Gin Rummy Pokemon Trading Card Game
Players 2 players 2 players
Age 10+ 6+
Duration 15-30 min 15-30 min
Category Card Games Card Games

Objective

The goal of Gin Rummy is to be the first player to arrange all (or most) of your cards into melds — either sets of matching cards or runs of consecutive cards in the same suit.

You score points by having less deadwood (unmatched cards) than your opponent. The first player to reach 100 points across multiple rounds wins the game.

Objective

In the Pokemon TCG, your Pokemon battle your opponent's Pokemon. You can win the game in 3 ways:

  1. Take all of your Prize cards — When you Knock Out an opposing Pokemon, you take one of your Prize cards and put it into your hand. If you're the first one to take your last Prize card, you win!
  2. Knock Out all of your opponent's Pokemon in play — If your opponent has no Pokemon left in play, you win the game!
  3. Your opponent has no cards left to draw — If your opponent has no cards in their deck at the beginning of their turn and cannot draw a card, you win!

Setup

Gin Rummy is played with a standard 52-card deck (no jokers). To set up a round:

  1. Shuffle the deck thoroughly.
  2. Deal 10 cards to each player, one at a time.
  3. Place the remaining cards face down in the center to form the stock pile.
  4. Flip the top card of the stock pile face up next to it to start the discard pile.
  5. The non-dealer decides whether to take the face-up card or pass. If they pass, the dealer may take it. If both pass, the non-dealer draws from the stock pile and play begins.
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Card Values

Each card has a point value used for calculating deadwood:

  • Ace — 1 point
  • Number cards (2–10) — Face value (e.g., a 7 is worth 7 points)
  • Jack, Queen, King — 10 points each

The total point value of your unmatched cards (deadwood) determines when you can knock and how the round is scored.

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How to Play

Players alternate turns. On each turn you must:

  1. Draw one card — Take either the top card of the discard pile (face-up) or the top card of the stock pile (face-down).
  2. Discard one card — Place one card from your hand face up on the discard pile.

After drawing you will have 11 cards. After discarding you return to 10. Continue taking turns until a player knocks, goes gin, or the stock pile runs out.

If only 2 cards remain in the stock pile and neither player has knocked, the round ends in a draw with no points awarded.

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Forming Melds

A meld is a valid grouping of 3 or more cards. There are two types:

Sets (Groups)

Three or four cards of the same rank but different suits.

  • Example: 7♥ 7♦ 7♠ (set of three 7s)
  • Example: Q♥ Q♦ Q♠ Q♣ (set of four Queens)

Runs (Sequences)

Three or more consecutive cards of the same suit.

  • Example: 4♥ 5♥ 6♥ (run of three in hearts)
  • Example: 9♠ 10♠ J♠ Q♠ (run of four in spades)

A card can only belong to one meld. Aces are always low — they cannot be placed above a King to form a run (Q-K-A is not valid).

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Knocking

After drawing and before discarding, you may knock if your deadwood (unmatched cards) totals 10 points or less.

To knock:

  1. Place your discard face down on the discard pile to signal a knock.
  2. Lay your hand face up on the table, arranging your cards into melds and separating your deadwood.
  3. Your opponent then lays out their melds.
  4. Your opponent may lay off their unmatched cards on your melds (adding to your sets or extending your runs), which reduces their deadwood.

The player with less deadwood wins the round and scores the difference.

Undercut

If the opponent's deadwood is equal to or less than the knocker's deadwood after laying off, the opponent scores an undercut bonus of 25 points plus the difference in deadwood.

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Gin & Big Gin

Gin

If all 10 of your cards form melds with zero deadwood, you have gin. Knock by discarding your final unmatched card and declare gin.

  • Your opponent cannot lay off cards on your melds.
  • You earn a gin bonus of 25 points plus the total value of your opponent's deadwood.

Big Gin

If all 11 cards in your hand (after drawing, before discarding) form valid melds, you may declare Big Gin without discarding.

