If you enjoy the Pokémon movies, television programme, or video games, you may also participate in the Pokémon trading card game (commonly known as the Pokémon TCG). This is a fantastic way to have a good time with your friends while also getting to see some great Pokémon battles in real life! Learn how to play the Pokémon Trading Card Game (TCG) in the section below.
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How to Play With Pokémon Cards
1.Setting Up Your Cards
Reshuffle the cards in your deck. Your deck should include precisely 60 cards, and it should have been well shuffled. For a well-balanced deck, energy cards should account for one-fourth to one-third of the cards, but you can use whatever proportions work best for you.
Whether you don’t have 60 cards to play with and you’re playing informally, check with your opponent to see if it’s okay to play with fewer than 60 cards in a deck. If it is, go to step 2. Check to see that both you and your opponent have the same number of cards in your decks!
Decide who will be the first to go. To determine who will begin, a coin toss is used. The first player does not have the ability to attack on their first turn.
Draw a total of seven cards. Take 7 cards from the top of the deck and place them face down in a separate location.
Locate your Basic Pokémon and capture it. Look through your hand of seven cards for a Basic Pokémon. Pokémon with no special abilities are represented with a box that says “BASIC” at the top of their cards. If you don’t have any Basics in your hand, shuffle your hand into your deck and draw another 7 cards from it. This is referred to as a mulligan. With each mulligan you conduct, your opponent has the option of drawing an additional card.
Choose one of your Pokémon that is currently active. To begin an attack, if you have at least one basic Pokémon in your possession, place the Pokémon you intend to use face down on the playing field a few inches in front of you. If you have any additional basic Pokémon cards in your hand, you may use them as your bench by placing them face down beneath your active Pokémon. The number of Pokémon you may have on your bench at any given moment is limited to 5.
Take a look at your six reward cards. You may examine your hand, but do not examine your winnings at this time. Stack these cards face down in a pile off to the side of the game board. Each time you eliminate one of your opponent’s Pokémon, you will receive a reward card in your possession. When you run out of reward cards, you are declared the winner. It is possible to utilize fewer prize cards in order to make the game go faster.
- For EX and GX Pokémon, there is a unique rule that must be followed. If you defeat an EX or GX Pokémon, you will receive two Prize Cards instead of one if you defeat a regular Pokémon.
- You do not take or retain the Prize Cards that your opponent has won, contrary to common assumption. Once you’ve defeated a Pokémon, you’ll pick Prize Cards from your own pile and place them in your own hand to use later.
Set the rest of your deck aside for the time being. As a general rule, these should be located on your right side, just opposite the reward cards. Your Discard Pile will be located just below your decking.
Make sure your cards are facing in the appropriate way. Prepare your Pokémon cards by turning them all face up when you are ready to begin. This includes both active and benched Pokémon cards. You should turn over your remaining cards in your hand, as well as your rewards and the remainder of your deck. You have the ability to see your hand, but not your deck or the reward cards.
2.Playing Your Cards
Draw a card at the start of your turn to begin the game.
The next step is not optional, contrary to common perception. You are not given the choice of deciding whether or not to draw a card from the deck.
Basic Pokémon should be placed on the bench. If you have a basic Pokémon in your hand, you can use that Pokémon to fill up a spot on your bench. You may repeat this process as many times as you wish. In most cases, unless a card on the field specifies otherwise, you can have up to five Pokémon on your bench.
Make use of energy cards. Each round (unless otherwise stated by a card on the field), you can connect one Energy card to one of your Pokémon by placing it below one of your Pokémon, underneath all pre-evolved versions.
