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★ An Introduction to the Pokemon TCG

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Arcticblast

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Did you get caught up in the collector craze and are wondering just what all the words on your cards mean? Have you perhaps been to a local VGC event and wondered what all the card game players were doing? Or are you perhaps just looking for another way to enjoy Pokemon? This thread has all the information you need to learn the basics of the Pokemon Trading Card Game!

Index:
Card Types - this post!
Setting Up to Play and Basic Rules
The Basics of Deckbuilding (coming soon!)
Alternate Ways to Play (coming soon!)

Card Types​

The Pokemon TCG has three card types: Pokemon cards, Energy cards, and Trainer cards. Each of these card types has a few different subtypes. Let's go over them in that order. This post will mainly be about cards that are currently legal in the Standard format. Older cards legal in other formats will be mentioned every so often, but will mostly be addressed in a later post.

Pokemon

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This Litwick is our first example of a Pokemon card! There's a lot of information on this card, so let's go through it step by step:
  • This Litwick is a Basic Pokemon. Pokemon cards come in three stages of evolution: Basic, Stage 1, and Stage 2. Of these, only Basic Pokemon can be put directly from your hand into play; Stage 1 Pokemon evolve from Basic Pokemon in play, and Stage 2 Pokemon evolve from Stage 1s.
  • Its name is Litwick. (This might seem obvious, but we'll see some less obvious examples later!) You may include four copies of any card sharing the same name in your deck, except for Basic Energy.
  • Litwick has 70 HP. In the Pokemon TCG, HP and damage are always divisible by 10. One damage counter is equivalent to 10 damage. If the damage on a Pokemon equals its max HP, that Pokemon is Knocked Out and removed from play, and the opponent takes a prize card. More on prize cards later! (In TCG Pocket, the opponent is awarded one point.)
  • Litwick is a Psychic type. The TCG currently has ten types of Pokemon:
    • (G) Grass, including Bug
    • (R) Fire
    • (W) Water, including Ice
    • (L) Lightning, the TCG name for Electric
    • (P) Psychic, including Ghost and Fairy
    • (F) Fighting, including Ground and Rock
    • (D) Darkness, including Dark and Poison
    • (M) Metal, the TCG name for Steel
    • (N) Dragon
    • (C) Colorless, including Normal and Flying
  • Litwick has a single attack. On the left you can see the attack cost: Litwick's attack requires a single Psychic Energy. (We'll get to Energy cards later.) Litwick's attack name is Will-O-Wisp. On the right, you can see the attack deals 20 damage when used. This attack has no extra costs or effects, but if it did, they would be listed one line below the cost, name, and damage. Note that not all attacks deal damage, and that not all attacks cost energy.
  • Litwick has a Weakness to Darkness. Attacks used by a Darkness Pokemon will deal double damage. Likewise, Litwick has a Resistance to Fighting, and will take 30 less damage from attacks used by Fighting Pokemon. Not every Pokemon has a Weakness and/or a Resistance. (Pokemon in TCG Pocket do not have Resistance.)
  • Litwick has a Retreat Cost of one Energy. A Colorless symbol on a card anywhere besides its type indicates a cost that can be fulfilled by any type of Energy. When Litwick Retreats from the Active Spot - more words that we'll get to later - it must discard one attached Energy card of any type.
  • Litwick has a J regulation mark. This isn't relevant to gameplay, but to deckbuilding. The Standard format currently allows cards with H, I, and J regulation marks. In the same line, you will see the set name abbreviation (PBL, for Pitch Black) and the rarity symbol (common), but these are also not relevant to gameplay.

For such a simple card, there's a lot going on! Fortunately, once you've looked at a few cards, it starts to get easier to recognize these parts of the card at a glance, and it's rare that you need to reference every single one at once. Let's look at a couple more cards, shall we?