  • Your opponent cannot lay off cards.
  • You earn a bonus of 31 points plus your opponent's deadwood.
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Scoring

Points are accumulated over multiple rounds. Here is how scoring works:

Round Scoring

  • Knock win — The knocker scores the difference between both players' deadwood totals.
  • Undercut bonus — If the opponent ties or beats the knocker, the opponent gets 25 points plus the deadwood difference.
  • Gin bonus25 points plus the opponent's total deadwood. No layoffs allowed.
  • Big Gin bonus31 points plus the opponent's total deadwood. No layoffs allowed.

Game Bonus

The first player to reach 100 points wins the game and receives a game bonus of 100 points.

Line / Box Bonus

Each player earns 25 points for every round they won (called a line or box bonus). These are added after someone reaches 100.

Shutout (Schneider)

If the loser did not win a single round, the winner's game bonus is doubled to 200 points.

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Strategy Tips

Improve your Gin Rummy game with these strategies:

  • Watch the discard pile — Pay attention to what your opponent picks up and discards. This tells you what melds they are building and which cards are safe to discard.
  • Discard high deadwood early — Get rid of high-value unmatched cards (Kings, Queens, Jacks) early to reduce your deadwood total and give yourself the option to knock sooner.
  • Keep flexible cards — Middle cards (5, 6, 7) are the most versatile because they can form runs in either direction and are part of more possible combinations.
  • Avoid drawing from the discard pile when possible — Taking from the discard pile gives your opponent information about your hand. Draw from the stock pile to keep your hand secret.
  • Don't wait for gin — If you can knock with low deadwood, it is often better to knock early rather than wait for a perfect gin hand. The longer you wait, the more time your opponent has to improve their hand.
  • Count deadwood constantly — Always know your deadwood total. You should be ready to knock the moment you reach 10 or below.

Strategy Tips

Here are some tips to improve your Pokemon TCG play:

  • Plan your Energy attachments — Since you can only attach one per turn, attach Energy to the Pokemon you plan to use soon. Don't spread Energy randomly.
  • Build around a strategy — Focus your deck on 1-2 main attackers rather than having too many different Pokemon. Consistency wins games.
  • Use a Supporter every turn — Cards like Professor's Research help you draw cards and keep your hand full. Don't waste your one-per-turn Supporter!
  • Don't bench Pokemon you don't need — Every Benched Pokemon is a potential Prize card for your opponent if it gets targeted.
  • Watch your opponent's Energy — Track how much Energy they have attached to know when they can attack and plan your retreats accordingly.
  • Type advantage matters — If your opponent's main attacker is weak to your Pokemon's type, hitting for Weakness (x2 damage!) can change the game.
  • Think carefully about going first or second — Going first means you draw first but can't attack or play a Supporter. Going second lets you attack right away!

Variations

Gin Rummy has many popular variations:

Oklahoma Gin

The face-up card that starts the discard pile sets the maximum deadwood value for knocking in that round. For example, if a 4 is turned up, you can only knock with 4 or less deadwood. If the card is a spade, all scores for that round are doubled.

Hollywood Gin

Three games are played simultaneously. Your first round win counts toward game 1, your second win counts toward games 1 and 2, and from the third win onward each win counts toward all three games. Keeps track of multiple scores for a longer session.

Straight Gin

Knocking is not allowed. You must achieve gin (zero deadwood) to end the round. This leads to longer, more strategic rounds.

Tedesco Gin

Similar to Oklahoma Gin, but if the face-up card is an ace, players must go gin (no knocking). Also includes a bonus for winning multiple consecutive rounds.

Mahjong Gin

Each player receives 13 cards instead of 10, and you need to form melds with all 13 to go gin. This variation allows aces to be high or low in runs.

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Card Types

You'll find 3 different types of cards in the Pokemon TCG:

Pokemon Cards

The most important cards! Most Pokemon cards are Basic Pokemon, Stage 1 Pokemon, or Stage 2 Pokemon. Stage 1 and Stage 2 Pokemon are also called Evolution cards. Look at the upper-left corner to see the Pokemon's Stage and the Pokemon it evolves from, if any.

Energy Cards

Most of the time, Pokemon can't attack without Energy cards! You'll need to match the symbols of the attack cost to the Energy card, but any type of Energy can be used for Colorless Energy costs.

