Winning: You can win under 3 conditions. 1. Recieve all of your Prizes (four to six cards are set aside face down (certain cards in the game can enable you to turn them over) 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 re-shuffle 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 (flip a coin)
5. Flip all your benched and in play Pokémon over.
Since the game is now set up you and your opponent take turns battling, using trainers etc. It goes something like this-
1. Draw
2. You can do anything below in any order, any number of 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
More Information:
Energy: cards that allow Pokémon to use their abilities (must be attached to the Pokémon). Only one energy card can be given per turn turn.
Attacking: to use an attack, you must have the energy cards to power it up placed 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 revealed on the bottom part of the card. If it is attacked by the type it is weak against, the damage will then be doubled.
Damage Counters: Each damage counter equals 10 damage (that decreases hit points). When a Pokémon takes damage, add the appropiate amount of counters. When the counters equal the opponent's Pokémon's HP, that Pokémon is knocked out.
Knock Out: when a Pokémon takes damage that adds up to something over its HP level, it is automatically knocked out, unless trainer cards or Pokémon powers prevent that. 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 putting the equivalent energy cards (on it) during your turn to move this Pokémon to the bench and bring in another Pokémon.
Stats :
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.
|