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Let's go through this card one piece at a time, too. We can skip a few steps that will work the same way as Litwick, but there are some key differences here.
  • This card is named Team Rocket's Spidops. Yes, that's the full name! This card is distinct from a card just named Spidops. You may run four copies of Spidops and four copies of Team Rocket's Spidops in your deck if you wish.
  • This card is a Stage 1 Pokemon. You can see below its name that it evolves from Team Rocket's Tarountula. It cannot evolve from a regular old Taroutula! Pokemon can evolve only if they began the turn in play, and it is not the player's first turn of the game.
  • This card has an Ability. Some Pokemon, like this one, have an Ability in addition to or instead of an attack. Abilities generally fall into one of two categories: those that you actively use, and abilities with passive effects. Team Rocket's Spidops's ability is the former: you may use it once per turn. Some abilities will specify that you may only use one of that named ability per turn, such as Mega Kangaskhan ex's Run Errand ability. Some passive abilities will specify that they do not stack, such as Meganium's Wild Growth ability.
  • This card's attack is just a little more complicated than Litwick's. It requires two Energy to use. One must be a Grass Energy, and the other can be an Energy of any type, as mentioned above for Retreat Costs. Rather than a fixed number, Rocket Rush deals 30 damage for each Team Rocket's Pokemon you have in play. Team Rocket's Spidops counts itself, so it will do a minimum of 30 damage, but hopefully you have a few more Team Rocket's Pokemon in play when you attack!

With that out of the way, let's get to the really exciting cards and the headliners of the sets: Pokemon ex!
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There's never enough lists, so let's have one more:
  • This card's name is Dragapult ex. Pokemon ex have more HP and deal more damage than regular Pokemon, but they give up more prize cards when Knocked Out. You can see this in the Rule Box in the bottom right of the card. Most Pokemon ex give up two prize cards, but Mega Evolution Pokemon ex give up three. Some past examples of Rule Box cards include Pokemon V, Radiant Pokemon, and Prism Star cards.
  • Dragapult ex is a Stage 2 Pokemon. It evolves from Drakloak. You knew that part, but if a hypothetical Drakloak ex existed, Dragapult ex could not evolve from that card. For a real example, Floragato cannot evolve from Sprigatito ex, and must evolve from a regular Sprigatito.
  • Dragapult ex is a Tera Pokemon. Tera Pokemon cannot be damaged by attacks while on the Bench. While it's not common, some Pokemon have extra text in this spot. Tera, Ancient, and Future are all such labels in the current standard format, and cards can reference these labels. Some past ones include Single Strike and Ultra Beast. Some such labels can appear on Trainer cards as well.
  • Let's talk about Dragapult ex's second attack for a moment. Dragon Pokemon do not have their own dedicated Energy type in the Pokemon TCG, and typically use two different types of Energy to attack. Phantom Dive deals 200 damage to your opponent's Active Pokemon, and puts six damage counters wherever you want on their Benched Pokemon. We're still a little early, but keep this in mind: dealing damage and placing damage counters are two separate things!
We've now covered every relevant part of a Pokemon in the Pokemon TCG. You can't just fill your deck with sixty Pokemon and expect to play the game though - there are two more card types that are just as important. Your Pokemon can't attack without Energy cards, after all! Let's talk about those!

