Table Rules

Every game word the deck pages use, and the rules that trip people up

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Word List

Every game word you need, in order of how much you'll use it.

The board

Word
What it means
Active Spot
The one Pokémon out front. It's the only one that can attack, and it's the only one that can be attacked.
Bench
Your other Pokémon, waiting behind. You can have up to 5. They're safe from most attacks, but they can't attack either.
Hand
The cards you're holding.
Deck
Your face-down pile you draw from.
Discard pile
Where used and knocked-out cards go. Not gone forever — some cards fish things back out.
Lost Zone
A shelf above your Prize cards for cards the game removes outright. Unlike the discard pile, nothing ever comes back from it.
Prize cards
6 cards you set aside at the start. Every time you knock out a Pokémon, you take one — or two or three, if it was one of the big cards. Take all 6 and you win.

Pokémon

Word
What it means
Basic
A Pokémon you can play straight from your hand onto the Bench.
Stage 1
Evolves from a Basic. You put it on top of the Basic.
Stage 2
Evolves from a Stage 1. The biggest ones.
Evolve
Put an evolution card on top of the Pokémon it grows from. It keeps its Energy and its damage. You can't evolve a Pokémon the same turn you played it — unless a card says you can. Evolution goes by name, so any card that says "Evolves from Lampent" fits on any Pokémon named Lampent. The whole name has to match: Iono's Bellibolt ex evolves only from Iono's Tadbulb, and Alolan Persian only from Alolan Meowth.
HP
How much damage a Pokémon can take before it's knocked out.
Damage counter
A little marker worth 10 damage. So 3 damage counters = 30 damage. Placing counters is not the same as attack damage: placed counters ignore Weakness, Resistance, and anything that says "prevent damage."
Knocked Out (KO)
When damage reaches a Pokémon's HP, it goes to the discard pile and your opponent takes their Prize card or cards.
Weakness
If a Pokémon is Weak to a type, attacks of that type do double damage to it.
Resistance
The opposite — attacks of that type do less damage.
Retreat cost
How much Energy you discard to move your Active Pokémon back to the Bench. Once per turn. No symbols printed means it retreats free. Asleep and Paralyzed Pokémon can't retreat, and retreating doesn't spend your attack; the Pokémon that comes up can still use it.
Ability
Free text on a Pokémon that just works. It is not an attack. Using an Ability does not end your turn.

Energy and attacks

Word
What it means
Energy
Cards you attach to Pokémon so they can attack. You may attach only 1 Energy per turn from your hand. Some cards attach extra — those are the good ones.
Type symbols
Fire Fire · Water Water · Lightning Lightning · Grass Grass · Psychic Psychic · Darkness Darkness · Fighting Fighting · Metal Metal. Each one is paid only by an Energy of that type.
Colorless
The Colorless symbol. Any Energy pays for it — including every coloured one.
Attack cost
The symbols next to an attack. You need that much Energy attached to use it.
Attacking ends your turn.
Do everything else first. Once you attack, your turn is over.
Special Energy
Energy with extra text on it. Capped at 4 copies like any other card, and most recovery cards can't bring it back — "basic Energy" means the plain kind.

Trainer cards

Word
What it means
Trainer
Any card that isn't a Pokémon or an Energy. There are four kinds:
Supporter
Only 1 per turn. These are the powerful ones. Choosing which one is your biggest decision each turn.
Item
Play as many as you want in a turn.
Stadium
Stays on the table and changes the rules for both players. Only one Stadium can be out at a time — playing a new one throws the old one away. One per turn, and never one with the same name as the Stadium already out.
Pokémon Tool
Attaches to a Pokémon and stays there.

Rules that trip people up

Word
What it means
Mulligan
If your first 7 cards have no Basic Pokémon, show your hand, shuffle it back, and draw 7 again. Your opponent draws 1 extra card. It's not a loss — just a do-over.
Going first
Whoever goes first cannot attack or play a Supporter on their first turn. Use that turn to set up instead. And nobody evolves on their own first turn.
Confused
A Special Condition. When a Confused Pokémon tries to attack, flip a coin. Tails = the attack does nothing, that Pokémon takes 30 damage, and the turn ends. It only wears off when the Pokémon leaves the Active Spot.
Special Condition
Confused, Asleep, Paralyzed, Poisoned, or Burned. They all go away when the Pokémon leaves the Active Spot. The full table lives in Special Conditions.
Pokémon Checkup
The between-turns step where Special Conditions do their work, always in the same order: Poisoned, Burned, Asleep, Paralyzed.
4-copy limit
You may have at most 4 cards with the same name in a deck. Basic Energy is the one exception — you can have as many as you want. The limit counts names, not pictures: every print of Litwick is still Litwick.
"Up to"
When a card says "up to 3," zero, one, or two is also legal. Fetch what you can use, not what you can fetch.

