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Two players each build a 60-card deck, battle Pokémon against one another, and race to take their Prize cards. This page covers what you need for a first game, with official video lessons alongside each topic.
Rules on this page were checked against: Official Pokémon TCG rulebook, Play! Pokémon TCG Tournament Handbook, Pokémon's learn-to-play page.
Pokémon's own introduction to the game, then the deck rules you need before you build one.
For a first deck, the rulebook suggests one or two Energy types, 12 to 15 Energy cards, and around 20 to 25 Trainer cards, with Pokémon making up the rest.
Every card in a deck is a Pokémon, a Trainer or an Energy.
The Pokémon that battle for you. Each player has one Active Pokémon, and up to 5 more can wait on the Bench.
Items, Supporters, Stadiums and Pokémon Tools. The card's subtype is printed in its upper-left corner, with any special rule at the bottom.
Pokémon usually cannot attack without Energy. Each attack lists the Energy it needs, and you attach one Energy card from your hand per turn.
When you play a Trainer card, do what it says and follow the rule printed at the bottom of the card. Most are discarded afterwards. The four subtypes differ in how often you can play them.
Play as many as you like. Do what it says, then discard it.
Played like an Item, but only one per turn. The player who goes first cannot play one on their first turn.
Stays in play and affects both players. Only one Stadium can be in play: a new one discards the old. You cannot play one with the same name as the Stadium already in play.
Attached to one of your Pokémon. Each Pokémon can have only 1 Tool attached at a time.
Shake hands, then flip a coin. The winner decides which player goes first.
Each player shuffles their 60-card deck and draws the top 7 cards.
You need at least one Basic Pokémon in your hand. If you have none, reveal your hand, shuffle it back into your deck and draw 7 again — a mulligan — and repeat until you have one. Each time your opponent takes a mulligan, you may draw an extra card.
Put one Basic Pokémon face down as your Active Pokémon, and up to 5 more Basic Pokémon face down on your Bench.
Put the top 6 cards of your deck to one side, face down. These are your Prize cards.
Both players flip their Active and Benched Pokémon face up, and the game starts.
Every turn has three parts. Attacking always ends your turn, so it is the last thing you do.
Start your turn by drawing a card. If your deck is empty and you cannot draw, you lose.
Put Basic Pokémon onto your Bench (as many as you like). Evolve Pokémon (as many as you like). Attach one Energy card from your hand (once per turn). Play Trainer cards (one Supporter and one Stadium per turn). Retreat your Active Pokémon (once per turn). Use Abilities (as many as you like).
Check that your Active Pokémon has the Energy the attack needs, announce it, and resolve it. Once you attack, your turn is over, so finish everything else first.
Four things decide most of what a Pokémon card does in play: its attacks, its HP, its Weakness and Resistance, and its Retreat Cost.
The Pokémon needs at least the Energy shown in the attack's cost attached to it.
Only to the opponent's Active Pokémon, never to Benched ones. Weakness is ×2 on current cards; Resistance reduces damage by the amount printed on the card.
One damage counter for every 10 damage. A Pokémon is Knocked Out when its damage equals or exceeds its HP.
The Knocked Out Pokémon and everything attached go to the discard pile, and its owner's opponent takes a Prize card. The owner then chooses a new Active Pokémon from their Bench.
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.
Some attacks leave the Active Pokémon Asleep, Burned, Confused, Paralyzed or Poisoned. They apply only to the Active Pokémon, and end when it moves to the Bench or evolves. Checks happen at Pokémon Checkup, between turns, in this order: Poisoned, Burned, Asleep, Paralyzed.
There are three ways to win a game.
You take one Prize card each time you Knock Out an opponent's Pokémon — 2 for a Pokémon ex, 3 for a Mega Evolution Pokémon ex.
If your opponent has no Pokémon left in play — including when they cannot replace a Knocked Out Active Pokémon — you win.
If your opponent has no cards in their deck at the beginning of their turn, you win.
The rest of Pokémon's official “Learn to Play” series, one topic per video.
A deck must be exactly 60 cards — not 59, not 61. Apart from Basic Energy, you can have only 4 cards with the same name, and the deck must contain at least one Basic Pokémon. You also need something to track damage, such as damage counters, and a coin for effects that call for a flip.
For games with friends, yes — the game itself is identical. Official Play! Pokémon rules limit which card languages are legal at Championship Series events by region, with English always permitted at the major championships. For other tournaments and League sessions, the organiser decides, and mixed-language decks are allowed as long as the card backs are consistent. Check with the organiser before an event.
In Play! Pokémon tournaments, when the round timer reaches zero, players get 15 more minutes to complete three additional turns. After that, the game is resolved under the tournament rules, which can include a tiebreaker game when one side must win.
A Pokémon ex has more HP and stronger attacks than a regular Pokémon, but your opponent takes 2 Prize cards instead of 1 when it is Knocked Out. Tera Pokémon ex also take no attack damage while on the Bench. Mega Evolution Pokémon ex give up 3 Prize cards when Knocked Out.
Exactly 60 cards. As a starting point, the official rulebook suggests one or two Energy types, 12 to 15 Energy cards, and around 20 to 25 Trainer cards, with Pokémon making up the rest — at least one of them a Basic Pokémon. A ready-made ex Battle Deck is the rulebook's recommended way to start.
To retreat, you discard 1 Energy from your Active Pokémon for each symbol in its Retreat Cost, then swap it with a Benched Pokémon. If no symbols are listed, it retreats for free. You can retreat once per turn, a Pokémon that is Asleep or Paralyzed cannot retreat, and you can still attack with your new Active Pokémon that turn.
Both players flip a coin and the winner decides who goes first. On their first turn, the player who goes first cannot attack and cannot play a Supporter card. Neither player can evolve a Pokémon on that player's first turn.
This covers enough to play a game. For edge cases and tournament rulings, the official rulebook is the authority.
Where to buy, packs vs boxes vs singles, what things cost in our catalogue, how to spot fakes, rarities, and how delivery and returns work.
Read the guide →How Japanese cards differ from English ones, how to read one, what set codes like SV2a mean, and what Master Ball cards are.
Read the guide →Authentic Japanese packs, sealed boxes and single cards, shipped across India.