Version 8
Advanced RulebookAdvanced RulebookAdvanced RulebookAdvanced RulebookAdvanced Rulebook
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Table of Contents
Do You Already Know How to Play the Pokémon Trading Card Game? . . . . . . . . . .2
Advanced Rules
What’s New in the
Pokémon: Expedition
Set? . . . . . . . . . . . . . . . . . . . . . . .2
Another Way to Win . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Using Pokémon Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Evolving a Stage 1 Pokémon to Stage 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Weakness and Resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Order of What You Do in an Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Special Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
How Special Conditions Work Together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
After Each Player’s Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Complete Rules Reference
What Do You Need to Play? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
What’s the Pokémon Game Like? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Object of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Let’s Play! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
What Can You Do during Your Turn? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
What Happens after Each Player’s Turn? . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
How Do Special Conditions Work? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Can Your Pokémon Be Asleep and Confused at the Same Time? . . . . . . . . . . . . . . .18
Why Are There So Many Different Cards? . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
How Do You Make a New Deck? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Expert Rules
What Counts as an Attack? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
In What Order Do You Do Your Attack? . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
How Do You Figure Out the Damage? . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
In What Order Do Things Happen after Each Player’s Turn? . . . . . . . . . . . . . . . . .21
Pokémon that Refer to Themselves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Illegal Evolutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
How Do You Retreat Using Double Energy Cards? . . . . . . . . . . . . . . . . . . . . . . .22
What Happens if a Card Tells You to Draw More Cards than You Have Left? . . . . . . . .23
What Happens if
Neither
Player Gets a Basic Pokémon Card
in His or Her First 7 Cards? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
What Happens if Both Players Win at the Same Time? . . . . . . . . . . . . . . . . . . . .23
What’s Sudden Death? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Playing with the e-Reader
Using the e-Reader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
If You Scan the Bottom Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
If You Scan the Side Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
About E-Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
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Pokémon-e Cards: Pokémon-e cards are a new series of Pokémon
cards that have electronic codes (e-codes) printed on them. E-codes are read using the
e-Reader, an expansion cartridge available for the Game Boy Advance™. Each e-code
contains Pokédex information for that card’s Pokémon, as well as extra features, such
as animated movies or minigames. Pokémon-e cards are fully compatible with all
Pokémon TCG expansions. You don’t need the e-Reader to play the Pokémon
trading card game using Pokémon-e cards. The reader just tells you interesting
facts or lets you play other games. The rules for Pokémon-e cards are the same
as the rules for the original Pokémon TCG.
Another Way to Win
You already know that you win if you take all of your Prizes or if your opponent has
no Benched Pokémon to replace his or her Active Pokémon if it gets Knocked Out or
otherwise removed from play.You also win if your opponent’s deck is out of cards at
the beginning of his or her turn.
Using Pokémon Powers
Some Pokémon have special “Pokémon Powers. They can use these powers when they’re
your Active Pokémon or even when they’re on your Bench. Many of these powers can
be used
before
you attack—so you get to use a power and still attack! Each Pokémon
Power is different, though, so you should read carefully to see how each power works.
Evolving a Stage 1 Pokémon to Stage 2
A Stage 1 Pokémon evolves to Stage 2 the same way that a Basic Pokémon evolves to
Stage 1. You play a Stage 2 Pokémon in your hand on top of the matching Stage 1
Pokémon in play (either your Active Pokémon or one of your Benched ones).
Remember that the evolving Pokémon keeps all cards attached to it (Energy cards,
Evolution cards, etc.) and any damage it might already have, but the old attacks and
Pokémon Powers of the Pokémon it evolved from go away.
You can’t evolve a Pokémon that you just evolved that turn (so you can’t evolve a
Basic Pokémon to Stage 1 and then evolve it again to Stage 2 that same turn). And
you can’t evolve a Basic Pokémon directly to Stage 2. It has to evolve to Stage 1 first!
Do You Already Know How to Play the Pokémon
Trading Card Game?
If you don’t, the Pokémon
®
Starter Set has all the basic rules you need to learn
to play. You should know the things in the Starter Set rules before you read this
Advanced Rulebook. If you haven’t played the Pokémon trading card game before,
but you have played other trading card games, you might be able to figure out
everything from this rulebook. But if trading card games are new to you,
you’ll want to look at the Starter Set rules first. This rulebook covers the new rules
that you’ll need for cards not in the Starter Set on pp. 2–5. Then this rulebook
has a Complete Rules Reference section after the Advanced Rules. (There are also
a few rules that come up very rarely, covered in a section called “Expert Rules.”)
Advanced Rules
What’s New in the
Pokémon:
Expedition
™ Expansion?
New “Burn” attack and “Burned” Special Condition: Fire
Pokémon get a boost with the new special attack Burn. If a Pokémon is Burned, place
a “Burn marker” on it to show that it’s Burned. A Pokémon stays Burned until something
removes it (for example, retreating or evolving the Burned Pokémon). As long as it’s
still Burned, flip a coin after each player’s turn. If tails, place 2 damage counters on it,
ignoring Weakness and Resistance.
Two new types of Trainer cards—Supporter cards and
Technical Machine cards:
You can play only 1 Supporter card each turn.When
you play a Supporter card, put it next to your Active Pokémon.When your turn ends,
discard the Supporter card whether you used it or not. A Technical Machine card is
attached to 1 of your Pokémon in play. That Pokémon may use the Technical Machine
card’s attack instead of its own. As with a Supporter card, you must discard a Technical
Machine card at the end of your turn whether you used it or not.
Expanded Pokémon Powers: Some Pokémon have special “Pokémon Powers.
“Pokémon Powers” are now divided into two categories: Poké-Powers and Poké-Bodies.
Poké-Powers are once-per-turn powers that you must choose to use. A Poké-Body is
activated as soon as the card is in play. Each Pokémon Power is different, though, so
you should read carefully to see how each power works. In addition,all Special Conditions
(not just Sleep, Confused, and Paralyzed) turn off Pokémon Powers. So if your Pokémon
has a Special Condition on it, you can’t use its Poké-Power and its Poké-Body is shut
off until you remove the Special Condition.