The Pokemon TCG has 11 Energy types:

  • Grass — Often have attacks that heal themselves or inflict Poison.
  • Fire — Big attacks that can Burn opponents, but need time to build up.
  • Water — Can manipulate Energy and move Pokemon around.
  • Lightning — Can bring back used Energy from the discard pile and Paralyze opponents.
  • Psychic — Great for special powers, often inflicting Asleep, Confused, or Poisoned.
  • Fighting — Take bigger risks for extra damage with combination hits.
  • Darkness — Sneaky attacks that make opponents discard cards or become Poisoned.
  • Metal — Can resist attacks longer than most other Pokemon.
  • Dragon — Very strong attacks, but often require two Energy types.
  • Fairy — Make opposing Pokemon's attacks less effective. (Note: No Fairy-type Pokemon cards in the Scarlet & Violet Series, but they exist in older expansions.)
  • Colorless — Lots of different moves and work with any kind of deck.

Trainer Cards

Trainer cards represent the Items, Supporters, Stadiums, and Pokemon Tools a Trainer can use in battle. There are four subtypes:

  • Item cards — Play as many as you like during your turn. Do what the card says, then discard it.
  • Supporter cards — Played like Item cards, but you can play only one Supporter card each turn. The player who goes first cannot play a Supporter card on their first turn.
  • Stadium cards — Stay in play when played. Only one Stadium can be in play at a time — if a new one comes into play, discard the old one. You can't play a Stadium card if a Stadium with the same name is already in play. You can play only one Stadium card each turn.
  • Pokemon Tool cards — Similar to Item cards but are attached to your Pokemon when you play them. Each Pokemon can have only 1 Pokemon Tool attached at a time.
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Zones of Play

The playing field is divided into several zones:

  • Active Spot — Each player starts with (and must always have) one Pokemon in their Active Spot. This is the Active Pokemon. Only the Active Pokemon can attack. Each player may have only one Active Pokemon at a time.
  • Bench — Each player may have up to 5 Pokemon on the Bench at any one time. Any Pokemon in play other than the Active Pokemon must be put on the Bench.
  • Hand — Each player draws 7 cards at the beginning of the game and keeps their own hand hidden. Players may not look at their opponent's hand unless a card says so.
  • Deck — Each player starts with their own deck of 60 cards. No one can look at or change the order of the cards in either player's deck unless a card says so.
  • Prize Cards — 6 cards that each player sets aside face down from the top of their own deck while setting up. When you Knock Out an opposing Pokemon, you take one of your Prize cards and put it into your hand.
  • Discard Pile — Cards taken out of play go to the discard pile. These cards are always face up. Anyone can look at these cards at any time. When a Pokemon is Knocked Out, it and any attached cards are sent to its owner's discard pile.
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Setting Up to Play

Follow these steps to set up a game:

  1. Shake hands with your opponent.
  2. Flip a coin — The winner of the coin flip decides which player goes first.
  3. Shuffle your 60-card deck and draw the top 7 cards.
  4. Check for Basic Pokemon — Make sure you have at least one Basic Pokemon in your hand.
  5. Place your Active Pokemon — Put one of your Basic Pokemon face down as your Active Pokemon.
  6. Place Bench Pokemon — Put up to 5 more Basic Pokemon face down on your Bench.
  7. Set aside Prize cards — Put the top 6 cards of your deck off to the side face down as your Prize cards.
  8. Flip and start — Both players flip their Active and Benched Pokemon face up and start the game!

Mulligan

If you don't have any Basic Pokemon in your hand, you must take a mulligan. Reveal your hand to your opponent, shuffle it back into your deck, and draw 7 more cards. Repeat until you get at least one Basic Pokemon.

Each time your opponent shuffles their hand back because they had no Basic Pokemon, you may draw one extra card. If any of those extra cards are Basic Pokemon, they may be put onto the Bench.

