Pokémon Trading Card Game

OBJECTIVE OF POKéMON TCG: Defeat your opponent’s pokémon by being the first player to win all the prize cards.


MATERIALS: Each player uses their custom deck

TYPE OF GAME: Strategy 



Pokémon is a trading card game that allows players to buy extra cards and customize their own deck for gameplay. A Pokémon deck is more than a game, it is a collection. Players typically beginning with a Trainer Kit, which teaches players how to become a Pokémon trainer via a card game. After players are more comfortable, they can buy other kinds of decks, like theme decks, to  make the game more interesting.


Pokémon defeat an opponent’s Pokémon with their attacks and/or abilities. Attacks must be powered by energy cards. Within Pokémon, there are 11 types of Energy which match the 11 type of Pokémon.


Pokémon that utilize grass are able to heal themselves as well as poison opponents.


Fire Pokémon have large attacks. They are able to burn other pokémon, however, they must rest to build up before another attack.


Water Pokémon are able to manipulate Energy and maneuver around opposing pokémon.


Lightning Pokémon are able to revive used Energy that is in the discard. They are also able to paralyze their opponents.


Psychic Pokémon have special powers that allow them to affect their opponents in unique ways, such as making them fall asleep or rendered confused.


Fighting Pokémon serve serious damage, some can even deliver combination hits if they flip a coin.


Darkness Pokémon use sneak attacks that cause opponents to discard.


Metal Pokémon are resilient and can endure attacks longer than the majority of other Pokémon.


Fairy Pokémon employ tricks on opponent’s Pokémon that make their attacks less damaging.


Dragon Pokémon have super strong attacks that typically require 2 Energy types.


Colorless Pokémon are diverse and can do many kinds of moves, they adapt well to any deck.



The most important cards in the game. Many of these cards are Basic Pokémon, Stage 1 or Stage 2. Stage 1 and Stage 2 Pokémon are also referred to as Evolution cards. The top left corner displays what stage the Pokémon is in and what basic Pokémon it evolved from.


Typically, Pokémon need Energy cards to start an attack. Match the symbol of the Energy card to the attack cost on the Pokémon card. Any kind of Energy can be used with the symbol of a black star enclosed in a gray circle.


Trainer cards are items, allies, and potential stadiums trainer’s can play in battle. The top right corner denotes the type of trainer card while the bottom of the card displays and special rules that may apply.



Players have 7 cards in their hand at the start of the game. Hands are kept secret from opponents. Cards drawn are added to your hand.

Prize Cards

Every player has 6 prize cards they set aside, face-down, at the start of the game. These cards come from each player’s personal deck and are picked randomly. No one should know what the prize cards are. If you Knock Out one of your opponent’s Pokémon, you grab one of your own prize cards and it is added to your hand. If you are first to take your last prize card you have won the game!

In Play

In play is the area both players share during the game. It is divided into two sections:

Active Pokémon 

All players start the game with one active Pokémon. These are put in the top row of a player’s in-play zone. The game allows only one active Pokémon per player at a time. If your opponent doesn’ have an active Pokémon, you have won the game!


The row of the in-play zone closest to you rests your ‘Benched Pokémon.’ Players can have a maximum of 5 Pokémon benched at any time.


Players place their personal deck to the right of their active Pokémon. Decks are for drawing cards and should not be examined, shuffled, or changed out. Don’t look at your opponent’s deck.


Below the deck, and to the right of the Bench, is the Discard Pile. Each player keeps their own discard. Knocked out Pokémon and attached Energy cards are sent to the discard.


Winning the Game

  • Collect all 6 of your Prize Cards first
  • Opponent does not have an Active Pokémon
  • Opponent’s deck is exhausted at the start of their turn

Starting the Game

  • Shake your opponent’s hand. Sportsmanship is #1.
  • Flip a coin, the winner decides who starts first.
  • Shuffle your deck and draw the first 7 cards from the top.
  • Check your hand for Basic Pokémon, if you have one in hand place it face-down, this will be your Active Pokémon. 
  • Put 5 more Basic Pokémon on the Bench. These cards should also be face-down.
  • Take the top 6 cards off the deck and place them face-down to the side. These will be your Prize cards. 
  • Flip over your Pokémon and begin!!

