You and your opponent take the role of competing Pokémon Trainers. Each turn, that player can boost his or her Pokémon’s attack power by adding Energy cards to that Pokémon, play special Trainer cards, and even evolve his or her Pokémon into stronger forms! Your goal is to Knock Out your opponent’s Pokémon by attacking with your Pokémon.
You and your opponent will each need a 60-card deck. You will also need some counters to keep track of damage on the different Pokémon in play and a coin for flipping. You may also use the playmat included with this product to help learn the game-setup, but it’s not required for play.
First, let’s learn about the different types of cards you’ll be seeing.
These cards are referred to as Basic Pokémon or Evolution cards. (If the Pokémon is a Stage 1 or Stage 2, it’s an Evolution card.) Evolution cards work just like Basic Pokémon – they’re just the advanced form.
Energy cards give your Pokémon the Energy they need to use their attacks. Some attacks require specific kinds of Energy to use. Unless a card specifically tells you to discard Energy, don’t discard any Energy from your Pokémon!
Trainer cards are played by doing what they say and then putting them in your discard pile.
Supporter cards are similar to Trainer cards, but you can only play one each turn.
Stadium cards represent special battle arenas, staying around until another Stadium card is played.
SHAKE HANDS with your opponent.
SHUFFLE your 60-card deck and draw 7 cards.
CHECK to see if you have any Basic Pokémon in your hand.
PUT ONE of your Basic Pokémon face-down in front of you, as your Active Pokémon.
PUT up to 5 Basic Pokémon from your hand to your Bench, face-down.
Players SET ASIDE their own 6 Prize cards.
All players NOW PLAY with their Active and Benched Pokémon, face-up.
As you play, you and your opponent take turns. During your opponent’s turn, you do
not do anything except replace your Active Pokémon if it gets Knocked Out.
During your turn, go through the steps below.
What Can You Do During Your Turn?
1. Draw a card
2. Now do any of these in whatever order you want
3. ATTACK!
4. Your turn is OVER now.
After each player’s turn, if either player’s Active Pokémon is Poisoned, it takes 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 begins.
You win the game if any one or more of these things occur:
Some attacks cause the Defending Pokémon to be Asleep, Burned, Confused, Paralyzed, or Poisoned. These conditions are called "Special Conditions." They do not 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 is no longer affected by a Special Condition.
If a Pokémon is Asleep, it cannot attack or retreat. As soon as a Pokémon is Asleep, turn it sideways to show that it is 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 is still Asleep, and you have to wait until after the next turn to try to wake it up again.
If a Pokémon is Burned, place a "Burn marker" on it to show that it is 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 is already Burned, it does not 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.
If a Pokémon is Confused, you have to flip a coin whenever you try to attack with that Pokémon. Turn a Confused Pokémon with its head pointed toward you to show that it is Confused.
A Confused Pokémon can retreat to the Bench normally, where it loses all Special Conditions.
When you attack with a Confused Pokémon, you flip a coin. On heads, the attack works normally, but on tails your Pokémon receives 3 damage counters and ends the attack. (Only apply Weakness and Resistance for actual damage, not damage counters.) The Active Pokémon receives 3 damage counters even if its attack normally does not do damage (like Treecko’s Poison Breath attack).
If a Pokémon is Paralyzed, it cannot attack or retreat. Turn the Pokémon sideways to show that it is 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 gets Paralyzed, it will be out of action on your next turn, and then it will be okay again.
If a Pokémon is Poisoned, put a "Poison marker" on it to show that it is Poisoned. As long as it is 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 is already Poisoned, it does not 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.
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 Burned at the same time.
The Pokémon TCG: Diamond & Pearl expansion introduces a new type of card, Pokémon LV. X! These new cards add special abilities and attacks to an existing Pokémon in play. The original card’s Poké-Powers, Poké-Bodies, and attacks remain, so this gives the player a lot of options on how to play!
Some of the game rules have been changed to allow improved game play while still working with the older cards.
Diamond & Pearl introduces new basic Energy cards—Darkness and Metal! This allows you to play with more than 4 of each in your deck, giving you more options for game play.The Special Energy versions of Darkness and Metal Energy are still legal, but they’re still limited to 4 in a deck. If a card tells you to attach a Darkness Energy card, you can choose which kind to add—either one works!
Weakness and Resistance have changed, providing more interesting game play. New cards have any Weakness or Resistance modifer listed next to what Pokémon type it has Weakness or Resistance to.
Unown cards return with a vengeance in Diamond & Pearl, with new rules to make them even stronger! You can play with 4 of each Unown in your deck, as "Unown A" is a different card name from "Unown B." If a card refers to "an Unown card," it means all Unown cards, not just Diamond & Pearl versions.
It's important to learn the basics of the Pokémon Trading Card Game. The more you play, the more you'll learn about how to become a Master Trainer. After you're comfortable with your knowledge of the basics, check out the expert rules, join a league, experiment with new strategies, and take your game to the next level.