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Parts of a Turn

Each turn has 3 main parts:

  1. Draw a card.
  2. Do any of the following actions in any order:
    • A. Put Basic Pokemon cards from your hand onto your Bench (as many as you want).
    • B. Evolve your Pokemon (as many as you want).
    • C. Attach an Energy card from your hand to one of your Pokemon (once per turn).
    • D. Play Trainer cards (as many Item and Pokemon Tool cards as you want, but only one Supporter card and one Stadium card per turn).
    • E. Retreat your Active Pokemon (only once per turn).
    • F. Use Abilities (as many as you want).
  3. Attack. Then, end your turn.

Important: On the first turn of the game, the starting player skips the attack step. Once that player has done all their other actions, the turn simply ends. The player who goes first also cannot play a Supporter card on their first turn.

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Turn Actions in Detail

1. Draw a Card

Start your turn by drawing a card. If there are no cards in your deck at the beginning of your turn and you cannot draw a card, the game is over and your opponent wins.

A. Put Basic Pokemon on Your Bench

Choose a Basic Pokemon card from your hand and put it face up onto your Bench. Your Bench can hold up to 5 Pokemon. You can place as many Basic Pokemon as you want (up to the limit).

B. Evolve Pokemon

If you have a card in your hand that says "Evolves from X," and X is the name of a Pokemon you had in play at the beginning of your turn, you may play that card on top of Pokemon X. When a Pokemon evolves, it keeps all attached cards (Energy, Evolution cards, etc.) and any damage counters on it. Any effects of attacks or Special Conditions affecting the Pokemon end when it evolves. A Pokemon cannot use the attacks or Abilities of its previous Evolution unless a card says so.

Evolution rules: Neither player can evolve a Pokemon on its first turn in play. When you evolve a Pokemon, it means that Pokemon is new in play, so you can't evolve it a second time the same turn! You can evolve any Pokemon you have in play, whether it's Active or Benched. Neither player can evolve a Pokemon on that player's first turn unless a card says so.

C. Attach an Energy Card

Take an Energy card from your hand and put it under your Active Pokemon or one of your Benched Pokemon. You can attach Energy just once each turn!

D. Play Trainer Cards

When you play any Trainer card, do what it says and obey the rule at the bottom of the card. Most Trainer cards are put into the discard pile afterward.

  • You can play as many Item and Pokemon Tool cards as you like.
  • Supporter cards are played like Item cards, but you can play only one Supporter card each turn.
  • Stadium cards stay in play. Only one Stadium can be in play at a time. You can't play a Stadium with the same name as one already in play, and you can play only one Stadium card each turn.

Note: The player who goes first cannot play a Supporter card on their first turn.

E. Retreat Your Active Pokemon

To retreat, you must discard Energy from your Active Pokemon equal to its Retreat Cost (shown in the lower-right corner). If no Energy symbols are listed, it retreats for free. Then, switch that retreating Pokemon with a Pokemon from your Bench.

Keep all damage counters and attached cards with each Pokemon when they switch. Pokemon that are Asleep or Paralyzed cannot retreat. When your Active Pokemon goes to your Bench, Special Conditions and any effects from attacks go away. If you retreat, you can still attack that turn with your new Active Pokemon.

F. Use Abilities

Some Pokemon have special Abilities they can use. Many can be used before you attack. Each Ability is different, so read carefully to see how each one works. Abilities aren't attacks, so you can still attack if you use an Ability! You can use Abilities from both your Active and Benched Pokemon.

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Attacking

When you are ready to attack, make sure you've done everything else you want to do first. Once you attack, your turn is over!

A. Check Your Energy

You need the right amount and type of Energy attached to your Active Pokemon for it to attack. Colored Energy symbols in the attack cost must be the specific type shown. Colorless Energy symbols can be satisfied by any type of Energy. Once you are sure you have the right Energy, announce which attack you are using.

Some attacks have a cost of 0, meaning you can use them without any Energy attached.

B. Check Weakness and Resistance

Some Pokemon have Weakness or Resistance to Pokemon of certain types, marked in the lower-left corner of the card.

  • Weakness — If the attacking Pokemon's type matches the defending Pokemon's Weakness, the attack does more damage. In the Scarlet & Violet era, Weakness is x2 (double damage). The multiplier or amount is printed on the card.
  • Resistance — If the attacking Pokemon's type matches the defending Pokemon's Resistance, the attack does less damage. The amount of reduction is printed on the card.

