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 Referee Rules

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Posts : 74
Join date : 2011-10-13

PostSubject: Referee Rules   Fri Oct 14, 2011 1:04 am

Referees are very important to the Pokemon Adventures Game because they run the actual game portion. Referees ref two different parts of the game as well as keep stats and keep things in check. The type different types of systems they ref are "Trainer battles" and "Ranger captures". Keep in mind that double battles and triple battles are very difficult to do so it's most likely double and triple battles won't happen. Referees also control what wild pokemon appear, however legendaries should NEVER appear at all in the wild unless it's apart of a quest/story.

Trainer Battle Rules:

How to write information:

[Pokemon 1][♀/♂]-[statuses of the pokemon] ||| [Pokemon 2][♀/♂]-[statuses of the pokemon] (Weather conditions/status)

If there are more than 2 pokemon in battle just add another separator.

How Damage Works:

Tackle: 50 attack, Physical

-From here all you have to do is take off the 0 and that's the damage count. So this attack would do 5 damage. Effects work 50% of the time when a move hits even if the chance of an effect working is not 100%.

Damage Entry Hazards:

Stealth Rock: Damages the incoming opponent that is sent to the battlefield by 2 HP. Type match ups are effected.

Spikes: Damages the pokemon that is sent unto the battlefield by 1 HP. Each time you use the move the damage increases. The highest it can go is to 6 damage.


Attack: 2 hp attack

Defend: halves the attack

Use *Item*: This allows the trainer to use items on his/her pokemon. You can also make it to where the pokemon uses a holding item.

Dodge: Allows the pokemon to move out of the way of a move 50% of the time

Jump: Allows you to dodge a move 25% of the time and a ground type move 75% of the time.

Sidestep: Sidestep allows you to move out of the way of a physical or special attack and you rush with a physical move for 2 seconds. It's a 75% chance and if both use this move then the attacks are canceled.

Slide: Slide allows you to move out of the way of a physical or special attack and you rush with a special move for 2 seconds. It's a 75% chance and if both use this move then the attacks are canceled.

Switch: Allows you to recall your pokemon in battle and change it to something else.

Struggle: This allows you to split an attack so it prevents the move from hurting you. It costs 1 hp however and it works 60% of the time.

Rules during Battle:

-When a pokemon uses a physical attack, it rushes for 3 seconds.

-When a pokemon charges, it takes 5 seconds to charge.

-1 HIT KO moves take 6 seconds to charge or rush.

-Stat changers always even if you dodge or defend.

-You cannot dodge ground moves with dodge, in order to dodge those you have to jump

-THE LOWEST AMOUNT OF DAMAGE YOU CAN DO IS 1. YOU CANT DO 0 DAMAGE! (unless the move doesn't effect the opponent)

When physical attacks collide flip a coin or use a RNG to figure out which side overcomes the attack. The overcomer does double the damage it would normally do. The same works for Special attacks.

Special attacks hit rushing opponents.

When the pokemon defeats another pokemon, it gains 1 exp and learns a new move in it's level up list.

Evolution Cycle:

Baby Pokemon = 8 exp to level up //If a pokemon cannot evolve past this or you choose not to evolve it, they gain +35 hp instead)//

+5 hp

[b]Basic Pokemon = 10 exp to level up (When you reach max you gain +5 hp) //If a pokemon cannot evolve past this or you choose not to evolve it, they gain +35 hp instead)//

+20 hp

1st Evolution = 15 exp to level up (When you reach max you gain +5 hp) //If a pokemon cannot evolve past this or you choose not to evolve it, they gain +10 hp instead)//

+10 hp

3rd Evolution = 20 to max out (When you reach max you gain +5 hp)

Stat Changes:

The range for all stat changes is -6~6

Attack, Defense, Special Attack, Special Defense: Adds or subtracts number based on the opponent and your pokmon's stat changes.

Speed: If a pokemon is faster, you quickly type *smack* meaning there is hardly any time to dodge the move. But if the speeds are the same then the pokemon charges/rushes

Accuracy and Evasion: If accuracy is lower than the opponents evasion, then the attack misses every other turn.

Status Effects:

Poison: Causes -2 damage is inflicted each time the pokemon attacks

Badly Poisoned: Causes -1 damage is inflicted when a pokemon attacks and increased by 1 each time.

Burn: Causes -2 damage is inflicted pokemon attacks.

Paralyzed: The inflicted pokemon can't move every other time it tries to make a move.

Sleep: The inflicted pokemon can't move for 20 seconds.

