Here to Slay vs Pokemon Trading Card Game
Side-by-side rules comparison
| Here to Slay | Pokemon Trading Card Game | |
|---|---|---|
| Players | 2-6 players | 2 players |
| Age | 10+ | 6+ |
| Duration | 30-60 min | 15-30 min |
| Category | Card Games | Card Games |
Introduction
Welcome to Here to Slay!
In this game, you'll assemble a full Party of Heroes to slay dangerous Monsters while working to avoid the sabotage of your friends (enemies). You'll also equip items to your Heroes, harness powerful magic, and use roll modifiers to tip the odds in your favor.
The first player to slay three Monsters, or assemble a full Party with six different classes, wins the game!
A typical game of Here to Slay takes approximately 30-60 minutes to complete.
What's in the Box
Inside the box, you'll find the following components:
- 1 main deck (115 standard-sized cards)
- 6 oversized Party Leader cards
- 15 oversized Monster cards
- 6 rules reference cards
- 2 six-sided dice
Setup
Follow these steps to set up the game:
- Separate the different types of cards in the box.
- Each player chooses a Party Leader character to represent them throughout the game. Place your Party Leader card in your Party (the play area in front of you). You may roll to determine who picks first, or just make it a free-for-all.
- Each player may take a rules reference card. Place remaining Party Leader cards and reference cards back in the box — they will not be used.
- Shuffle the standard-sized cards together, then deal 5 cards to each player.
- Place the remaining stack face down in the center to form the main deck. Leave space next to it for a discard pile.
- Shuffle the Monster cards and flip the top 3 Monster cards face up in the center of the table. Place the remaining Monster cards face down to form the Monster deck.
Whoever picked their Party Leader card last gets to go first. Players take turns going clockwise around the table.
How to Play
On your turn, you get three action points to spend. You can perform the actions below in any order, and you can perform the same action more than once if you have enough action points.
Actions Costing One Action Point
- DRAW a card from the main deck.
- Play a Hero, Item, or Magic card from your hand. If you play a Hero card, you may roll to use its effect immediately.
- Roll two dice to use the effect of a Hero card already in your Party. You cannot roll to use the same Hero card's effect more than once per turn, even if you roll unsuccessfully the first time.
Action Costing Two Action Points
- ATTACK a Monster card.
Action Costing Three Action Points
- DISCARD every card in your hand (if you have any) and DRAW five new cards.
Important: If a card's effect tells you to perform an action immediately, you do not have to spend an additional action point for that action.
Your turn ends when you have no action points left or you choose not to take any additional actions. Unused action points do not roll over into your next turn.
For details on each card type, see Card Types.
The Class Symbols
Each Hero and Party Leader card has a class. There are six classes in the game, each represented by a colored symbol:
- Fighter
- Guardian
- Ranger
- Thief
- Wizard
- Bard
A gray symbol on Monster cards denotes a Hero card of any class.
Some Monster cards require you to have a Hero or Party Leader of a certain class in your Party to ATTACK them. You can also win the game by assembling a full Party that includes all six different classes. See Monsters for attack requirements.
Card Types
The main deck contains five different types of standard-sized cards: Hero, Item, Magic, Modifier, and Challenge cards.
Hero Cards
Your Heroes are brave adventurers. Each Hero card has a class and an effect with a roll requirement. To use a Hero card's effect, you must roll two dice and score equal to or higher than that roll requirement.
- When you play a Hero card from your hand into your Party, you may immediately roll two dice to use its effect.
- Once a Hero is in your Party, you may spend one action point to attempt to use its effect once per turn. If you roll unsuccessfully, you do not get the action point back.
- There is no limit to the number of Hero cards you can have in your Party.
Item Cards
Item cards are enchanted weapons and objects that can be equipped to your Hero cards. Most Item cards bestow positive benefits such as bonuses to rolls or protections.
- When you play an Item card, you must immediately equip it to a Hero card by sliding it underneath the Hero card with the text still showing.
- Item cards can only be equipped to Hero cards (not to Party Leader cards).
- Only one Item card can be equipped to a Hero card at a time, and you cannot replace one Item card with another.
- If a Hero card with an equipped Item is destroyed, stolen, or returned to your hand, the Item card goes with it.