Trainer cards should be used. These cards have explanations of their effects printed on the back of the card, and they allow you to do a variety of useful actions. Trainer cards may be divided into four categories: Items, Supporters, Tools, and Stadiums. During your turn, you can activate any number of Item and Tool cards; however, you can only activate one Supporter and one Stadium card. After they have been utilized, they are disposed of in the refuse pile. One of your Pokémon that doesn’t already have a tool linked to it can have a Pokémon Tool added to it. They remain there with the Pokémon until the Pokémon is knocked out, at which time they are both tossed together as waste. When you play with a stadium, it is situated horizontally between the fields of both players. When your opponent’s new stadium enters the game, this card is discarded from play. There are also unique energy cards that may be used to supply energy as well as perform another specific function that is specified on the card.
Evolve your Pokémon to become more powerful. In the event that you have evolution cards for a Pokémon that is now active or on your bench, you can evolve the Pokémon by placing the card on top of the Pokémon. Eventually, a Basic develops into a Stage 1, and a Stage 1 develops into a Stage 2. Unless you use an effect, you will not be able to evolve a Pokémon on the first round it is played, either by benching them or by evolving them. In addition, you are unable to develop Pokémon on your first turn.
Make use of a skill. Some Pokémon have abilities that can be utilized to create extraordinary effects, and this is one among them. These are detailed on their business cards. Due to the fact that abilities are not attacks, you may continue to attack after utilizing one or more abilities. Make a point of announcing your talents to your opponent so that they are aware of what you are doing.
Your Pokémon should be withdrawn. Retreating a Pokémon is the same as swapping it out for another Pokémon sitting on your bench. In most cases, you will be required to pay a retreat fee by losing the energy associated with that Pokémon. The total cost of the retreat will be indicated at the bottom of the card. You are only allowed to withdraw once every turn.
Attack the person who is against you. The final action you may do during your turn is to use one of your Pokémon to attack one of your opponent’s active Pokémon. After you make an attack, your turn is over. If you are the one who takes the initial turn, you are unable to attack. This action is discussed in further detail in the next section.
3.Attacking Your Opponent
Attack. In order to attack, you must have the correct quantity and kind of Energy required for the attack cost (which is shown on the card to the left of the attack name) linked to the Pokémon you want to use to launch the attack.
Some attacks necessitate the use of colorless energy. There are white stars to denote their presence, and they can represent any sort of energy. Other sorts of energy will be required for specialized assaults.
Take note of your opponent’s flaws. The majority of cards have a Weakness against a certain kind. The damage it receives will be increased if your Pokémon is one of the types that it is weak against.
Examine the resistance of the defending Pokémon. If your Pokémon is of a type that it is resistant to, it will take less damage from your attack.
4.Handling Special Conditions
Special conditions are negative status effects that can be applied to your active Pokémon when they are not restrained. Burned, poisoned, asleep, confused, and paralyzed are some of the possible outcomes. Among the spells, Poisoned, Burned, Asleep, and Paralyzed are those that have effects that occur between turns, and in that sequence.
Dealing with a Poisoned Pokémon is a difficult task. Poison markers should be placed on the Pokémon that has been poisoned. Each turn requires the removal of one damage counter.
Deal with a Pokémon that has been burned. If the Pokémon is Burned, place a Burned marker on it to indicate it. In between turns, you must flip a coin. If the coin flips over, the Pokémon suffers no burn damage. If you get a tails, you’ll have to put two damage counters on the burned Pokémon.
Burned follows a somewhat distinct set of rules when it comes to the Sun and Moon. If your Pokémon gets burned according to the Sun and Moon Burned rule, place a Burned marker on it (the bandage marker) to indicate it. During the intermission between rounds, place two damage counters on the Burned Pokémon. After then, the owner of the Burned Pokémon tosses a coin. With a head, the Pokémon is no longer burned, and you can remove the Burned marking from the Pokémon’s body. If it flops, it remains Burned.
Heal the Pokémon that has been injured. Returning a Pokémon to the bench is the quickest and most effective method of healing it. If it is sleeping or paralyzed, it cannot be retracted, but it can still be switched by applying effects. Trainer cards that heal status problems can also be used in conjunction with the game. If a Pokémon would be impacted by several circumstances that spin the card at the same time, only the most recent condition is taken into consideration.
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