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Weakness and Resistance
Some Pokémon have a Weakness or Resistance to certain other types of
Pokémon. (For example, Charmander has a Weakness to
oW
Pokémon.) A
Defending Pokémon takes double damage from a Pokémon that it has a
Weakness to, and it takes 30 less damage from a Pokémon that it has
Resistance to. That’s all there is to it!
Order of What You Do in an Attack
Usually, an attack won’t depend on the order you do things in, but if it does, then
this is how you’ll figure it out! First, you pay any costs (discarding Energy cards, for
example) before seeing what the attack does. Then damage comes before any other
effects.Also, you need to figure out any Weakness before other effects that might change
the amount of damage.
Special Conditions
Some attacks make the Defending Pokémon Asleep, Burned, Confused, Paralyzed, or
Poisoned. These conditions (Asleep, Burned, Confused, Paralyzed, and Poisoned) are called
“Special Conditions. Special Conditions don’t happen to a Benched Pokémon, only to
an Active Pokémon—in fact, if a Pokémon goes to the Bench, these things are removed
from it! Evolving a Pokémon also means that it’s no longer affected by a Special
Condition. Also, anything else that’s the result of an attack (besides damage—damage
counters stay!) goes away if the Pokémon goes to the Bench or evolves (for example,
the results of Sandshrew’s Sand-attack go away).
Asleep
If a Pokémon is Asleep, it can’t attack or retreat.As soon as a Pokémon is Asleep, turn
it sideways to show that it’s Asleep. After each player’s turn, flip a coin. On heads, the
Pokémon wakes up (turn the card back right-side up), but on tails it’s still Asleep, and
you have to wait until after the next turn to try to wake it up again. You may flip
to awaken a Pokémon right after the turn it becomes Asleep.
Burned
If a Pokémon is Burned, place a “Burn marker” on it to show that it’s Burned. As long
as it’s still Burned, flip a coin after each player’s turn. If tails, place 2 damage counters
on it, ignoring Weakness and Resistance. If an attack would burn a Pokémon that’s
already Burned, it doesn’t get doubly Burned; instead, the new Burn condition replaces
the old one. Make sure whatever you use for a Burn marker looks different from a
damage counter.
4 5
Confused
If a Pokémon is Confused, you have to flip a coin whenever you try to attack with
that Pokémon or whenever you try to make it retreat. Turn a Confused Pokémon with
its head pointed toward you to show that it’s Confused.
When you try to have a Confused Pokémon retreat, you first have to pay the Retreat
Cost by discarding Energy cards from the Pokémon. Then flip a coin. On heads, you
retreat the Pokémon normally. On tails, the retreat fails, and that Pokémon can’t try
to retreat again that turn.
When you attack with a Confused Pokémon, you flip a coin. On heads, the attack works
normally, but on tails your Pokémon attacks itself with an attack that does 20 damage.
(If your Pokémon has Weakness or Resistance to its own type, or if there’s some other
effect that would alter the attack, apply these things as usual.)
On tails, the Active Pokémon does 20 damage to
itself even if its attack normally doesn’t do damage
(like Squirtle’s Withdraw attack).
Paralyzed
If a Pokémon is Paralyzed, it can’t attack or retreat. Turn the Pokémon sideways
to show that it’s Paralyzed. If an Active Pokémon is Paralyzed, it recovers after
its player’s next turn. Turn the card right-side up again.
What this means is that if your Pokémon get Paralyzed,
it will be out of action on
your
next turn, and then it
will be okay again.
Poisoned
If a Pokémon is Poisoned, put a “Poison marker” on it to show that it’s Poisoned.
As long as it’s still Poisoned, place a damage counter on it after each player’s
turn, ignoring Weakness and Resistance. If an attack would poison a Pokémon
that’s already Poisoned, it doesn’t get doubly Poisoned; instead, the new Poison condition
replaces the old one. Make sure whatever you use for a Poison marker looks different
from a damage counter.
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How Special Conditions Work Together
If a Pokémon is Asleep, Confused, or Paralyzed, and a new attack is made
against it that makes it Asleep, Confused, or Paralyzed, the old condition is
erased and only the new one counts. But these three conditions are the only attack
effects that erase each other. So, for example, a Pokémon can be Confused and Poisoned
at the same time!
After Each Player’s Turn
Sometimes there are things to do after your turn is over but before your opponent’s
turn starts. After each player’s turn, if either player’s Active Pokémon is Poisoned, it’ll
take damage; if it’s Burned, it might take damage; and if it’s Asleep or Paralyzed, it
might recover. Then the next player’s turn starts.
Complete Rules Reference
What Do You Need to Play?
Well, you and your opponent each need your own deck of 60 cards, a coin to flip, and
some counters to mark damage to your Pokémon.You can use pennies or whatever else
you want if you run out of counters.
What’s the Pokémon Game Like?
You and your opponent are Pokémon trainers, battling it out to see who’s the greatest
Pokémon trainer of all time! You and your deck of cards (those are your Pokémon and
the abilities you have as a trainer) will fight against your opponent and his or her
deck.
You’ll have one Pokémon, called your “Active Pokémon, fighting for you.You can have
other Pokémon waiting behind the Active Pokémon on your “Bench. If your Active
Pokémon loses the fight by getting Knocked Out, then you pick one of those Pokémon
on your Bench to be your new Active Pokémon.
Object of the Game
You win if you Knock Out 6 of your opponent’s Pokémon.You keep track of this with
Prize cards that you put aside at the start of the game. Each time you Knock Out one
of your opponent’s Pokémon, you take one of your own Prizes (not your opponent’s!)
and put it into your hand.
You win when you take your last Prize (this shows you’ve Knocked Out 6 Pokémon).
76
You also win if your opponent’s deck is out of cards at the beginning of his or
her turn.
You also win if your opponent has no Pokémon on the Bench to replace his or
her Active Pokémon, and his or her Active Pokémon gets Knocked Out. That
means there’s no one for your Pokémon to fight against, so you win!
Starting the Game
Flip a coin to decide who goes first.You can use your special Pokémon coin, if you
have one.
Shuffle your deck and draw a starting hand of 7 cards. Put the rest of your deck
face down in front of you.
You and your opponent each choose a Basic Pokémon card from your hands and
put them face down. These will be your starting Active Pokémon.