Cursed Item Cards
Some Item cards are Cursed Items that provide negative effects. These can be equipped to enemy Hero cards to give them disadvantages.
Magic Cards
Magic cards are powerful spells with a one-time effect. After using a Magic card's effect, move it to the discard pile immediately.
Modifier Cards
Modifier cards tip the odds in your favor. You can play a Modifier card instantly from your hand when any player (including you) rolls the dice, to modify the roll by the amount stated on the card. Playing a Modifier card does not cost any action points.
- Some Modifier cards give you two options (e.g., +1 or -3). Declare which option you wish to use.
- You may wait until a player chooses their targets (if applicable) before deciding to play your Modifier card.
- Each player may play any number of Modifier cards on the same roll. Once all players finish, combine the total change and adjust the roll accordingly.
Challenge Cards
Challenge cards can be used to try to stop another player from playing a Hero, Item, or Magic card. Playing a Challenge card does not cost any action points.
- When you CHALLENGE another player, each of you rolls two dice.
- If your roll is equal to or higher than the other player's roll, you successfully prevent them from playing their card. That card is moved to the discard pile (and the player does not get back an action point).
- If the other player's roll is higher, they proceed with playing their card as planned.
- You may wait until both players have rolled before deciding whether to use a Modifier card.
- Each card can only be challenged once — if another player has already challenged the card, you may not challenge it a second time.
See also Party Leaders and Monsters for additional card types.
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.
Party Leaders
Party Leader cards are oversized cards with light-colored backs. Each Party Leader has a class and a skill that gives you a unique advantage throughout the game.
- Party Leader cards are not considered Hero cards.
- Unlike Hero card effects (which can only be used once per turn), your Party Leader's skill can be used each time its conditions are met.
- For example, if your Party Leader states "Each time you play a Magic card, DRAW a card," the skill triggers every time you play a Magic card, even multiple times per turn.
- If you don't use the skill at the time the condition is met, you cannot go back later and do it.
- Your Party Leader card remains in your Party for the entire game and cannot be sacrificed, destroyed, stolen, or returned to your hand.
Note: You may not use The Shadow Claw as your Party Leader card in 2-player games.
For details on Hero card abilities, see Card Types.
Monsters
Monster cards are oversized cards with navy blue backs. On your turn, you can ATTACK any face-up Monster card in the center of the table for a cost of two action points.
Party Requirements
To ATTACK a Monster, you must first meet the Party requirements listed on that card. Some require a certain number of Hero cards in your Party, while others require specific classes. Your Party Leader card is not considered a Hero card and does not count toward Hero card requirements.
If a Monster card requires a specific class plus a Hero of "any class," a single Hero of that specific class can fulfill either requirement, but not both.
Rolling to Slay
Each Monster card has a roll requirement. Roll two dice:
- If you roll equal to or higher than the requirement (including Modifier cards), you SLAY the Monster!
- If you roll within the Monster's fight-back range, you must pay the penalty listed on the card (e.g., SACRIFICE a Hero card). The Monster remains unscathed.
- If your roll falls outside both ranges, nothing happens.
Regardless of the outcome, you do not get your action points back.
Slaying a Monster
When you SLAY a Monster:
- Add the slain Monster card to your Party next to your Party Leader card.
- Your Party gains the new skill listed at the bottom of the Monster card for the rest of the game. Monster card skills work like Party Leader skills.
- Monster cards in your Party cannot be stolen, destroyed, attacked, or returned to your hand.
- Flip another Monster card from the Monster deck face up in the center of the table.
Slaying three Monsters is one of the two win conditions.
How to Win
There are two ways to win the game:
- Option 1: SLAY three Monster cards.
- Option 2: End your turn with a full Party, meaning your Party (including your Party Leader card) represents six different classes.
Congratulations — you can officially brag that you are the best adventurer and monster slayer in the entire world!
Important Terms
Here is a list of key terms used in the game:
Set-Up Terms
- Party — The area in front of you in which you play Hero cards and Item cards.
- Main Deck — The stack of standard-sized cards from which players DRAW during the game.
- Discard Pile — The face-up stack of cards that have been sacrificed, destroyed, and discarded.
- Monster Deck — The stack of oversized cards from which a new Monster card is flipped face up each time a player SLAYS a Monster.