Confusion: The pokemon attacks itself every other turn (This lasts for 5 turns)

Curse: The pokemon loses 3 hp when it makes a move (This includes when you defend, dodge, attack, and jump as well)

Encore: You must use the same attack for 5 turns and you can't do anything else.

Flinch: Can't move for 5 seconds.

Identity: Evasion and Accuracy boosts or will not allow the pokemon to miss. It also allows user to hit opponent even if the attack shouldn't effect it.

Infatuation: Does nothing every other turn. (only works on opposite genders)

Leech Seed: -2 hp to the inflicted pokemon, +1 hp to the opponent. (works after inflicted pokemon attacks)

Nightmare: -2 hp if sleeping

Partially Trapped: -1 for 5 turns. If the opponent defends during the trap time, it is freed.

Perish Song: After 1 minute the pokemon is on the field, the pokemon automatically faint.

Taunt: Is unable to use non-damaging moves

Torment: Can't use the same move twice in a row.

Focus Energy: Does critical hit every other turn. x 2 the normal damage

Followed: The pokemon on the field only attack the inflicted pokemon.

Mist: Cancels out all stat changes unless you use a move that causes the user to change it's own stats

Reflect: Halves Physical Damage

Light Screen: Halves Special Damage

Substitute: Creates a dummy that has 10/10 hp and you can attack from behind the substitute.

Trapped: The trainer and pokemon cant escape or switch in battle.

Catching Pokemon:

For pokemon excluding legendaries, I use a random number generator out of how much hp they have. Think of it this way... let's say a pokemon has 40/50 hp. I use the rng 3 times and it has to be less than 10 out of 50 because that's how much hp was damaged.

Legendary pokemon can only be caught when they are down to 10 hp or below, and they have a 20/100 chance of being caught once it reaches that point

Ranger Capture Rules:

During a ranger capture there are 6 locations: {A, B, C, D, E, F} You have to name the location the swirl is at in order to start the timer, however if the pokemon moves to another sector it's acted upon as a normal "attack" command damage and it can damage the stylus

HP Rates:

Basic Pokemon: 100/100 points

First Evolution Pokemon: 200/80 points

Second Evolution Pokemon: 300/100 points

Legendary Pokemon: 400/100 points

Capture Styler: 20/20 Energy
Rank Up: 5 captures


1 = +3 Energy (Fire/Flying Assist)

2 = +3 Energy (Bug/Fighting Assist)

3 = +3 Energy (Psychic/Normal)

4 = +3 Energy (Poison/Ice)

5 = +3 Energy (Electric/Dark)

6 = +3 Energy (Water)

7 = +3 Energy (Grass/Ground)

8 = +3 Energy (Steel/Rock)

9 = +3 Energy (Ghost)

10 = +3 Energy (Dragon)

(Assists can work with your partner pokemon even if they aren't at the right rank)

Capture Techniques:

Swirl: Each second takes down 1 hp with the capture disc

Lift: This lifts the capture disc out of harms way

Styler Damage:

Damage is done the same way as a pokemon would attack another pokemon, so if a pokemon uses tackle during the swirl technique it loses 5 hp.

Type Advantages:

Type advantages do the amount effect of tactical loops. So if you use a mudkip pokeassist against a charmander, the swirl does twice as much.

Pokemon Contest Rules:

For Pokemon Contests there are four different rankings ( Normal, Super, Hyper, Master) for each of these included categories:

There are three rounds:

Round 1: Appeal

This is where you write up a description of your pokemon with the accessories that you have obtained and explain what the pokemon looks like accordingly in 60 seconds. Depending on what items you have on your pokemon that match the appeal will determine how many points will be added to your pokemon's score. Poffin eaten before the round will also help increase scores if mentioned.

Round 2: Moves

There are two parts to this section. The first is a description of a combination of moves, the more it fits into the category the better you gain in points. (This lasts for 2 minutes) This is basically a tournament, but within a 5 minute time limit as well as a Point Meter. Each pokemon has a total of 5 points, and each time a pokemon is hit by a move it is reduced by 1 point as well as the health. If Health or the Point Meter reaches 0, they lose. If the timer runs out, the pokemon with the larger Point Meter wins, if the Point meter is tied the pokemon with more health is the winner.

Round 3: Dance (Super Contest Only - Hearthome City )

This is the dance appeal, you have to repeat the same move that is called. The pokemon that does it correctly and is first recieves 3 points. Pokemon that get the right move, but isn't first to get it, get's 2 points. The pokemon that gets the wrong move, but it's before the time to do the move ends gets 1 point, and if a pokemon misses they get 0 points. Songs last for 2 minutes. (120 seconds)
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