Each player may, if he or she wishes,
choose up to 5 Basic Pokémon cards
from his or her hand and put them
face down on his or her Bench (this is
where Pokémon wait when they’re not
the Active Pokémon).
After each player has put down his or
her Basic Pokémon, put the top 6 cards
of your deck face down in front of you.
These are your Prizes, which you take
when your opponent’s Pokémon are
Knocked Out.You can’t look at a Prize
card until you take it.
Flip over all of the Active and Benched Pokémon that have been put on the table.
During the game, you’ll be putting more and more cards on the
table. All of the cards on the table that are in the Active
Pokémon area or on the Bench are referred to as being “in
play.Your deck, your Prizes, and the cards in your discard pile
are not considered “in play.
What If I Don’t Have a
Basic Pokémon Card in
My Hand?
Then show your hand to your opponent,
shuffle it back into your deck, and draw
7 new cards. Your opponent can then
choose to draw up to 2 extra cards. If
you still don’t have any Basic Pokémon
cards in your new hand, you repeat this
process, but your opponent gets to draw
up to 2 extra cards each time!
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Pokémon cards, Evolution cards, and Energy cards will
be on the table—“in play”—after you play them
from your hand.You can keep using those cards in
play turn after turn. Trainer cards, though, are used
once and then discarded.
9
8
Name
Evolution Stage
Attack Cost and Text
Collector Card Number
Rarity Symbol
Pokémon Type
(or Colorless)
Attack Damage
Pokémon Power
(or Attack Cost and Text)
Pokémon Card
Hit Points
Key to Energy symbols
oG
Grass
oR
Fire
oW
Water
oL
Lightning
oP
Psychic
oF
Fighting
oC
Colorless
oD
Darkness
oM
Metal
Energy cards
give your Pokémon
the Energy they need to use their
attacks.
Trainer cards
are played by
doing what they say and then
putting them in your discard pile.
Energy Card
Trainer Card
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11
DRAW a card.
You always begin your turn by drawing a card. (If your deck is empty at
the beginning of your turn so you can’t draw a card, the game is over, and your
opponent wins.)
Now DO ANY of these you want in whatever order you want:
• PUT Basic Pokémon cards on the Bench (as many as you want).
Choose a Basic Pokémon card from your hand and put it face up on your Bench.
You can have no more than 5 Pokémon on your Bench at any time, so you can
put a new Basic Pokémon card there only if your Bench has 4 or fewer Pokémon
on it. If your Active Pokémon gets Knocked Out (or leaves play for any other reason),
you have to replace it with a Pokémon from your Bench right away (or you lose
the game).
• EVOLVE Pokémon (as many as you want).
If you have a card in your hand that says “Evolves from so-and-so” and
so-and-so is the name of a Pokémon you already have in play, you may play that
card in your hand on top of the Pokémon so-and-so. This is called
“evolving” a Pokémon.
Example: Jayne has a card called Charmeleon that says “Evolves
from Charmander, and she has a Charmander card in play. She may play
the Charmeleon card on top of the Charmander card.
When a Pokémon evolves, it keeps all cards attached to it (Energy cards,
Evolution cards, etc.) and any damage it might already have, but the old
attacks and Pokémon Powers of the Pokémon it evolved from go away. All other
things about the Pokémon go away—Special Conditions (Sleep, Burn, Confusion,
Paralysis, Poison) or anything else that might be the result of an attack some
Pokémon made earlier.
Sorry, you can’t evolve a Pokémon that you just played
or evolved on that turn. Also, neither player can evolve
a Pokémon on the first turn. And finally, yes, you can evolve a
Pokémon on your Bench—that counts as “in play”!
2
1
Let’s Play!
As you play, you and your opponent take turns. During your opponent’s turn, you don’t
do anything except replace your Active Pokémon if it gets Knocked Out (see below).
During your turn, go through the steps below.
What Can You Do during Your Turn?
You can do lots of things during your turn! You always
draw a card first, and you always attack last. Here’s
everything you can do:
DRAW a card.
Now DO ANY of these you want in whatever order you want:
PUT Basic Pokémon cards on the Bench (as many as you want).
EVOLVE Pokémon (as many as you want).
ATTACH 1 Energy to 1 of your Pokémon (only once per turn).
PLAY Trainer cards (as many as you want).
RETREAT your Active Pokémon (as many times as you want).
USE Pokémon Powers (as many as you want).
ATTACK!
CHECK to make sure you have enough Energy attached to your
Active Pokémon to attack.
CHECK Weakness and Resistance of your opponent’s Pokémon.
PLACE damage counters on your opponent’s Pokémon.
CHECK to see if you Knocked Out your opponent’s Pokémon.
TAKE a Prize (if you Knocked Out your opponent’s Pokémon).
Your turn is OVER now.
4
3
2
1
10
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ATTACH 1 Energy to 1 of your Pokémon
(only once per turn).
Take an Energy card from your hand and
attach it to one of your Pokémon in play,either
your Active Pokémon or one of your Benched
ones, but NOT both (put it under the Pokémon
card).
• PLAY Trainer cards (as many as you want).
When you want to play a Trainer card, do what it says, then put it in the discard
pile.
• RETREAT your Active Pokémon (as many times as you want).
If your Active Pokémon has lots of damage counters on it, you might want to retreat
it and bring in one of the Pokémon on your Bench to fight instead. But on most
turns, you probably won’t retreat.
To retreat your Active Pokémon, you must discard one Energy attached to it for each
oC listed for its Retreat Cost. If there aren’t any oC for its Retreat Cost, it retreats
for free. (You’ll read more about costs in the “ATTACK!” section.) Then you can switch
it with a Pokémon from your Bench. Keep damage counters, Evolution cards, and
Energy cards (other than the ones you had to discard) with the 2 Pokémon when
they switch.
A Pokémon that is Asleep or Paralyzed can’t retreat. A Confused Pokémon can
try
to
retreat, but it might not succeed. (Why this might happen will be explained later on
in the rules.)
When your Active Pokémon goes to your Bench (whether it retreated or got there
some other way), some things about it
do
go away—Special Conditions (Sleep, Burn,
Confusion, Paralysis, and Poison) and anything else other than damage that might be
the result of an attack some Pokémon made earlier.
If you retreat, you can still attack that turn with the new Active Pokémon.
