Some of the changes made to Pokémon Trading Card Game Pocket compared to the original TCG can make players very wary of taking the first turn in battles. The battle system presented in the mobile game is notably different to the original tabletop game, which allows for much quicker matches. However, some of the changes made to the rules seem specifically engineered to make people dread what would often otherwise appear to be an advantageous position.
In contrast to Pokémon TCG Live, which is a far more faithful digital adaptation of the TCG, Pokémon TCG Pocket both provides a streamlined battling experience and places a strong emphasis on collecting cards. It is unsurprising that the game has proven extremely popular, with Pokémon TCG Pocket already earning millions in just a few days. However, the new mobile game is not perfect; not only has it failed to correct one long-running Pokémon TCG issue in its battle system, but it has also arguably introduced problems of its own with the changes to its mechanics.
Pokémon TCGP Makes Playing First Unlucky
Winning The Coin Flip Can Seem More Like Losing
Regardless of format, every Pokémon TCG game begins with a coin flip to determine which player goes first. However, unlike the original TCG, Pokémon TCG Pocket does not allow a player who wins this flip to choose whether they go first or second. Instead, winning guarantees that a person plays first, something which now carries a significant downside. Not only is the opportunity to determine play order a strategic advantage now lost to the player, but gameplay changes made to Pokémon TCG Pocket’s battles arguably make going first a major disadvantage.
In Pokémon TCG Pocket, going first typically bars a player from performing several key actions on their initial turn. This is all due to the fact that this player will be unable to attach an Energy from the Energy Zone on this turn, while their opponent will have no such issue. Naturally, the consequences of missing this Energy on turn one can go on to pose a significant problem in battles, even when playing with some of Genetic Apex’s strongest cards.
Going First Puts People Behind In The Game
Potentially Game-Winning Energy Becomes Unavailable
Being unable to attach an Energy on turn one is potentially disastrous for any player, as it can mean the difference between winning and losing. The restriction means that the player going first begins behind their opponent in terms of available energy to fuel attacks, and there is a strong possibility that this will remain true for the remainder of the game. Of course, various card effects can help to close this gap, but regardless a player who ‘loses’ the coin toss will always have one extra Energy available.
This Energy imbalance can affect the game in many ways. For example, if both players have an Active Pokémon which needs two Energy to attack, then the output of the Energy Zone means the player who lost the coin flip will be able to attack first, on their second turn. Meanwhile, the player who goes first will only receive their second Energy on their third turn for a counterattack, assuming that this first clash was not enough to Knock Out their own Pokémon.
Being able to attach an additional Energy compared to what an opponent has available also makes it easier to recover from retreating a disadvantaged Active Pokémon.
This one rule can naturally make it extremely disappointing for any player to win the opening coin flip. Whether in Solo or Online play, this single moment can have a major impact on the pace and difficulty of the entire match. Not only is there little to be done on a first turn without Energy, including attacking, but it gives the opponent an obvious lead from the outset. The fact that all of this is completely outside the player’s control only makes the experience worse.
First Turns Are Better In The Original TCG
Winning The Opening Coin Flip Is Far More Advantageous
The original rules of the Pokémon Trading Card Game places those who win the opening coin toss in a far better position than Pokémon TCG Pocket does. Choosing to go first in the former can allow a person to begin making significant steps towards victory, including increasing their chances of attacking first. Of course, going second can have its own advantages depending on a deck’s strategy, and the TCG allows players to choose this as well. The rules of PTCGP, however, are strongly weighted towards eliminating any advantage in winning this coin toss.
One new advantage that going first in Pokémon TCG Pocket does offer is the ability to play Supporter cards. However, relatively few Supporters arguably have any significant benefit on turn one. Misty, crucially, can subvert the Energy attachment rule and open up the possibility of attacking, but only for Water-type Pokémon. More generally, Sabrina can be used to delay confrontations with a powerful opposing Active Pokémon, and Professor’s Research’s card draw is universally appealing, but beyond this, the current Supporter cards lack any major appeal.
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Although playing Pokémon Trading Card Game Pocket may be simpler when compared to the original TCG, the changes to its rules have also introduced their own complications. Winning the opening coin flip in this version of the game dramatically affects one’s available Energy, which can leave somebody a step behind for the rest of the game. As a result, going first in the mobile game’s version of the TCG can easily be something to dread rather than celebrate, especially with the choice being taken out of players’ hands.