Parts of a Turn

  • Draw a card
  • Either:
    • Put a Basic Pokémon on the Bench (from your hand, can be done as many times as a player wishes)
    • Evolve your Pokémon (can be done as many times as a player wishes)
    • Attach an Energy card to a Pokémon (1 per turn)
    • Play a Trainer card (1 Supporter and 1 Stadium per turn)
    • Retrieve your Active Pokémon (1 per turn)
    • Use your abilities (can be done as many times as a player wishes)
  • Attack, turn is finished.

Evolving Pokémon

If a card in your hand says “Evolve from ___,” and you have the Pokémon in play it evolves from, you may put that card on top of the starting Pokémon to evolve it. Keep all cards attached to evolving Pokémon, including Energy cards. Evolved Pokémon sustain previous damage. The abilities of the previous form of the Pokémon are no longer in effect, neither are the old attacks.

Trainer Cards

Follow the instructions in the text box on trainer cards. After they are used place them in the discard. You can play any number of Item cards you wish during a turn, however, supporter and stadium cards are limited to one per turn.

Retreat Active Pokémon

If an active Pokémon has accrued a lot of damage you may wish to retrieve it and put a Pokémon on the bench up to fight. This can also be done when there is a strong Pokémon on the bench ready for battle.

Discard 1 Energy card for each gray circle with the black star. If this symbol is not present, retreating is Energy free. Attached cards travel with Pokémon. Pokémon that are either asleep or paralyzed cannot retreat.

Effects from the active Pokémon subside when they retreat.


You may use as many abilities as you want or can. Most can be used prior to attacking. However, each is different, read the text carefully and follow instructions. Some abilities have particular conditions that must be fulfilled and some work on their own. Announce abilities so the opponent is aware of what you are using.


Once you are prepared, attack your opponent’s Pokémon. Once you attack your turn is finished, so be sure you are truly read before hand. Attacking consists of three steps:

1. Check the Energy on your Active Pokémon.

Pokémon’s need sufficient energy to attack. Attach required Energy cards that correspond to the needed Energy. The descritption of the attack and Energy require is in the text box below the picture.

2. Check Opponent’s Weakness and Resistance

Various Pokémon are weaker or resistant to others, this is marked on the bottom left corner of the card. If that Pokémon has a weakness to it’s attacker it will suffer more damage, whereas if it is resistant it will suffer less damage.

3. Place Damage Counters on opponent’s Active Pokémon

While you attack your opponent, place a single damage counter on the attacked Pokémon for every ’10 damage’ your attack does. This is written to the right of the name of the attack. Once this is done, your attack is completed. You may check if the attack Knocked Out any Pokémon. Some attacks even effect the attacking Pokémon, pay careful attention to the attack’s outcomes.

If a Pokémon is knocked out, choose a new Pokémoon fom the Bench to be active. In the event your opponent’s bench is empty, and they have no active Pokémon, you have won the game.

Betweeen-Turn Steps

Before the next player can continue, Special Conditions must be attended to in this order:

  1. Poisoned > Pokémon takes damage. Place a poison marker on it.
  2. Burned > Pokémon takes damage. Place a burn marker on it. Between turns the owner of the burned Pokémon flips a coin, if they flip tails they must place 2 damage counters on the Pokémon.
  3. Asleep > Turn card counter clockwise to indicate Pokémon is asleep. Between turns, the Pokémon’s owner flips a coin. If they flip heads, the Pokémon wakes up.
  4. Paralyzed > Turn card clockwise to indicate Pokémon is paralyzed.
  5. Confused > Confused Pokémeon are turned on their head. Berween turns flip a coin, if you flip a head your attack works normally. If you flip tails, the Pokémon gets 3 damage counters and the attack ceases.

After, apply ability effects.

Removing Special Conditions

Moving an active Pokémon to the bench removes it’s special conditions, however, some cannot be moved. Pokémon can only be paralyzed, asleep, or confused, but no combination of the three. However, since burns and poision use markers, it can be both burned and confused or poisoned and asleep.





Nakoa Davis

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