• USE Pokémon Powers (as many as you want).
Some Pokémon have special “Pokémon Powers” that they can use when they’re in play.
(Remember, Benched Pokémon are “in play, too, so they can use
Pokémon Powers, if they have any.) Many of these Powers can be used before you
attack. Each Pokémon Power is different, though, so you should read
carefully to see how each power works.
A Pokémon Power isn’t the same as a Pokémon’s
attack, so if you use the Pokémon Power, you can
still attack!
ATTACK!
When you attack, you place damage counters on your opponent’s Active
Pokémon (also called the “Defending Pokémon”). This is the last thing you can do
during your turn—you can’t do anything else afterward. You are only allowed to
attack once during your turn (if your Pokémon has 2 attacks, it can use only 1 of
them each turn). Say the name of the attack you’re using, and then follow the rest
of the steps below!
• CHECK to make sure you have enough Energy attached to your Active
Pokémon to attack.
You can use an attack only if you have at least the required amount of Energy
attached to your Active Pokémon.
The required amount is written
to the left of the attack name.
Any kind of Energy—
oG
,
oR
,
oW
,
oL
,
oP
,
oF
,
oC
,
oD
, or
oM
—can count toward
Colorless Energy requirements (
oC
). But for the other eight kinds of Energy, only
Energy of the appropriate kind counts toward Energy requirements of that kind. For
example, you can use an attack with
oR oR oC
next to it only if that Pokémon has
at least 3 Energy attached to it, at least 2 of which are
oR
Energy.
3
1312
Unlike most of the other things you
can do during your turn, you may do
this only once during your turn. Also,
remember that you can attach an
Energy card to a Pokémon on your
Bench. After all, that’s “in play, too!
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• CHECK to see if your Pokémon Knocked Out your opponent’s Pokémon.
If a Pokémon ever has total damage at least equal to its Hit Points (for example, 4
or more damage counters on a Pokémon with 40 HP), it’s immediately knocked out.
TAKE a Prize (if you Knocked Out your opponent’s Pokémon).
Whenever you Knock Out your opponent’s Pokémon, your opponent puts its Basic
Pokémon card and all cards attached to it (Evolution cards, Energy cards, and so on)
in his or her discard pile. You then choose one of your Prizes (you do this even if
your opponent Knocked Out his or her own Pokémon!) and put it into your hand.
After that, your opponent must replace his or her Active Pokémon with a Pokémon
from his or her Bench. (If your opponent can’t do this because his or her Bench is
empty, you win!) If your Active Pokémon and your opponent’s Active Pokémon are
Knocked Out at the same time, the player whose turn it is replaces his or her
Pokémon
last
. The player whose turn it is chooses his or her Prize last as well.
Your turn is OVER now.
Sometimes there are things to do after your turn is over but before your
opponent’s turn begins. After you do those things, your opponent’s turn begins.
4
14 15
Tackle does 10
damage to the
Defending Pokémon.
Bulbasaur’s
first attack is
called Tackle.
Bulbasaur needs to have
1
oC
Energy attached to use
this attack.
• CHECK Weakness and Resistance of your opponent’s Pokémon.
Some Pokémon have Weakness or Resistance to Pokémon of certain other types.
(For example, Charmander has Weakness to
oW
Pokémon.) Look to see if the
Defending Pokémon has Weakness or Resistance to the attacking Pokémon’s type.
A Defending Pokémon takes double damage from a Pokémon that it has Weakness
to, and it takes 30 less damage from a Pokémon that it has Resistance to. So how
do you do damage in the first place?
PLACE damage counters on your opponent’s Pokémon.
When you attack, place a damage counter on your opponent’s Active Pokémon for each
10 damage your Pokémon’s attack does (written to the right of the attack name). If
an attack says to do something, be sure to do that, too!
You have to have the required amount of Energy attached to a
Pokémon to use its attack, but you don’t have to discard those
cards to attack. The cards stay attached to your Pokémon unless
the attack says otherwise!
Usually the attack doesn’t depend on the order you do this in,
but if it does, then this is how you figure it out! First, you pay
any costs (discarding Energy cards, for example) before seeing
what the attack does. Then damage comes before any other
effects. Also, Weakness is applied before other things that might
change the amount of damage.
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Paralyzed
If a Pokémon is Paralyzed, it can’t attack or retreat. Turn the Pokémon sideways to
show it’s Paralyzed. If an Active Pokémon is Paralyzed, it recovers after its player’s next
turn. Turn the card right-side up again.
Poisoned
If a Pokémon is Poisoned, place a “Poison marker” on it to show that it’s Poisoned. As
long as it’s still Poisoned, place a damage counter on it after each player’s turn, ignoring
Weakness and Resistance. If an attack would poison a Pokémon that’s already Poisoned,
it doesn’t get doubly Poisoned; instead, the new Poison condition replaces the old one.
Can Your Pokémon Be Asleep and Confused at the
Same Time?
If a Pokémon is Asleep, Confused, or Paralyzed, and a new attack against it
causes it to become Asleep, Confused, or Paralyzed, the old condition is erased
and only the new one counts. But these three conditions are the only attack effects
that erase each other. For example, a Pokémon can be Confused and Poisoned at the
same time.
Okay!
You’ve read the Advanced Rules, so now you know enough to
handle almost anything that might come up in a Pokémon
game. Once you master all of these rules, you can take a look at the
Expert Rules on p. 19 to fine-tune your Pokémon knowledge.
Why Are There So Many Different Cards?
One of the things that makes the Pokémon game different from other card games
is that it’s a trading card game. This means that there are lots of different cards that
you can collect and trade with your friends. Also, you aren’t limited to just playing the
decks you buy—you can use all of the different cards you have to create totally new
decks! A lot of the fun of a trading card game comes from making different decks that
use different strategies.
1716
What Happens after Each Player’s Turn?
After each player’s turn, if either player’s Active Pokémon is Poisoned, it takes damage;
if it’s Burned, you might take damage; and if it’s Asleep or Paralyzed it might recover.
Then the next player’s turn begins.
How Do Special Conditions Work?
