GameEdu · Pokémon TCG
How to play
Everything you need to play your first real game — set up the table, take a full turn, and know exactly when you've won.
Setting up
- Flip a coin — the winner decides who goes first.
- Shuffle your deck and draw a hand of 7 cards. No Basic Pokémon in it? Show your hand, shuffle it back and draw a new one — your opponent may draw an extra card for each redo.
- Put one Basic Pokémon face down as your Active Pokémon, and up to 5 more face down on your Bench.
- Set the top 6 cards of your deck aside face down. These are your Prize cards — you'll pick one up for every Knock Out.
- Both players flip everything face up, and the first player begins.
Your turn, in order
Draw a card. Then do any of these, in any order you like:
- Bench — play any number of Basic Pokémon onto empty Bench spots.
- Evolve — play an Evolution card on top of a matching Pokémon. Not on a Pokémon that was played or evolved this turn.
- Attach Energy — attach exactly one Energy card from your hand to one of your Pokémon. Once per turn — it's the game's whole economy.
- Play Trainers — any number of Items, but only one Supporter and one Stadium per turn.
- Use Abilities — as many as their text allows.
- Retreat — once per turn, pay the Active Pokémon's Retreat Cost by discarding attached Energy and swap it with a Benched Pokémon.
- Attack — if the Active Pokémon has the Energy its attack costs, deal the damage. Attacking ends your turn.
turn oneThe player going first can't attack and can't play a Supporter on their very first turn.
Damage, Weakness and Knock Outs
Attacks deal their printed damage to the opposing Active Pokémon. If the defender has a Weakness to the attacker's type, the damage is doubled; Resistance subtracts 30. When a Pokémon has damage equal to or more than its HP, it's Knocked Out — it goes to the discard pile with everything attached, and the attacker's player takes a Prize card. Pokémon with a rule box (ex and friends) give up two or even three Prizes.
Special Conditions
Turned sideways; can't attack or retreat. Flip between turns — heads wakes it up.
Takes 2 damage counters between turns, then flip — heads puts the fire out.
Flip before attacking — tails means the attack fails and it hits itself for 30.
Can't attack or retreat; wears off at the end of your next turn.
Takes a damage counter between every turn until it's healed or retreats through evolution or the Bench.
tipConditions only affect the Active Spot — evolving or moving to the Bench cures everything except the damage.
Three ways to win
The usual way — six Knock Outs' worth of pressure.
If your opponent has no Pokémon in play to promote, you win on the spot.
A player who can't draw at the start of their turn loses. Slow decks beware.
Summarised from the official Play! Pokémon rules. When a card contradicts the rulebook, the card wins.