Pokémon TCG Game Info
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Source >> Psypoke
What is the Trading Card Game?
The idea of the Pokemon Trading Card Game is to collect and build your own Pokemon deck from the extensive range of Pokemon Starter Sets, Theme Decks and booster packs. The overall aim is to become the ultime Pokemon master- just like in the cartoon.
The easist way to get into the Pokemon Trading card game is to buy the Starter set. This pack contains enough cards for each player to have a 30 card deck, a rule book to learn how to play and ten damage counters so you can start playing straightaway. You will have to argue with your friend to see who gets that holofoil Machamp!
When you have matered the basics of the game it is time to buy a Theme deck or two. These decks are designed to combine two types of pokemon that compliment each other for you to use in battle. They also contain many trainer cards, 10 damage counters and a rulebook. These preconstructed packs are a good way to begin building your own customised deck.
It's now time to move on to buying expert level booster packs. These packs contain a mixture of 11 cards with the purpose being to collect as many as possible and build your own decks from scratch. These packs are the only way to get those elusive holofoil cards!
TCG RuleZ of the Game
How to Win: You can win under 3 conditions. 1. Draw all of your Prizes (six cards are set aside at the beginning of the game from your deck, each time you knock out an opponent's Pokémon, you get to draw one) 2. Knock out six of your opponent's Pokémon. 3. Your opponent runs out of cards to draw.
Starting a Game:
1. Shuffle your deck and draw 7 cards. (You must have a basic Pokémon, or you will have to reshuffle and redraw, your opponents gets to draw 2 extra cards)
2. You and your opponent choose 1 Pokémon each as your "active" Pokémon and place it in play face down. You and your opponent may then choose up to 5 Pokémon to put in the "bench", which is like a reserve Pokémon area, also faced down.
3. Take the next top 6 cards and face them face down, this pile will be known as your "prize"
4. Decide on who goes first (flipping a coin, rock paper scissors)
5. Flip all your Pokémon in play and on the bench over.
Now that the game is set up, you and your opponent take turns. The turn goes like this.
2. Do any of these in any order any number if times.
- put a basic Pokémon on the bench
- evolve a Pokémon in play
- attach an energy card to a Pokémon (once per turn)
- play a trainer card
- retreat your active Pokémon
- use a Pokémon power
3. Attack with your Pokémon
4. Your turn is over
Energy: cards that allow Pokémon to use their abilities (must be attached to the Pokémon). Only one energy card can be placed during your turn.
Attacking: to use an attack, you must have the available energy attached on the Pokémon. It tells you how much you need beside the attack and how much damage it does. Some abilities require sacrificing energy.
Weaknesses: some Pokémon have weakness, which are indicated on the card. If it is attacked by the type it is weak against, the damage is doubled.
Damage Counters: All damage in Pokémon are in multiples of 10. When a Pokémon takes damage, add the appropiate amount of counters (each counter is worth 10). When the counters add up to the Pokémon's toughness, it gets knocked out. For example, when an Abra (toughness 30) gets 3 counters, it dies.
Knock Out: when a Pokémon takes damage that adds up to over its toughness, it is knocked out. All cards on the Pokémon and the Pokémon itself are placed into the discard pile.
Retreating: all Pokémon have a retreat cost. You may pay this cost by sacrificing the equivalent energy cards (on it) during your turn to move this Pokémon to the bench and bring in another Pokémon.
Special Status Conditions:
Sleep: at the end of each turn, flip a coin. If it is heads, the Pokémon wakes up, if its tails, it remains asleep. While asleep, Pokémon cannot attack or retreat. The Pokémon is turned sideways to indicate it is asleep.
Paralyze: when paralyzed, the Pokémon cannot attack or retreat. It is turned sideways to indicate it is paralyzed. Paralyze lasts one turn, so the Pokémon would be back to normal the next turn.
Confused: when a Pokémon is confused, it may attack. However, when you declare an attack, you must flip a coin. If it is heads, it attacks as normal, if it is tails, then it does 20 damage to itself. To return a Pokémon, you must also flip a coin. If it is heads, it can be returned (you must still pay the cost), if it is tails, it stays in play. To indicate confusion, the Pokémon is turned so the top is facing towards you (upside down)
Poison: when a Pokémon is poisoned, place a poison marker on it. As long as it stays poisoned, the Pokémon takes 10 damage at the end of each turn.
©1995, 1996, 1998 Nintendo, CREATURES, GAME FREAK. TM and ® are trademarks of Nintendo. ©2000 Nintendo. ©2000 Welch Foods Inc., A Cooperative.
Pokémon, Game Boy, Gotta Catch'em All, Jungle, Fossil and the official Nintendo seal are all trademarks of Nintendo. ©1995, 1996, 1998, and 1999 Nintendo, CREATURES, GAME FREAK.® & ™