Apply Weakness first, then Resistance. Do not apply Weakness and Resistance for Benched Pokemon!

C. Place Damage Counters

Put 1 damage counter on your opponent's Active Pokemon for each 10 damage your Pokemon's attack does. If the attack says to do something else, be sure to do that too!

If a Pokemon has total damage at least equal to its HP, it is Knocked Out. The Knocked Out Pokemon and all cards attached to it go to its owner's discard pile. The attacking player takes 1 Prize card and puts it into their hand.

The player whose Pokemon was Knocked Out chooses a new Active Pokemon from their Bench. If they can't do this because their Bench is empty, you win the game! If you just took your last Prize card, you also win!

D. Your Turn Is Over

After your attack, you take care of Pokemon Checkup (see Special Conditions).

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Special Conditions & Pokemon Checkup

Pokemon Checkup is a special step that happens between turns. Before the game continues to the next player, you'll need to take care of Special Conditions in this order:

  1. Poisoned
  2. Burned
  3. Asleep
  4. Paralyzed

Special Conditions can only happen to an Active Pokemon. When a Pokemon goes to the Bench, it recovers from all Special Conditions. Pokemon also recover when they evolve.

Poisoned

When a Pokemon is Poisoned, put a Poison marker on it. During Pokemon Checkup, put 1 damage counter (10 damage) on your Poisoned Pokemon. A Pokemon cannot have two Poison markers; a new Poisoned condition simply replaces the old one.

Burned

When a Pokemon is Burned, put a Burn marker on it. During Pokemon Checkup, put 2 damage counters (20 damage) on your Burned Pokemon, then flip a coin. If heads, the Pokemon recovers (remove the Burn marker). A Pokemon cannot have two Burn markers; a new Burned condition replaces the old one.

Asleep

Turn the Pokemon card counterclockwise to show that it is Asleep. If a Pokemon is Asleep, it cannot attack or retreat. During Pokemon Checkup, flip a coin. If you flip heads, the Pokemon recovers (turn the card right-side up). If tails, it stays Asleep.

Confused

Turn the Pokemon card upside down (top of the card pointed toward you). If your Pokemon is Confused, you must flip a coin before attacking with it. If heads, the attack works normally. If tails, the attack doesn't happen, and you put 3 damage counters (30 damage) on your own Confused Pokemon.

Paralyzed

Turn the Pokemon card clockwise to show that it is Paralyzed. If a Pokemon is Paralyzed, it cannot attack or retreat. After its owner's next turn, it recovers during Pokemon Checkup (turn the card right-side up).

Removing Special Conditions

  • When a Pokemon evolves or moves to the Bench, it recovers from all Special Conditions.
  • Only Asleep and Paralyzed prevent a Pokemon from retreating.
  • Since Asleep, Confused, and Paralyzed all rotate the Pokemon card, whichever one happened last is the only one still in effect — they replace each other.
  • Since Poisoned and Burned use markers, they don't affect other Special Conditions. An unfortunate Pokemon could be Burned, Paralyzed, and Poisoned all at the same time!
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Deck Building

When building a deck, you'll need to follow these rules:

  • Your deck must be exactly 60 cards — not one more, not one less.
  • Except for Basic Energy, you can only have 4 cards with the same name in your deck. This means you can have only 4 cards called "Pignite" even if they have different attacks.
  • Your deck must have at least one Basic Pokemon in it.

Try these guidelines for starters:

  • Pick one or two Energy types at most. Colorless Pokemon can use any Energy, so they fit in nearly any deck!
  • Try between 12 and 15 Energy cards in your 60-card deck.
  • Around 20 to 25 Trainer cards is a good start — cards like Nest Ball and Jacq help you find exactly the cards you need.
  • The rest of your deck will be Pokemon. Try to get 4 copies of your favorites and 4 of each Pokemon in its Evolution chain.
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Advanced Rules

Full Details of Attacking

For complicated attacks, follow these steps in order:

  1. Decide which attack to use and make sure you have the correct Energy. Announce the attack.
  2. Apply any effects that might alter or cancel the attack (e.g., effects from the previous turn).
  3. If your Active Pokemon is Confused, check now to see if its attack doesn't happen.
  4. Make any choices the attack requires (e.g., choosing a target Benched Pokemon).
  5. Do anything the attack requires (e.g., coin flips, discarding Energy).
  6. Apply any effects that happen before damage, then place damage counters, then do all other effects.