Energy

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Energy cards are vital to playing the Pokemon TCG. Without them, you cannot attack, and if you can't attack, it's going to be pretty difficult to win the game! During your turn, you may attach one Energy card from your hand to one of your Pokemon. Energy cards come in two varieties: Basic Energy and Special Energy cards. Basic Energy provide a single Energy of their type. Dragon and Colorless do not have Basic Energy, as mentioned above, but the other eight types each have one. Basic Energy are the only cards that you are permitted to run any number of in your deck; it would be pretty difficult to use attacks like Mega Zygarde ex's Nullifying Zero if you couldn't! Many Pokemon, such as Team Rocket's Spidops above, have attacks or Abilities that interact with Basic Energy cards in particular. Special Energy cards, meanwhile, are limited to four copies per deck but have extra effects that may be more desirable. They might provide a unique effect to Pokemon of a matching type, or they may provide more than one kind of energy at once, or they may provide more than one energy at a time! Let's take a look at the benefits Special Energy can provide using one of my favorite cards:
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Okidogi has an attack and an ability. Its attack, Good Punch, requires two Fighting energy and deals 70 damage. Its ability, Adrena-Power, states that it gets 100 more HP and does 100 more damage if it has a Darkness energy attached. Those are some cool numbers! However, with only Basic Energy, you would need to attach exactly two Fighting and one Darkness Energy to Okidogi. Prism Energy makes this a lot easier: it provides every type of energy at once. With a Basic Fighting Energy and a Prism Energy attached, Okidogi's Ability sees that there is a Darkness Energy attached to fulfill that condition, and also sees that you have two Fighting Energy attached to use the attack.

In TCG Pocket, Energy cards do not exist. Instead, Energy appears in the Energy Zone, generates randomly based on the attack types of the deck, and can be attached once per turn.

Trainers​

Pokemon and Energy cards might seem like the complete package, but many new players will try out the TCG with just these two, and eventually run out of Pokemon or Energy to attack with. These same new players might be surprised to learn that Pokemon and Energy together are often just half of a competitive deck. The rest of the deck is filled with Trainer cards. Trainer cards search for the cards you need, refill your hand when you've played your other cards, turbo charge your Pokemon, mess with your opponents, and so much more. Even the decks filled with the most Pokemon and Energy cards still rely on Trainer cards to set up, keep moving, and finish the game.

Trainer cards are divided into four types: Items, Supporters, Pokemon Tools, and Stadiums.

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Trying to list all the things Item cards can do would take too long, but trying to list the things they can't do would be incredibly difficult. I've tried to include a wide range of examples above, but just keep in mind that if your deck is trying to do something, an Item can probably do that. The most common use for Item cards is easily searching through your deck for Pokemon. A deck that can set up quickly is a deck that's more likely to win, so the cards that can get your Pokemon and your Energy are important to have around. You may play any number of Item cards during your turn, and Item cards are (usually) discarded after being played. The main exception is Fossils, which are played from your hand onto your bench as Pokemon.

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Supporter cards are discarded when played just like Item cards, but you may only play one Supporter per turn. In exchange, they are typically much stronger than item cards. Supporters often allow you to draw several cards in one go, search for multiple other cards at once, or leverage powerful effects like playing extra Energy or moving your opponent's Pokemon. Because of their once-per-turn limitation, competitive decks usually play fewer Supporter cards than they do Item cards. They will instead use the most powerful Supporters they can get their hands on and try to maximize their impact every turn. Missing a Supporter in the early turns of the game can often be deadly, so many decks play cards like Pokegear 3.0 or Meowth ex to help them find their Supporter cards at the right time.

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Pokemon Tools are Trainer cards that are attached to your Pokemon in play, like held items in the video games. You may play any number of Tools during your Pokemon, but each Pokemon can only have one attached at a time. Tools are generally played in lower counts than Items and Supporters, and many decks will simply drop them entirely. When they're good though, they're great. Tools provide a variety of buffs to the Pokemon they're attached to, like increased damage, reduced retreat cost, or protective effects. Some Tools in the past (and future!) even grant the Pokemon they're attached to new attacks.

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Stadium cards are Trainer cards that sit in play and provide an effect to both players. You may play one Stadium card per turn, and only one Stadium can be in play at once. Stadiums run the full range of "mildly beneficial or annoying for both players" to "incredibly powerful effect that you build your whole deck around," and many decks will play Stadium cards simply to beat their opponent's Stadium. Some Stadium cards are incredibly one-sided, like Forest of Vitality, while others provide more universal effects that both players can take advantage of, like Prism Tower. When putting a Stadium card in your deck, make sure you're thinking about how to take advantage of its effect, especially if you can do so in a way that your opponent might not.
 
