How to Play the Pokemon TCG
Everything you need to know to start playing the Pokemon Trading Card Game, from setup to your first victory.
Table of Contents
1. What You Need to Play
Each player needs exactly 60 cards. You can buy a pre-built theme deck or build your own.
Many cards require coin flips. A coin or even-odd dice works.
Track damage on Pokemon. Dice, beads, or official counters all work. Each counter = 10 damage.
A table or playmat with zones for Active, Bench, Deck, Discard, and Prize cards.
2. Types of Cards
Every card in the Pokemon TCG falls into one of three categories:
Pokemon Cards
The creatures that battle! They have HP (Hit Points), attacks, weaknesses, resistances, and a retreat cost.
- Basic Pokemon — Can be played directly from your hand to your Bench
- Stage 1 Pokemon — Evolves from a Basic Pokemon already in play
- Stage 2 Pokemon — Evolves from a Stage 1 Pokemon (the most powerful regular Pokemon)
Trainer Cards
Support cards that help you search, draw, heal, and more. There are four subtypes:
- Item — Play as many as you want per turn. Effects happen immediately
- Supporter — Only ONE per turn. Usually powerful draw or search effects
- Stadium — Stays in play and affects both players. Only one Stadium at a time
- Pokemon Tool — Attach to a Pokemon to give it a boost. One tool per Pokemon
Energy Cards
Pokemon need energy to use their attacks. You attach one energy card per turn from your hand.
- Basic Energy — 11 types matching Pokemon types. No limit in your deck (unlike other cards which are limited to 4 copies)
- Special Energy — Provide multiple energy or bonus effects. Limited to 4 copies each
3. Setting Up the Game
- 1 Shuffle & Draw 7
Both players shuffle their decks and draw 7 cards as their starting hand.
- 2 Check for Basic Pokemon
You must have at least 1 Basic Pokemon in your hand. If you don't, reveal your hand, shuffle, and draw again. Your opponent may draw an extra card each time this happens (called a "mulligan").
- 3 Place Active & Bench
Place one Basic Pokemon face-down as your Active Pokemon. You may place up to 5 more Basic Pokemon face-down on your Bench.
- 4 Set Aside Prize Cards
Each player places the top 6 cards from their deck face-down as Prize cards. You collect a Prize card each time you knock out an opponent's Pokemon.
- 5 Flip & Start
Flip all Pokemon face-up. Flip a coin — the winner decides who goes first. The first player cannot attack on their first turn.
4. Turn Structure
Each turn follows the same pattern: Draw → Do Stuff → Attack
Draw Phase
Draw 1 card from the top of your deck. This is mandatory. If you can't draw because your deck is empty, you lose the game.
Action Phase (Do any of these, in any order)
- 🔋 Attach 1 Energy — From your hand to one of your Pokemon (once per turn)
- 🎴 Play Basic Pokemon — Put them from your hand onto your Bench (up to 5 on Bench)
- ⬆️ Evolve Pokemon — Play Stage 1/2 cards on matching Pokemon (not on their first turn in play)
- 🃏 Play Trainer cards — Items (unlimited), Supporter (1 per turn), Stadium, Tool
- ↩️ Retreat — Pay the retreat cost to switch Active for a Benched Pokemon (once per turn)
- ⚡ Use Abilities — Some Pokemon have Abilities that activate without attacking
Attack Phase
Choose one of your Active Pokemon's attacks (if you have the required Energy attached). Apply damage, effects, and any weakness/resistance. Your turn then ends.
Remember: Only your Active Pokemon can attack. You can only attack once, and it must be the last thing you do in your turn.
5. How Attacking Works
Each attack has an energy cost shown by colored symbols. Your Pokemon must have those energy types attached to use the attack. Colorless energy (⚪) can be paid with any type.
Damage calculation:
- Start with the attack's base damage
- Apply weakness: if the defending Pokemon is weak to the attacker's type, double the damage (×2)
- Apply resistance: if the defending Pokemon resists the attacker's type, subtract 30 (−30)
- Apply any other effects from Abilities, Tools, or Stadiums
Place damage counters on the defending Pokemon. Each counter represents 10 HP of damage. When total damage equals or exceeds a Pokemon's HP, it's Knocked Out.
When you knock out a Pokemon:
- Your opponent puts the knocked-out Pokemon and all attached cards in the discard pile
- You take Prize card(s) — usually 1, but 2 for V/EX/GX/ex, and 3 for VMAX/VSTAR/TAG TEAM
- Your opponent must promote a Benched Pokemon to Active
6. How to Win
Take All Prizes
Collect all 6 of your Prize cards by knocking out opponent's Pokemon. Most common way to win.
No Pokemon Left
If your opponent has no Pokemon in play (Active or Bench), you win immediately.
Deck Out
If your opponent can't draw a card at the start of their turn because their deck is empty, you win.
7. Status Conditions
Certain attacks and abilities inflict status conditions on Pokemon. Read the full guide.
1 damage counter between turns
Flip coin between turns — tails = 2 damage counters
Can't attack or retreat. Flip between turns to wake up
Can't attack or retreat. Wears off after one turn
Flip coin when attacking — tails = attack fails, 3 damage counters to self
8. Beginner Tips
- 1. Start with a theme deck — They're pre-built and balanced for beginners. Don't try to build from scratch on day one.
- 2. Play Supporter cards every turn — Drawing extra cards is the most important thing in the game. Professor's Research, Boss's Orders, and similar cards are staples.
- 3. Don't overload on Energy — A common mistake. Most decks run 10-14 Energy cards. The rest should be Pokemon and Trainer cards.
- 4. Set up your Bench — Don't just focus on your Active Pokemon. Build backup attackers on your Bench so you're ready when your Active is knocked out.
- 5. Know your matchups — Weakness doubles damage, which is huge. If your opponent has a type advantage, consider retreating and switching to a different attacker.
- 6. Try Pokemon TCG Live — The free official digital game is the best way to learn. It handles all the rules for you while you play.