Damage Calculation Order

  1. Start with the base damage printed on the attack.
  2. Apply damage modifiers from your side (Trainer cards, previous turn effects).
  3. Apply Weakness (increase damage by the amount shown on the card).
  4. Apply Resistance (reduce damage by the amount shown on the card).
  5. Apply damage modifiers from your opponent's side (Abilities, attached cards).
  6. For each 10 damage, put 1 damage counter. If the damage is 0 or less, don't place any.

Note: If an attack says to "put damage counters" directly on a Pokemon, those are not affected by Weakness, Resistance, or any other effects.

Sudden Death

If both players win at the same time, play Sudden Death. However, if you win in both ways and your opponent wins in only one way, you are the victor!

In Sudden Death, play a new game but each player uses only 1 Prize card instead of 6. Except for the single Prize card, treat it like a whole new game! If the Sudden Death game also ends in Sudden Death, just keep playing until somebody wins.

"Up To" vs "Any Amount"

If a card says "up to X," you can choose any number between 1 and X (exception: you can choose 0 for "draw up to X cards"). If a card says "any amount" or "any number," you can choose 0. Things that say "you may" are optional.

Running Out of Cards in Your Deck

If a card tells you to draw more cards than you have left, draw what you can and continue play. You only lose if you cannot draw a card at the beginning of your turn, not when a card effect tells you to draw.

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Pokemon ex (Scarlet & Violet)

Pokemon ex are powerful Pokemon with more HP and stronger attacks than regular Pokemon, but there are risks to playing these powered-up Pokemon!

  • When one of your Pokemon ex is Knocked Out, your opponent takes 2 Prize cards.
  • The "ex" is part of a Pokemon ex's name. Thus Miraidon and Miraidon ex have different names, so you can have up to 4 of each in your deck.
  • Pokemon ex and Pokemon-EX (from the XY era) are not the same. You could have 4 Magnezone ex and 4 Magnezone-EX in your deck.

Tera Pokemon ex

Tera Pokemon ex have a crystalline appearance and a special effect that prevents all attack damage done to them while they're on your Bench. This applies to all attacks, both yours and your opponent's. Like other Pokemon ex, when a Tera Pokemon ex is Knocked Out, your opponent takes 2 Prize cards.

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Pokemon V, VMAX & VSTAR

Pokemon V (Sword & Shield Era)

Pokemon V are powerful Basic Pokemon with big HP and strong attacks. When one of your Pokemon V is Knocked Out, your opponent takes 2 Prize cards.

Pokemon VMAX

Pokemon VMAX can take your Pokemon V to the next level! These massively powerful cards come with monstrous HP (often 300+) and powerful attacks.

  • Pokemon VMAX evolve from Pokemon V (e.g., Lapras VMAX evolves from Lapras V, not regular Lapras).
  • VMAX is its own stage. These cards count as Evolution cards, and all normal Evolution rules apply.
  • Pokemon VMAX are still considered Pokemon V — so effects that affect Pokemon V also affect VMAX.
  • When your Pokemon VMAX is Knocked Out, your opponent takes 3 Prize cards.

Pokemon VSTAR

Pokemon VSTAR evolve from Pokemon V and come with a game-changing VSTAR Power (an Ability or attack).

  • You can't use more than one VSTAR Power during an entire game, regardless of how many Pokemon VSTAR you play. Flip over your VSTAR marker once you've used it.
  • Pokemon VSTAR evolve from Pokemon V (e.g., Shaymin VSTAR from Shaymin V, not regular Shaymin).
  • VSTAR is its own stage. Pokemon VSTAR are still considered Pokemon V.
  • When your Pokemon VSTAR is Knocked Out, your opponent takes 2 Prize cards.

