Pokémon Trading Card GameHow to play

Pokémon

One Active Pokémon, a Bench of five, and six Prize cards between you and the win.

How it feels

Pokémon is a short race for prizes. You evolve, attach one Energy a turn, and try to knock out whatever sits across from you. It is friendlier than a long constructed night and more structured than a kitchen-table mash — the turn has a checklist, and the prizes are sitting right there.

How you win

Take all your Prize cards, KO every Pokémon your opponent has in play, or they cannot draw at the start of their turn.

What you need

Sit down with this

A 60-card deck, damage counters (dice work), a coin or the official app for flips, and room for Active, Bench, and six Prizes. Battle Academy and two theme decks already include everything. Loose boosters do not make a legal first deck.

Shuffle a 60-card deck. Draw seven. Put a Basic Pokémon into the Active Spot. Bench up to five more Basics. Set six Prize cards face-down from the top of the remaining deck. If you cannot put a Basic in Active, mulligan: shuffle, draw seven again; the opponent may draw extra. Coin flip for who goes first — that player usually cannot attack on turn one.

The table

Where cards live

  • Active Spot

    One Pokémon. This is the only one that can attack. If it is KO’d, promote a Benched Pokémon.

  • Bench

    Up to five Pokémon waiting. They can use some Abilities. They cannot attack until they become Active.

  • Hand

    Hidden. Trainers, Energy, and extra Pokémon wait here. No end-of-turn discard for size.

  • Prize cards

    Six face-down cards from your deck. You take one (sometimes more) when you KO an opposing Pokémon.

  • Deck and discard

    Draw from the deck. Used Trainers, discarded Energy, and KO’d Pokémon go to the discard pile. Empty deck at draw = loss.

  • Stadium

    One Stadium in play for both players. A new Stadium discards the old one.

A turn

Do these in order

  1. 01

    Draw

    Always draw one to start your turn. No card, no turn — you lose.

  2. 02

    Do stuff

    Play Basics to the Bench, evolve, attach one Energy, play Trainers, use Abilities, retreat once.

  3. 03

    Attack

    Pay the Energy shown on the Active Pokémon’s attack. Damage sits on the Pokémon as counters.

  4. 04

    Prizes

    When you KO an opposing Pokémon, take one Prize (more for some bigger Pokémon). Then they promote a new Active.

The cards

What you are looking at

  • Pokémon

    Basic → Stage 1 → Stage 2, or a rulebox Pokémon (ex, V, VMAX). HP in the corner.

    What it does
    The fighters. Only the Active Pokémon attacks. HP is how much damage they can take before a KO.
    When you play it
    Basics can be played to a empty Active Spot or an open Bench slot on your turn. Evolutions go on top of the matching previous stage, not the turn you played that previous stage.
    Beginner trap
    Trying to evolve the same turn you played the Basic, or attacking with a Benched Pokémon.

    Go deeper on Pokémon

  • Energy

    Fuel for attacks. Usually one attachment per turn. Types match the attack cost.

    What it does
    The resource. Attacks list Energy symbols. You attach cards from hand to pay those symbols.
    When you play it
    Once per turn, from your hand, onto one of your Pokémon in play. Some cards let you attach more.
    Beginner trap
    Attaching a second Energy “because you have it,” or putting Energy on a Bench Pokémon you will never promote.

    Go deeper on Energy

  • Trainer

    Items are free to spam. One Supporter and one Stadium per turn.

    What it does
    The helper cards. They are not Pokémon and they are not Energy. Almost every competitive list is half Trainers.
    When you play it
    On your turn, during the “do stuff” part, before you attack. Timing depends on the subtype: Item, Supporter, or Stadium.
    Beginner trap
    Playing two Supporters in one turn, or treating an Item like it has the one-per-turn cap.

    Go deeper on Trainer

Combat and keywords

The verbs

  • Attack

    Only the Active Pokémon. Discard or attach the Energy the attack asks for, then apply damage and any extra text.

  • Retreat

    Once per turn, discard Energy equal to the retreat cost and swap Active with a Benched Pokémon. Some cards retreat for free.

  • Ability

    A Pokémon power that is not an attack. Read when it is allowed — some are once per turn, some sit there.

  • Weakness / Resistance

    Printed on the defending Pokémon. Weakness usually adds damage. Resistance subtracts. Type vs type, not “whatever you feel.”

  • Prize take

    KO an opposing Pokémon, take the printed number of Prize cards (usually one; more for rulebox Pokémon). You choose which face-down prizes.

Ways to play

Pick a table

  • Standard

    Store events, TCG Live ranked, anyone building a “real” list.

    60 cards, current regulation marks. Friday Night Pokémon and official events.

    How this table works →

  • Battle Academy / first game

    Anyone who has never set prizes.

    Ready-made decks that teach the turn in order. The right first box.

    How this table works →

  • Pokémon TCG Live

    People who want to practice before a store, or who have no local table.

    Free official client with a built-in tutorial and the same Standard rules.

    How this table works →

Print finish

Same card, different row

Treatments do not change the rules text. They do change the catalog row — tap a finish to shop it, or open the desk note to see why collectors pay extra.

  • Common / Uncommon

    The bulk of a set. Same Pokémon name still shares one character dossier here.

    Legal if the card’s regulation mark is legal. Rarity is not a rules type.

    Finish note →See cards →

  • Holo

    Foil treatment of a playable card. Usually the same game text as the non-holo.

    Same card for play. Foil does not change attacks or HP.

    Finish note →See cards →

  • ex / Double Rare

    A rulebox Pokémon. Worth extra Prize cards when KO’d.

    Legal as that printed card. It is not the same card as the non-ex with the same name.

    Finish note →See cards →

  • Illustration rare

    Full-art chase of an existing card. Collectors hunt these; decks can play the cheap version.

    If the game text matches, it is that card. Art is collectible.

    Finish note →See cards →

  • Special illustration

    The big alt-art. Same card for play, different row in this catalog.

    Same card as the regular printing of that name and text. Not a new attack.

    Finish note →See cards →

  • Promo

    Stamped or stamped-set extras. Check the collector number.

    Legal when the card is on the current Standard list. A stamp does not ban it or make it legal.

    Finish note →See cards →

Watch someone play

Official table

Getting started with the Pokémon TCG

The Official Pokémon Channel · 4 min

Keep going

Official rules and teaching tools

These are publisher pages — not recaps. Use them when the video is not enough.

Go deeper

Desk notes

Same map for every game on TCSell. Open a card type, a way to play, a finish, or a how-it-works note.

How to play Pokémon · TCSell