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You've made it through the first post and you've learned what the words and numbers on cards mean! Now it's time to go over the rules of the game. This post will cover the zones of play and the actions you can take on each turn. We're not talking about building a deck yet - that'come later! Deckbuilding gets a whole lot easier when you know the rules.

The Play Space
It doesn't have a proper name, bear with me

Let's start with a clean board. This screenshot is edited from our PS! side server.
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There are eight zones here, marked in red, to talk about. Zone 1 is the Active Spot. The Pokemon here is considered your Active Pokemon. This is the Pokemon that will use attacks, and usually the one that will be attacked. Energy and Pokemon Tool cards can be attached to your Active Pokemon. You must have a Basic Pokemon in the Active Spot at all times; if you do not, you must choose a new one or you lose the game. Zone 2 is the Bench. The Bench can normally hold up to five Pokemon. Basic Pokemon can be placed here during setup and during your turn, as long as it is not full. Pokemon on the Bench cannot attack, but they are considered in play; Energy and Pokemon Tool cards can be attached to them, and your opponent's Attacks, Abilities, and Trainer cards may interact with them. Zone 3 is where Stadium cards are placed; see the above post for information on Stadium cards.

Zone 4 is your hand. At the risk of sounding obvious, this is where you play cards from! Zone 5 is your deck. At the beginning of each turn, you draw a card from your deck, and put it into your hand. If you cannot do so, you lose the game. You'll be accessing your deck a lot though - the majority of Trainer cards you play will allow you to draw cards or search your deck for specific cards; Pokemon and even Energy cards can do so too. Any time you search your deck, you must shuffle it (these cards will remind you to do so). Zone 6 is your Discard Pile. Supporter and Item cards go here after playing them and resolving their effects. Some of these, as well as some Attacks and Abilities, require you to discard cards to use them. Whenever a Pokemon is Knocked Out, it and all cards attached to it go here. If a Pokemon has a Retreat Cost, it puts the necessary Energy here. Whenever a Stadium card is played, if another Stadium was in play, that stadium goes here. Some cards and effects will discard Energy cards, Pokemon Tool cards, or Stadium cards from play, and they go here. Some cards can even discard cards directly from the deck! You'll be using the Discard Pile a lot.

Zone 7 is your Prize Cards. Prize Cards are set aside from your deck face down after choosing your starting Basic Pokemon but before either player starts their first turn. When you Knock Out your opponent's Pokemon, you take one or more Prize Cards. When you take your last Prize Card, you win the game!

Zone 8 is the Lost Zone. This zone isn't currently relevant in the Standard format, but older formats (and future formats) may use it, so it's worth knowing about! Some cards will put themselves in the Lost Zone, while others will put other cards there. There is no dedicated space for the Lost Zone, but in tournament play, cards in this zone are usually placed above the Prize Cards.

Setting Up to Play
Because Play! TCG, Pokemon TCG Live, and TCG Pocket automate this process, this section is specifically for in-person TCG play.​