Pokemon V-UNION

An enormous Pokemon made up of four separate cards that share the same name. You can only have 4 total pieces in your deck (not 4 of each). You must play all four pieces onto your Bench at the same time from your discard pile. Each Pokemon V-UNION may only be played once per game. Pokemon V-UNION are not Basic Pokemon or Evolution cards. When Knocked Out, your opponent takes 3 Prize cards.

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Pokemon-GX & Pokemon-EX (Older Eras)

Pokemon-GX (Sun & Moon Era)

Pokemon-GX are powerful Pokemon with more HP and stronger attacks. Each one has a super-powerful GX attack.

  • You can't use more than one GX attack during an entire game, regardless of how many Pokemon-GX you play.
  • "-GX" is part of the name (Incineroar and Incineroar-GX have different names).
  • Pokemon-GX follow the same Evolution stages as other Pokemon.
  • When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

TAG TEAM Pokemon-GX

A TAG TEAM is a special kind of Basic Pokemon-GX that features multiple Pokemon joining forces. TAG TEAM Pokemon-GX tend to have a lot of HP and big attacks, including a special GX attack that gains a bonus if a requirement is met (such as extra Energy). When your TAG TEAM is Knocked Out, your opponent gets to take 3 Prize cards!

Pokemon-EX (XY Era)

Pokemon-EX are powerful Pokemon with more HP and stronger attacks.

  • "-EX" is part of the name (Yveltal and Yveltal-EX have different names).
  • When your Pokemon-EX is Knocked Out, your opponent takes 2 Prize cards.
  • Pokemon-EX and Pokemon ex (Scarlet & Violet) are not the same.

Mega Evolution Pokemon

Mega Evolution Pokemon evolve from Pokemon-EX into an even more powerful Pokemon. They are still Pokemon-EX, so opponents take 2 Prize cards. When one of your Pokemon becomes a Mega Evolution Pokemon, your turn ends.

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Other Special Card Types

Ancient and Future Pokemon

Starting with the Scarlet & Violet—Paradox Rift expansion, some Pokemon and cards have a special label denoting them as "Ancient" or "Future." Ancient Pokemon tend to focus on hard-hitting attacks, while Future Pokemon are more proficient with technical, precise attacks.

Radiant Pokemon

Radiant Pokemon appear with their special Shiny coloration and are always Basic Pokemon. You can't have more than 1 Radiant Pokemon in your deck. "Radiant" is part of the Pokemon's name, so your deck could include 4 Greninja and 1 Radiant Greninja.

ACE SPEC Trainer Cards

ACE SPEC Trainer cards are so powerful that you can only have one ACE SPEC card total in your deck — not one of each, just one total. Choose wisely!

Lost Zone

The Lost Zone is a unique zone considered out of play. Cards sent to the Lost Zone cannot be recovered and are no longer playable during that game — unlike the discard pile.

Regional Variants

You may find Paldean, Hisuian, Galarian, or Alolan Pokemon. The regional name is part of the Pokemon's name — Paldean Clodsire ex can only evolve from Paldean Wooper, not from Wooper. You can have up to 4 Wooper and up to 4 Paldean Wooper in your deck.

Pokemon Card Names

Symbols at the end of a Pokemon's name (like ex, -EX, -GX, V, VMAX, VSTAR) are part of the name. Owner or form names (like Alolan, Paldean, Brock's) are also part of the name. However, Level is not part of a Pokemon's name (Gengar LV.43 has the same name as Gengar).

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Example Scenarios

Here are real game scenarios to help you understand how the Pokemon TCG rules work in action:

Scenario 1 — Setting Up the Game

Alice and Bob are about to play. They shuffle their 60-card decks, flip a coin (Alice wins), and both draw 7 cards.

Alice has a Fuecoco (Basic Pokemon) and a Sprigatito in her hand. She places Fuecoco face down as her Active Pokemon and Sprigatito on her Bench. Bob has only a Quaxly, which he places as his Active Pokemon. Both set aside 6 Prize cards face down, then flip their Pokemon face up. Alice chose to go first.

