Two players each build a 60-card deck, battle Pokémon against one another, and race to claim six Prize cards. This page covers what you need for a first game — the card types, how a turn works, and the three ways a game is won.
One 60-card deck per player, and something to track damage. You do not need expensive cards — a deck's consistency comes from Trainer cards, which are usually the cheapest part of it.
Every card in a deck is a Pokémon, a Trainer or an Energy. Knowing which is which is most of what a first game requires.
The Pokémon that fight for you. One is Active at a time and up to five wait on your Bench.
Everything that is not a Pokémon or an Energy. Trainers are where a deck gets its consistency.
The fuel for attacks. You attach one Energy from your hand each turn, and every attack lists what it needs.
Both players shuffle their 60-card deck and draw seven cards.
You need at least one Basic Pokémon in hand. If you have none, reveal your hand, shuffle it back and draw seven again — a mulligan. Your opponent draws an extra card for each mulligan you take.
Put one Basic face down as your Active Pokémon, and up to five more on your Bench.
Take the top six cards of your deck and set them aside face down. These are what you claim by knocking out your opponent’s Pokémon.
The winner chooses who goes first. The player going first cannot attack on their first turn, so going second is often the stronger choice.
Every turn follows the same shape. Attacking always ends your turn, so it is the last thing you do.
Start every turn by drawing one card from your deck.
Play Basic Pokémon to your Bench, evolve Pokémon you played on an earlier turn, attach one Energy, play Item and Tool cards freely, one Supporter, and one Stadium.
Once per turn you may move your Active Pokémon to the Bench by discarding Energy equal to its retreat cost.
If your Active Pokémon has the Energy an attack requires, use it. Apply Weakness and Resistance, place the damage counters, and your turn is over.
Two limits catch new players out: you may attach only one Energy per turn, and a Pokémon cannot evolve on the same turn you played it.
Three ways, and the first is by far the most common.
Claim one each time you knock out an opponent’s Pokémon — two or three for an ex.
If your opponent has no Pokémon left in play after a knockout, you win immediately.
If your opponent cannot draw a card at the start of their turn because their deck is empty, you win.
Four numbers decide most of what a Pokémon card does in play.
Japanese cards show all of this identically — the numbers and symbols do not depend on language. Our guide to Japanese cards covers where each one sits on the card.
A legal deck is exactly 60 cards — not 59, not 61. You may include at most 4 copies of any card that shares a name, with one exception: Basic Energy cards have no limit. You also need damage counters or dice, and a coin for effects that require a flip.
For casual play, yes — the game is identical and both players can look up what a card does. For official organised play the rule is that every card in a deck must be in the language of the event, so a Japanese card generally needs an English equivalent to be tournament legal in an English-language event.
A casual game usually runs 15 to 30 minutes. Tournament rounds are typically capped around 50 minutes, at which point a turn limit decides the result if neither player has taken all six Prize cards.
An ex Pokémon has far more HP and stronger attacks, but your opponent takes two Prize cards instead of one when it is knocked out — sometimes three for the largest ones. That trade-off is the core decision: a stronger attacker that hands the game away faster if it falls.
No. Deck strength comes from how the 60 cards work together, not from the price of any single card. Trainer cards that let you draw and search your deck are usually cheap and matter more to consistency than an expensive attacker does.
It is the number of Energy cards you discard to move your Active Pokémon back to the Bench and bring up a different one. A high retreat cost is a real weakness: a Pokémon that is expensive to retreat can be trapped in the Active spot and worn down.
This covers enough to play a game. For edge cases and tournament rulings, the official Pokémon rulebook is the authority.
Authentic Japanese packs, sealed boxes and single cards, shipped across India.