Some attacks cause the Defending Pokémon to be Asleep, Burned, Confused, Paralyzed,
or Poisoned. These conditions are called “Special Conditions. They don’t happen to a
Benched Pokémon, only to an Active Pokémon—in fact,if a Pokémon goes to the Bench,
Special Conditions are removed from it. And evolving a Pokémon also means it’s no
longer affected by a Special Condition.
Asleep
If a Pokémon is Asleep, it can’t attack or retreat. As soon as a Pokémon is
Asleep, turn it sideways to show that it’s Asleep. After each player’s turn, flip a coin. On
heads, the Pokémon wakes up (turn the card back right-side up), but on tails it’s still
Asleep, and you have to wait until after the next turn to try to wake it up again.
Burned
If a Pokémon is Burned, place a “Burn marker” on it to show that it’s Burned. As long
as it’s still Burned, flip a coin after each player’s turn. If tails, place 2 damage counters
on it, ignoring Weakness and Resistance. If an attack would burn a Pokémon that’s
already Burned, it doesn’t get doubly Burned; instead, the new Burn condition replaces
the old one. Make sure whatever you use for a Burn marker looks different from a
damage counter.
Confused
If a Pokémon is Confused, you have to flip a coin whenever you try to attack with it
or whenever you try to make it retreat. Turn a Confused Pokémon with its head pointed
toward you to show it’s Confused.
When you try to make a Confused Pokémon retreat, you first have to pay the Retreat
Cost by discarding Energy cards. Then flip a coin. On heads, you retreat the Pokémon
normally. On tails, the retreat fails, and that Pokémon can’t try to retreat again that
turn.
When you attack with a Confused Pokémon, you flip a coin. On heads, the attack works
normally, but on tails your Pokémon attacks itself with an attack that does 20 damage.
(If your Pokémon has Weakness or Resistance to its own type, or if there’s some other
effect that would alter the attack, apply these things as usual.)
300_017966_001ENedit.qxd 7/26/02 1:04 PM Page 16
Expert Rules
This section answers some questions that don’t come up very often—but if they do,
you’ll be glad to have the answers!
What Counts as an Attack?
Anything written on a Basic Pokémon or Evolution card under the picture where attacks
are (except for a Pokémon Power) is considered an attack. And an attack is always
considered to be
against
the Defending Pokémon, even if it doesn’t do anything to that
Pokémon. So, for example, Marill’s Defense and Sunkern’s Growth are attacks against the
Defending Pokémon and would be prevented by an effect like Spinarak’s Scary Face.
In What Order Do You Do Your Attack?
The exact steps to go through when attacking are listed here. For most attacks, it won’t
matter what order you do things in, but if you have to work your way through a really
complicated attack, follow these steps in order and you should be fine.
a) If the Defending Pokémon is a Baby Pokémon, flip a coin to see if your turn
ends without an attack. (If your turn ends without an attack, don’t do any of
the other steps. You’re done now.)
b) Announce which attack your Active Pokémon is using. Make sure your Pokémon
has enough Energy cards attached to it to use the attack.
c) If necessary, make any choices the attack requires you to make. (For example,
Natu’s Telekinesis attack says “Choose 1 of your opponent’s Pokémon.
So you choose now.)
d) If necessary, do anything the attack requires you to do in order to use it. (For
example, discard Energy cards, as in Flaaffy’s Discharge attack, which makes you
discard all oL Energy cards attached to Flaaffy in order to use it.)
e) If necessary, apply any effects that might alter or cancel the attack. (For example,
if your Pokémon was hit last turn by Lv. 35 Quilava’s Smokescreen attack, that
attack said that if you tried to attack with that Pokémon during your next turn,
you should flip a coin. If tails, your Pokémon’s attack does nothing.)
f) If your Active Pokémon is Confused, check now to see if the attack fails.
g) Do whatever the attack says. Do any damage first, then do any other effects,
and, finally, Knock Out any Pokémon that have damage greater than or equal
to their Hit Points.
How Do You Make a New Deck?
To make a new deck, first notice that all of the cards other than the Trainers have different
Energy types on them.Your deck should probably include one or two of the basic Energy
types, and you can choose to add some Colorless (
oC
) Pokémon if you like. If you just
choose one Energy type, you will always have the right kind of Energy for your Pokémon
but not as much variety. If you have several Energy types, you’ll have more Pokémon to
choose from, but you’ll run the risk of sometimes not drawing the right type of Energy for
your Pokémon. And be sure your deck has enough Energy cards (most decks need 25 to
30).
Once you choose your Energy types, pick Pokémon and Trainer cards that work well
together. Do you want to build up big Pokémon to crush your opponent? Then put in
a lot of Evolution cards and some Trainer cards, like New Pokédex, that help you find
those Evolution cards. Do you want to do a lot of damage to your opponent’s Pokémon
very quickly? Then pick Pokémon that don’t need to be evolved and cards, like Base
Set 2 PlusPower, that do extra damage.
After you make your deck, play it as often as you can against as many other decks as
you can. See what works and what doesn’t, and then make changes. If you keep working
at it, you’ll have a deck that will show everyone you’re the greatest Pokémon Master
of all time!
18 19
Your deck has to have
exactly
60 cards, and you can’t have more than 4 of any
one card other than basic Energy cards in your deck (the basic Energy cards are
oG
,
oR
,
oW
,
oL
,
oP
, and
oF
). A card counts as the same as another card if it has the
same name—it doesn’t matter whether the cards have different art or come from
different sets. So, for example, you could have 4 Misty’s Staryu and 4 Staryu in your deck,
but you can’t have more than 4 Pokémon named Staryu total even if they were different
versions of Staryu.
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How Do You Figure Out the Damage?