Game starts! Alice draws a card but cannot attack or play a Supporter on her first turn.

Scenario 2 — Attaching Energy and Attacking

It is Bob's turn (going second). His Quaxly is Active with no Energy. He has a Water Basic Energy and a Supporter card in his hand.

Bob draws a card. He attaches a Water Energy to Quaxly. He plays his Supporter card to draw more cards. Quaxly's Splash attack costs 1 Water Energy, so Bob announces the attack. Splash does 10 damage to Alice's Fuecoco. Bob places 1 damage counter on Fuecoco.

Fuecoco takes 10 damage (1 damage counter). Bob's turn is over.

Scenario 3 — Applying Weakness (x2 Damage!)

Alice's Sprigatito (Grass-type, 70 HP) is now Active. Bob's Fuecoco (Fire-type) attacks with Gnaw, which does 20 damage. Sprigatito has Weakness x2 to Fire-type Pokemon.

Bob announces Gnaw (20 base damage). Because Sprigatito has Weakness x2 to Fire, the damage is doubled: 20 x 2 = 40 damage. Bob places 4 damage counters on Sprigatito.

Sprigatito takes 40 damage instead of 20 because of Weakness!

Scenario 4 — Evolving a Pokemon

Alice has a Sprigatito (Basic Pokemon) on her Bench that was played last turn. She has a Floragato (Stage 1) card in her hand.

Alice places Floragato on top of Sprigatito. Sprigatito had 1 Water Energy attached and 2 damage counters. The evolved Floragato keeps the Energy and the damage counters, but gains higher HP and stronger attacks. Any Special Conditions are removed by evolving.

Sprigatito evolves into Floragato! Keeps Energy and damage, clears Special Conditions.

Scenario 5 — Retreating Your Active Pokemon

Alice's Fuecoco is Active with 50 damage (out of 70 HP). It has 2 Fire Energy attached and a Retreat Cost of 1. Floragato is on the Bench ready to battle.

Alice discards 1 Energy from Fuecoco (paying the Retreat Cost). Fuecoco moves to the Bench and Floragato becomes the new Active Pokemon. Fuecoco keeps its remaining Energy and all damage counters on the Bench. Alice can still attack this turn with Floragato!

Fuecoco retreats safely. Floragato is now Active and ready to attack.

Scenario 6 — Knocking Out a Pokemon ex (2 Prize Cards!)

Bob has a Pokemon ex with 230 HP and 220 damage on it. Alice's Active Pokemon attacks for 30 damage.

Alice's attack deals 30 damage, bringing total damage to 250. Since 250 exceeds 230 HP, the Pokemon ex is Knocked Out. It and all attached cards go to Bob's discard pile. Because it's a Pokemon ex, Alice takes 2 Prize cards instead of 1! Bob must move a Benched Pokemon to the Active Spot.

Pokemon ex Knocked Out! Alice takes 2 Prize cards. Bob is now 2 cards closer to losing.

Scenario 7 — Dealing with Confusion

Alice's Active Pokemon is Confused (card turned upside down) from an opponent's attack last turn. She wants to attack.

Alice announces she wants to attack. Because her Pokemon is Confused, she must flip a coin first. She flips... tails! The attack doesn't happen. Instead, Alice places 3 damage counters (30 damage) on her own Confused Pokemon. If she had flipped heads, the attack would have worked normally.

The attack fails due to Confusion! Alice's own Pokemon takes 30 damage instead.

Scenario 8 — Pokemon Checkup: Poisoned and Burned

Bob's Active Pokemon is both Poisoned and Burned at the end of a turn. It currently has 40 damage on it (out of 120 HP).

During Pokemon Checkup, effects are resolved in order. First, Poison: place 1 damage counter (now 50 damage). Next, Burn: place 2 damage counters (now 70 damage), then flip a coin. Bob flips heads — the Burn marker is removed! The Pokemon is no longer Burned but is still Poisoned. With 70 out of 120 HP in damage, it survives.

Pokemon takes 30 total damage from Poison + Burn. Burn heals on heads, Poison remains.