Before the game begins, each player must do the following:
  • Shuffle their deck. The deck must be fully randomized. No cheating!
  • Flip a coin to determine turn order. The winner of the coin flip chooses to go first or second. The physical action of flipping a coin can be replaced with another action, most commonly a die roll.
  • Draw seven cards. For readers who are not English speakers or have never played another card game, drawing a card means putting the top card of your deck in your hand.
  • Put a Basic Pokemon from their hand face down into the Active Spot (zone 1).
    • If you do not have a Basic Pokemon in your hand, reveal your hand to your opponent and shuffle it back into your deck. Repeat until you have a hand with a Basic Pokemon in it. This is called a mulligan.
  • Put any additional Basic Pokemon from their hand face down onto their Bench (zone 2), up to 5. This is optional - a player may have basic Pokemon in their hand that they do not want to put into play yet.
  • Set the top six cards of their deck aside face down as Prize Cards (zone 7). Do not look at them! These cards remain face down until taken from this zone. (Or until a card instructs you to do so!) Because these cards are already random, they do not need to be further randomized. Official Pokemon TCG streams have them laid out in three rows of two, but many players will set them in two rows of three.
  • If any player took a mulligan, their opponent may draw an extra card. Repeat for each mulligan. Extra cards are not taken for mulligans by both players - for example, if I took two mulligans and my opponent took one, my opponent will get to draw an extra card.
  • Each player flips over all face down Pokemon in the Active Spot and on the Bench, and the first player starts their turn.
What to Do During Your Turn​
The first thing that happens each turn is the active player (the player whose turn it is) draws a card. If they cannot, they lose the game! From there, they are free to play cards from their hand, and take any other permitted actions in any order. Let's go over those now:
  • Play any number of Item cards.
  • Play up to one Supporter card. In the "official" Pokemon TCG, the first player may not do this on their first turn.
  • Play up to one Stadium card.
  • Play any number of Pokemon Tool cards, provided there are Pokemon in play to attach them to.
  • Place Basic Pokemon onto the Bench, provided there is space for them.
  • Use any Abilities of their Pokemon in play.
  • Use the effect of any Stadium card in play.
  • Evolve any of their Pokemon that have been in play continuously since the beginning of the turn. Pokemon cannot evolve on any player's first turn of the game.
  • Attach up to one Energy card to their Pokemon in play.
Once the active player is satisfied with the above actions, they may choose to end their turn in one of two ways: they may simply pass the turn, or they may attack. Attacking can get surprisingly complicated, but at its core you take three simple steps:
  • Choose an attack that you meet the requirements to use
  • Perform the attack
  • Check for knockouts
You may recall that attacks can have a variety of different effects - some attacks also have additional requirements that must be met to use them.
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You can find a full breakdown of attack steps here.

If your attack did damage or placed damage counters on your opponent's Pokemon, and it now has damage counters on it equal to its max HP, it is Knocked Out! Put one of your Prize Cards into your hand - or more if you Knocked Out a Pokemon that gives up more. Your turn is now over. There are a small number of effects that will intervene here, but for the most part, you will now move to Pokemon Checkup. This is a short phase between turns where Special Conditions and some other effects are checked. Speaking of which...

Special Conditions​

Special Conditions are analogous to status conditions in the video games. Only Pokemon in the Active Spot can have Special Conditions; moving to the bench, evolving them, or devolving them will cure Special Conditions, as will many Abilities and Trainer Cards. Let's cover Special Conditions for a moment:
  • Sleep - A Pokemon that is Asleep cannot attack or retreat. Rotate the card 90 degrees to the left. During Pokemon Checkup, its controller flips a coin. If heads, that Pokemon is no longer asleep. A sleeping Pokemon that becomes Confused or Paralyzed is no longer Asleep.
  • Confusion - A Pokemon that is Confused must flip a coin when attempting to attack. If tails, that attack is not performed, and the turn ends without an attack. (Notably, any requirements to use that attack are never checked; for example, the above Ceruledge will not force you to discard Energy from your hand if it flips tails for Confusion.) Rotate the card 180 degrees. A Confused Pokemon that becomes Asleep or Paralyzed is no longer Confused.
  • Paralysis - A Pokemon that is Paralyzed cannot attack or retreat. Rotate the card 90 degrees to the right. During Pokemon Checkup, that Pokemon recovers from Paralysis. A Paralyzed Pokemon that becomes Asleep or Confused is no longer Paralyzed.
  • Poison - A Poisoned Pokemon receives a Poison Marker has one damage counter placed on it during Pokemon Checkup. Poison can overlap with other Special Conditions.
  • Burn - A Burned Pokemon receives a Burn Marker and has two damage counters placed on it during Pokemon Checkup, then its controller flips a coin. If heads, that Pokemon is no longer burned. Burn can overlap with other Special Conditions.
 
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Alternate Ways to Play (coming less soon, and only if I don't think of something else that should be here instead!)
 
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