Usually the amount of damage an attack does won’t depend on the order in which you
do things. But if you have to figure out an attack in which a lot of different things
might change the damage, follow these steps in order (skip any steps that don’t apply
to that attack).
a) Start with the base damage. This is the number written to the right of the attack,
or, if that number has an
x
,
,
+
, or
?
sign next to it, it’s the amount of damage the
attack text tells you to do.
b) Apply any effects the Active Pokémon has that affect the base damage dealt (for
example, Base Set 2 Scyther’s Swords Dance). Then if the base damage is 0 (or
if the attack doesn’t do any damage at all),just stop figuring the damage.You’re
done now. Otherwise, keep going.
c) Double the damage if the Defending Pokémon has Weakness to the attacking
Pokémon’s type.
d) Subtract 30 damage if the Defending Pokémon has Resistance to the attacking
Pokémon’s type.
e) Figure out damage effects of Trainer cards (like Base Set 2 PlusPower) and
Darkness Energy cards on the attacking Pokémon.
f) Figure out damage effects of Trainer cards that affect the whole play area (like
Sprout Tower).
g) Figure out damage effects of Trainer cards and Energy cards on the Defending
Pokémon (like Base Set 2 Defender or Metal Energy).
h) Apply any relevant effects resulting from the Defending Pokémon’s last attack
(for example, Base Set 2 Onix’s Harden) or any relevant Pokémon Powers.
i) For each 10 damage the attack ends up doing, place 1 damage counter on
the Defending Pokémon. (If at this point the damage done turns out to be less
than 0, don’t do anything.)
j) Now that damage has been done, if the attack does anything other than damage, do
all of that.
In What Order Do Things Happen after Each Player’s Turn?
Usually it doesn’t matter in what order you do things after each player’s turn,
but if things get complicated, follow these steps in order.
a) Place damage counters on any Poisoned Pokémon.
b) Flip to see if Burned Pokémon take damage.
c) Flip to see if Asleep Pokémon recover, and have Paralyzed Pokémon recover.
d) Flip to see if Pokémon with Char counters get damage counters placed on them.
e) Place damage counters on any Pokémon with
oD
Energy attached to them (except
for
oD
Pokémon and ones with Dark in their names).
If a Pokémon has a Pokémon Tool card attached to it and that card does something
between turns, that card can be used at any time between turns that the person who
played the Pokémon wants.
If your Pokémon and your opponent’s Pokémon are Knocked Out at the same time
between turns or during an attack, the player who is about to take a turn replaces his
or her Pokémon first (and chooses his or her Prize first as well).
Pokémon that Refer to Themselves
Sometimes a Pokémon refers to itself by name. For example, Aipom’s Pilfer attack says
“Shuffle Aipom and all cards attached to it into your deck. Read the name as “this
Pokémon” if the attack somehow gets used by another Pokémon. So if Togetic copies
Aipom’s Pilfer with Super Metronome, Togetic would get shuffled into its player’s deck,
just as if Togetic said “Shuffle this Pokémon and all cards attached to it into your deck”
on it.
Illegal Evolutions
Whenever you evolve a Pokémon, the Evolution card has to say it “Evolves from” the
name of the Pokémon it goes on top of (unless you’re using Base Set 2 Pokémon
Breeder, which specifically lets you get around this rule). So if, for example, your Active
Pokémon is Togetic, and the Defending Pokémon is the Magikarp from the
Team Rocket
expansion, you can’t use Togetic’s Super Metronome to copy Magikarp’s Rapid Evolution
attack and evolve Togetic into Gyarados.
How Do You Retreat Using Double Energy Cards?
Paying Retreat Costs can get confusing with Double Energy cards. Here’s the way it
works: Discard Energy cards one at a time until you’ve paid the Retreat Cost (or maybe
more). Once you’ve paid the cost, you can’t discard any more cards. For example, suppose
your Pokémon has a Retreat Cost of
oC oC
and it has two
oW
Energy cards and a
oC oC
Energy card attached. You can pay the Retreat Cost in several ways—by
discarding
oC oC
, by discarding 2
oW
, or by discarding
oW
first and then
oC oC
.You
can’t discard all 3 cards, though.
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What Happens if a Card Tells You to Draw More Cards
than You Have Left?
If a card tells you to do something to a certain number of the top cards of your deck,
and you have fewer cards than that left in your deck, do whatever you’re supposed to
do to the cards that you have left and continue play as normal. For example, if a card
tells you to draw 7 cards or to look at the top 5 cards of your deck, and you have
only 3 cards left in your deck, you draw the top 3 or look at the top 3. Remember,
you lose if you can’t draw a card at the beginning of your turn, not if you can’t draw
one because a card told you to.
What Happens if
Neither
Player Gets a Basic Pokémon
Card in His or Her First 7 Cards?
Sometimes neither you nor your opponent get any Basic Pokémon cards in your first
hands of 7 cards. If this happens, both players shuffle and draw 7 new cards. In this
case, neither player gets to draw the extra 2 cards. Repeat this process until at least
one of the players has a Basic Pokémon card in his or her hand of 7 cards. If the
other player still doesn’t have a Basic Pokémon card in his or her hand, that player
can shuffle and draw 7 new cards, but the player who already has a Basic Pokémon
card can draw up to 2 extra cards as usual. Continue this process until each player
has a Basic Pokémon card in his or her hand of 7 cards.
What Happens if Both Players Win at the Same Time?
You win if you take your last Prize or if your opponent has no Benched Pokémon to
replace his or her Active Pokémon if it gets Knocked Out or otherwise removed from
play. But it might happen that both players “win” in one of these ways at the same
time. If this happens, play Sudden Death. But if you win in both ways and your opponent
wins in only one way, you win!
What’s Sudden Death?
If Sudden Death occurs, play a new Pokémon game, but have each player use only
1 Prize instead of the usual 6. Except for the number of Prizes, treat the Sudden Death
game like a whole new Pokémon game: Set everything up again, including flipping
a coin to see who goes first. The winner of this game is the overall winner. It may
happen that the Sudden Death game also ends in Sudden Death; if that happens, just
keep playing Sudden Death games until somebody wins.
Playing with the e-Reader
Using the e-Reader
All Pokémon-e cards (except for foils) have e-codes on the bottoms of the cards;
some have codes on the sides of the cards as well.You can scan the e-codes and get
a readout using a Game Boy Advance and an e-Reader (each sold separately). Scanning
the codes allows you to look up a Pokémon’s Pokédex information. Some cards have
animated movies or minigames encoded on them. (For information on connecting your
Game Boy Advance and the e-Reader or on how to scan the cards, refer to the manual
that came with your e-Reader.)
If You Scan the Bottom Code . . .
. . . you can look up information on Pokémon, find other data on Pokémon, or look
up the meanings of game terms. (Code content varies by card.)
• Pokémon Screen
This is the Pokédex. You can look up the stats (name, number, height, weight, and so
on) of the Pokémon on the scanned card.
