle is divided into Rounds, repeated as follows:
1. Choose a Pokedumb (20s)
- Both players simultaneously select 1 Pokedumb from their hand of 7.
- A suggested time limit is 20 seconds for making this selection, encouraging quick strategy and potential bluffing.
2. Optional Switch (10s)
- After both have placed their chosen card face down, they each have an additional 10 seconds to decide if they want to switch to a different Pokedumb.
- To switch, clearly place the new Pokedumb next to or in front of the original face-down card.
- If you choose not to switch, your original face-down card remains your choice for the Round.
3. Simultaneous Reveal
- After the 10-second switch phase, both players flip their cards face up simultaneously.
- Resolve the outcome using RPSLS rules.
4. Round Outcome
- Winner: Returns the winning Pokedumb card to their hand (they do not keep it in play).
- Loser: Discards their losing Pokedumb.The discarded cards will remain in a face-up discard pile for that battle so that both players can see and check them whenever they want, each player has their own discard pile.
- Tie: If both symbols are the same (e.g., Rock vs. Rock), no one discards a card—both return their cards to their hands.
5. Continue to Next Round
- As long as both players still have at least one Pokedumb left, move to the next Round.
- This repeats until a player runs out of Pokedumbs or otherwise cannot continue.
5. Winning a Battle & Ties
- Battle Win: A player wins a Battle if their opponent runs out of Pokedumbs.
- Best-of-3 Format: The first player to win 2 Battles wins the Match.
- Tie Scenarios:
- If both players reach a point where they can only tie repeatedly (no possible winning combination remains), that Battle is declared a tie. They then proceed to: reduce team size mechanics. And the time of the Tie battles should be reduced in competition to 15+10 or whatever the players feel comfortable to go faster and not become frustrating.
- You may reduce team sizes for subsequent attempts and until the match ends (from 7 to 6, 5, etc.) to force a decisive outcome.
- Rule From point 2: You must include at least 1 of each RPSLS type (5 total), plus 2 extra Pokedumbs (the “wild cards”) of your choice, the only exception is in tied battles. For teams of 4 Pokedumbs, at least 3 types must be included, for teams of 3 at least 2 types, for teams of 2 at least 2 types, and for teams of 1, whatever type you want.
- Changes, players may again switch up to 3 Pokedumbs (see below point 6). In case a round with only 3 pokedumbs is tied, the next round with 2 pokedumbs, you can switch up to 2 and same with 1 Pokedumb showdown.
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Team Reduction Mechanic: Why MATCH Draws Are Impossible
With the team reduction system in place, a match in Pokedumb cannot end in a tie. Even in the most extreme scenario of both players being reduced to a final 1 vs. 1 showdown where they temporarily tie (e.g., 1v1, they flip the same symbol and tie), a new round will be initiated. At that point, each player may choose a different Pokedumb from their deck + sideboard —a pool of up to 25 cards—ensuring a fresh combination that prevents a perpetual stalemate. This guarantees that eventually one player will triumph, making ties impossible in Pokedumb matches.
6. Between Battles: Deck Changes
- After each Battle (won or lost), players may change up to 3 Pokedumbs from their original 7.
- These changes can be from the sideboard pool.
- You are not required to reveal which Pokedumbs you switched to your opponent.
7. Time Control Guidelines
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The recommended time for each Round is:
- 20 seconds to choose your face-down Pokedumb.
- 10 seconds to make a potential switch.
- Both players make these decisions simultaneously, adding a mind-game and bluffing element.
- A visible timer or agreed-upon timing method helps enforce fairness, especially in competitive play.
8. Additional Notes
- Knowledge Advantage: While the Round winner retains their winning card, the loser now gains knowledge of one of the winner’s possible picks. This dynamic fosters strategic adaptation in later Rounds.
- No Other Abilities: Beyond the RPSLS mechanic, there are no additional powers or effects. All strategy comes from symbol choice, timing, and mind games.Or at least, for the moment…
- Humor & Style: Pokedumb is designed to be lighthearted, featuring funny creatures and meme-style art. Embrace the fun!
9. Example of a Round
- Both players choose a card face down (20s).
- After seeing each other’s body language, they might switch in the 10s window or stay put.
- Cards are revealed simultaneously.
- If Paper vs. Rock, Paper wins; loser discards Rock.
- Move to the next Round until someone loses all Pokedumbs or no longer has a viable play.
Victory Condition
- The Match ends when one player has won 2 Battles out of a maximum of 3 (or more, if repeated tie-breakers occur).
- The winner is declared the Pokedumb Master of that match!
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