Gameplay Terms
- DRAW — Take the top card from the main deck and add it to your hand.
- DISCARD — Move a card from your hand to the discard pile.
- DESTROY — Move a card from another player's Party to the discard pile.
- SACRIFICE — Move a card from your own Party to the discard pile.
- STEAL — Move a card from another player's Party to your own Party.
- CHALLENGE — Attempt to stop another player from playing a Hero, Item, or Magic card. Both players roll dice; if the challenger's roll is equal to or higher, the card is discarded.
- ATTACK — Roll to SLAY a Monster card (costs 2 action points).
- SLAY — Add a Monster card that you successfully attacked to your Party.
Strategy Tips
Here are some tips to sharpen your adventuring skills:
- Balance your Party — Building toward six different classes gives you a second win condition. Even if you're focused on slaying Monsters, class diversity keeps opponents guessing.
- Save your Modifier cards — Don't waste Modifiers on low-stakes rolls. Keep them for crucial Monster attacks, Challenge defenses, or to sabotage opponents' key rolls.
- Time your Challenges — Challenge cards are limited. Use them to stop opponents from playing game-changing Hero or Magic cards, not minor plays.
- Use Hero effects wisely — Rolling to use a Hero's effect costs an action point even if you fail. Weigh the risk before spending your limited actions.
- Protect key Heroes — Equip Item cards that protect Heroes you need for Monster requirements or class completion.
- Cursed Items are powerful — Equipping a Cursed Item to an opponent's Hero can cripple their strategy. Time it for maximum disruption.
- Watch the Monster requirements — Before committing 2 action points to attack, make sure you can actually meet the roll requirement. A failed attack wastes your entire turn.
- Hand refresh is expensive — Discarding your entire hand to draw 5 costs all 3 action points. Only do this when your hand is truly dead weight.
If you enjoy strategic card games like Here to Slay, you might also like Pokémon TCG or Gin Rummy.
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!
2-Player Rules
Here to Slay can be played with 2 players with the following adjustment:
- The Shadow Claw Party Leader card cannot be used in 2-player games.
All other rules remain the same. With only one opponent, Challenge cards and steal/destroy effects become even more impactful, and the race to six classes or three Monster slays is more direct.
Objective
In the Pokemon TCG, your Pokemon battle your opponent's Pokemon. You can win the game in 3 ways:
- 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!
- Knock Out all of your opponent's Pokemon in play — If your opponent has no Pokemon left in play, you win the game!
- 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!
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.
Setting Up to Play
Follow these steps to set up a game:
- Shake hands with your opponent.
- Flip a coin — The winner of the coin flip decides which player goes first.
- Shuffle your 60-card deck and draw the top 7 cards.
- Check for Basic Pokemon — Make sure you have at least one Basic Pokemon in your hand.
- Place your Active Pokemon — Put one of your Basic Pokemon face down as your Active Pokemon.
- Place Bench Pokemon — Put up to 5 more Basic Pokemon face down on your Bench.
- Set aside Prize cards — Put the top 6 cards of your deck off to the side face down as your Prize cards.
- 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.
Parts of a Turn
Each turn has 3 main parts:
- Draw a card.
- 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).
- 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.
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.
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).
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:
- Poisoned
- Burned
- Asleep
- 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!
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.
Advanced Rules
Full Details of Attacking
For complicated attacks, follow these steps in order:
- Decide which attack to use and make sure you have the correct Energy. Announce the attack.
- Apply any effects that might alter or cancel the attack (e.g., effects from the previous turn).
- If your Active Pokemon is Confused, check now to see if its attack doesn't happen.
- Make any choices the attack requires (e.g., choosing a target Benched Pokemon).
- Do anything the attack requires (e.g., coin flips, discarding Energy).
- Apply any effects that happen before damage, then place damage counters, then do all other effects.
Damage Calculation Order
- Start with the base damage printed on the attack.
- Apply damage modifiers from your side (Trainer cards, previous turn effects).
- Apply Weakness (increase damage by the amount shown on the card).
- Apply Resistance (reduce damage by the amount shown on the card).
- Apply damage modifiers from your opponent's side (Abilities, attached cards).
- 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.
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.
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.
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.
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).
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.