• Card Screen
This screen displays tips on how to play the scanned card. (For Trainer cards and Energy
cards, this is the first screen displayed when you scan the card.)
• Data Screen
This screen details the content of the side code on the scanned card. If the scanned
card doesn’t have a side code, this screen doesn’t display.
• Evolution Screen
This screen displays the evolution chart of the Pokémon on the scanned card. The Basic
Pokémon, Stage 1 Pokémon, and Stage 2 Pokémon (if applicable) are displayed one by
one. (If the Pokémon on the scanned card doesn’t evolve, this screen doesn’t display.)
• Dictionary Screen
This screen displays definitions of Pokémon TCG terminology used in the text of
the card screen.You can look up the meanings of selected words from this screen.
If You Scan the Side Code . . .
. . . you can watch an animated movie or play a minigame. Some of these extra
features require you to scan more than one card. (Code content varies by card.)
• E-Game Mini
Lets you play a minigame.
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E-Anime
Lets you watch a short animated feature.
E-Construction
Includes various features, such as a melody box.
For detailed explanations of e-game minis, e-animes, and other special code features,
refer to the Pokémon-e manual that came with your e-Reader.
About E-Tools
In addition to games and other features, the side codes on Pokémon-e cards also
contain e-tools. E-tools are a collection of utilities, such as a coin flipper and a battle
timer, that help you play the
Pokémon TCG.
Coin Flipper
Some codes contain a coin flipper
that you can use when a card or
effect tells you to flip a coin.
Battle Timer
Some codes contain a battle timer
that you can use to play timed
matches. The battle timer times all
parts of a game, except for
mandatory end-of-turn effects like
Poison damage. Use the L and R
buttons on the Game Boy Advance
to start or stop the timer.
Glossary
Active Pokémon: Your Pokémon that’s in front of all of your other Pokémon. Only the Active
Pokémon can attack.
attach: When you take a card from your hand and put it on one of your Pokémon in play.
attack: 1) When your Active Pokémon fights your opponent’s Defending Pokémon.
2) The text written on each Pokémon card that shows what it does when it attacks (a Pokémon
can have one or two attacks on it).
Baby Pokémon: These are a special type of Basic Pokémon card. They can evolve into
other Pokémon. If a Baby Pokémon evolves into a Basic Pokémon, it is treated as an
Evolved Pokémon, not a Basic Pokémon card. Cards that refer to Basic Pokémon refer
to these cards also.
basic Energy card:A Grass (
oG
), Fire (
oR
),Water (
oW
), Lightning (
oL
), Psychic (
oP
), or Fighting (
oF
)
Energy card.
Basic Pokémon card: A card that you can play directly from your hand on your turn to put a
Pokémon into play.
See
Evolution card.
Bench:Where your Pokémon go that are in play but aren’t actively fighting. They’re ready to come
out and fight if the Active Pokémon retreats or is Knocked Out.
counter: Something some cards tell you to place on a Pokémon as a reminder (for example,a Char
counter).A counter does not go away when you bench the Pokémon, but it does go away if
the Pokémon evolves (damage counters are a special exception to this rule).
See
damage
counter, Poison marker.
damage:What usually happens when one Pokémon attacks another.If a Pokémon has total damage
greater than or equal to its Hit Points, it is Knocked Out.
damage counter:A counter placed on your Pokémon to show it has taken damage. It stays on your
Pokémon even if the Pokémon is Benched or Evolved.
See
counter, Poison marker.
Defending Pokémon:Your opponent’s Active Pokémon during your attack.
discard pile: The pile of cards you’ve discarded. These cards are always face up. Anyone can look at
these cards at any time.
Energy card:The type of card that powers your Pokémon and makes them able to attack.
See
basic
Energy card.
Evolution card: A card you can play on top of a Basic Pokémon card (or sometimes on top of
another Evolution card) to make it stronger.
Hit Points: A number every Pokémon has, telling you how much damage it can take before it’s
Knocked Out.
in play:Your cards are in play when they’re on the table. Basic Pokémon cards,Evolution cards, and
Energy cards can’t be used unless they are in play.(The cards in your deck and your discard
pile, and your Prizes,are not in play,but your Benched Pokémon are.)
24
Are
Master?
to become a
ready
you
Pokémon
Are
Master?
to become a
ready
you
Pokémon
Number of times heads
has been flipped
Total number
of coin flips
Percentage of
heads/flips
Instructions on
how to use the
coin flipper
25
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Index
Asleep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 16, 17
Attacking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 19–20
order. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 19
Basic Pokémon . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 11, 22
Baby Pokémon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Bench . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 11
Benched Pokémon. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 15
Burned, Burn markers. . . . . . . . . . . . . . . . . . . . 2, 4, 5, 16, 21
Cards, different kinds. . . . . . . . . . . . . . . . . . . . . . . . . . . 8–9
drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 11, 22
Confused . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 5, 16, 17, 19
Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 15, 21
Damage, figuring. . . . . . . . . . . . . . . . . . . . . . . . . . 13–14, 20
Damage counters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Deckbuilding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Defending Pokémon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
e-Reader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23–24
Energy Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9, 12–13
Evolving, Evolution cards. . . . . . . . . . . . . . . . . . . . 3, 11–12, 21
Hit Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
In play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Knocked Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Paralyzed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 5, 6, 17
Poisoned, Poison markers . . . . . . . . . . . . . . . . . . . . . 5, 17, 21
Pokémon-e cards . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 23–24
Pokémon Powers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 13
Pokémon Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Prizes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 15
Resistance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 20
Retreating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12–13, 21
Special Conditions. . . . . . . . . . . . . . . . . . . . . . . 2, 4–6, 16–17
Sudden Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Trainer cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9, 12
Turn, order of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10–15
after each player’s . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Weakness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 20
Winning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 6–7, 22
Knocked Out:A Pokémon is Knocked Out if it has damage greater than or equal to its Hit Points.
That Pokémon goes to the discard pile, along with any cards attached to it.When one of your
opponent’s Pokémon is Knocked Out,you take one of your Prizes.
Pokémon: The colorful creatures that fight for you in the Pokémon trading card game. They are
represented in the game by Basic Pokémon and Evolution cards.
Poison marker:What you place on a Pokémon to remind you that it’s Poisoned.A marker goes away
if the Pokémon is Benched or Evolved.
See
counter, damage counter.
Pokémon Power:A special ability some Pokémon have. Pokémon Powers are now divided into two
categories: Poké-Power and Poké-Body. These are written in the same place attacks are, but
they always have the words “Poké-Power” or “Poké-Body” in front of them so that you can tell
they’re not attacks.
Pokémon Tool: These are a special kind of Trainer card that you can attach to your Pokémon to
help you. Each Pokémon can have only 1 Pokémon Tool attached to it at any time.
Prizes: The 6 cards you put face down at the start of the game. Every time one of your
opponent’s Pokémon is Knocked Out, you take 1 of your Prizes into your hand. When you
take your last Prize, you win!
Resistance: If a Pokémon has Resistance, it takes 30 less damage when attacked by Pokémon of a
certain type. Resistance is indicated in the lower middle of the card.
retreat:When you take your Active Pokémon and switch it with one of your Benched Pokémon.To
retreat, you must discard from the retreating Pokémon Energy equal to the Retreat Cost of
that Pokémon. This cost appears in the lower right-hand corner of the card.
Special Conditions:Asleep,Burned, Confused,Paralyzed,and Poisoned are called Special Conditions.
Stadium card:A kind of Trainer card that stays in play after you play it.It affects the game for as
long as it stays in play.Only one Stadium card can be in play at a time, so if there’s one on
the table already and a new one comes into play,discard the old one.
Sudden Death: Sometimes both players win at the same time. In this case, you play a shorter
version of the Pokémon game called “Sudden Death” (using only 1 Prize each instead of 6).
Trainer card:A card that you play during your turn by following the instructions on the card and
then discarding it.
Trainers’ Pokémon:Pokémon that have trainers’ names in their titles,like Misty’s Staryu.You can’t
evolve a regular Staryu into Misty’s Starmie, and you can’t evolve Misty’s Staryu into a
regular Starmie. Treat Staryu and Misty’s Staryu like two completely different Pokémon.
Weakness: If a Pokémon has Weakness, it takes double damage when attacked by Pokémon of a
certain type.Weakness is indicated in the lower left-hand corner of the card.
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Credits
Original Japanese Game
Producer: Tsunekaz Ishihara
Director: Takumi Akabane
Original Game Design: Tsunekaz Ishihara, Kouichi Ooyama, and Takumi Akabane
Game Development: Takumi Akabane, Daisaku Nishida, and Yukinori Torii
Art Direction: Milky Isobe
Card Illustration: Ken Sugimori, Mitsuhiro Arita, Keiji Kinebuchi, Kagemaru Himeno,
Atsuko Nishida, Miki Tanaka, Sumiyoshi Kizuki, Shin-ichi Yoshida, Tomokazu Komiya, Aimi
Tomita, Asuka Iwashita,Yuka Morii, Kyoko Umemoto, Motofumi Fujiwara, Masako Yamashita,
Satoshi Ohba, Hajime Kusajima, Toshinao Aoki, Yukiko Baba, Aya Kusube, Kimiya Masago,
and Hironobu Yoshida
Typesetting & Layout: Hideki Nakajima
Rulebook Writing & Editing: Takumi Akabane
Project Coordination: Masamichi Anazawa
Special Thanks To: Satoshi Tajiri, Ken Sugimori, GAME FREAK inc.
English-Language Version
Translation: Ron Foster
Game Development: Andrew Finch and Michael Gills
Editing: Jessica Beaven and Katsuyo Nagasawa
Rules Writing: Robert Gutschera
Art Direction: Dave Woods
Graphic Design: Jennifer McPhaill and Kristin Standiford
Typesetting: Katrina Svoboda
Business Direction (The Pokémon Company): Hiroaki Tsuru and Kenji Okubo
Business Coordination (The Pokémon Company): Junko Hanna
Brand Management: Keith Strohm, Laura Waniuk, and Justin Ziran
Project Management: Nelson Chang
Production Management: BJ Keeley and Mitzi McCart
Marketing Management: Kim Stern and Debbie Nihart
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Questions?
U.S., CANADA & LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
Renton WA 98057-0707
1-800-324-6496 (in the U.S.)
1-206-624-0933 (outside the U.S.)
AUSTRALIA
Wizards of the Coast, Australia
Locked Bag 8
Eastwood, NSW 2122
1-300-300-899
Have questions? Call Wizards of the Coast at (800) 324-6496 (in the U.S.)
or send email to [email protected].
You can also visit our website at www.wizards.com/Pokemon.
© 2002 Pokémon.
© 1995–2002 Nintendo/Creatures Inc./GAME FREAK inc.
™ & ® Nintendo.
Dot Code Technology is licensed by OLYMPUS OPTICAL CO., LTD.
Manufactured and distributed by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
Wizards of the Coast and the play-level logos are trademarks of Wizards of the Coast, Inc.
28
EUROPEAN HEADQUARTERS
Wizards of the Coast, Belgium
P.B. 2031
2600 Berchem
+32-70-233-277
FRANCE
Wizards of the Coast, France
c/o Hasbro France
Savoie Technolac C6
73383 Le-Bourget-du-Lac Cedex
FRANCE
+33-04-79-96-47-61
ITALY
Wizards of the Coast, Italia S.r.l.
Via G.Stephenson 43/a
20157 Milano
+39-02-39005006
U.K., EIRE & SOUTH AFRICA
Wizards of the Coast, U.K. Ltd.
2 Roundwood Avenue, Stockley Park
Uxbridge, Middx UB11 1AZ
08457-12-55-99 (U.K. except Ireland)
+44-208-744-5822 (Ireland, South Africa)
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POKÉMON TCG LEAGUE
New league begins January 2003.
The new league is called “Battle Zone,
and players at all levels are
welcome to battle every week . . .
and earn great prizes!
CHALLENGE SERIES
Starting October 2002,
enter one of these
regional tournaments
and take your game
to the next level!
For a complete schedule of events and to learn about special promotions and other
Pokémon® TCG community news, call (800) 396-4696 or go to www.wizards.com/Pokemon.
Join all your favorite Pokémon and
the millions of players who love em.
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