The big-card words

Word
What it means
ex
A really strong Pokémon. The catch: it's worth 2 Prize cards when it gets knocked out, not 1. "ex" is part of the card's name, so Eevee and Eevee ex count as different cards for the 4-copy limit.
Mega Evolution ex
The biggest ones, marked Mega. Worth 3 Prize cards when knocked out. Two knockouts on Megas is a whole game.
Rule Box
The grey box of extra rules at the bottom of an ex card. Some cards care whether a Pokémon has one — search cards that skip them, discard costs that refuse them.
Tera
An Ability some ex Pokémon have. While that Pokémon is on the Bench, attacks do zero damage to it. Not less. Zero. Placed damage counters still land, though — Tera is a rule about attacks.
ACE SPEC
A card so strong you may only have one in your whole deck — one total across all ACE SPEC cards, not one of each.
Search your deck
Look through your whole deck and take out the exact card you want. Then shuffle. The decks that do this a lot almost never get stuck.

How a Game Runs

The whole game, in the order it happens. This is the official rulebook folded down to one screen; the Word List covers any word in it that looks strange.

1. Set up

  1. Flip a coin. The winner picks who goes first.
  2. Shuffle your deck and draw 7 cards.
  3. Put one Basic Pokémon face down in the Active Spot, and up to 5 more face down on your Bench.
  4. Set the top 6 cards of your deck aside, face down. Those are your Prize cards.
  5. Both players flip their Pokémon face up, and the game starts.

No Basic Pokémon in your 7 is a mulligan: show your hand, shuffle it back, and draw 7 again until a Basic shows up. Your opponent may draw 1 extra card for each mulligan you took beyond their own, and any Basics they draw that way can go straight to their Bench.

2. Take a turn

A turn is three parts, and only the middle one is a menu.

Draw a card. Not optional. If your deck is empty when your turn starts, you lose on the spot.

Do any of these, in any order:

Action
How often
Put Basic Pokémon on your Bench
As many as you want
Evolve your Pokémon
As many as you want, but nothing that came into play this turn
Attach an Energy from your hand
Once per turn
Play Item and Tool cards
As many as you want
Play a Supporter
Once per turn
Play a Stadium
Once per turn
Retreat your Active Pokémon
Once per turn
Use Abilities
As many as you want

Attack. Attacking ends your turn, so it always comes last. You can also pass without attacking; just say so.

On the game's opening turn, the player going first skips the attack and can't play a Supporter, and neither player evolves anything. That turn is for setting up.

3. Attack, in order

Most attacks are simple. Check the Energy, announce the attack, do the damage. When one gets complicated, this is the official order of operations:

  1. Announce the attack, with the Energy attached to cover its cost.
  2. Apply anything that could stop it, including the Confusion flip.
  3. Make the choices the attack asks for, and pay what it asks you to pay.
  4. Work out the damage, and place the counters.
  5. Do everything else the attack text says.

The damage math in step 4 runs in one fixed order:

  1. Start from the number printed beside the attack.
  2. Add effects on your side, like attack boosts and Tools.
  3. Double it for Weakness.
  4. Subtract for Resistance (30, on modern cards).
  5. Apply effects on their side, like "takes 20 less damage."
  6. Place 1 damage counter per 10. Zero or less places nothing.

Two lines worth memorizing:

  • Placed counters skip all of it. An attack that puts damage counters ignores Weakness, Resistance, and every damage shield.
  • The Bench has no Weakness. Damage that reaches Benched Pokémon is never doubled by Weakness and never shrunk by Resistance.

After the attack, check every Pokémon that took damage, yours included. Anything with damage at or past its HP is Knocked Out: it goes to the discard pile with everything attached, the other player takes the Prize card or cards, and its owner promotes a new Active from the Bench. No Bench to promote from ends the game right there.

4. Pokémon Checkup

Between every pair of turns the game runs a maintenance step. Special Conditions fire in a fixed order: Poisoned, then Burned, then Asleep, then Paralyzed. Anything else that says "between turns" happens here too, and the player whose turn comes next picks the order of those extras. Then any Pokémon out of HP is Knocked Out, Prizes are taken, and the next turn begins.

5. Three ways to win

  1. Take your last Prize card.
  2. Knock Out your opponent's last Pokémon in play.
  3. Your opponent has no card to draw at the start of their turn.

Both players can win at the same moment; a double Knock Out on the last Prizes will do it. The answer is a tiebreaker game: set up fresh, 6 Prizes each, and the first Prize card taken wins. If you each win once but one of you wins in two ways at once, the double win takes it.

Special Conditions

Five things that can go wrong for an Active Pokémon. Asleep, Confused, and Paralyzed tilt the card so nobody forgets; Burned and Poisoned use markers.

ConditionShow itWhat it does
AsleepTilt the card counterclockwiseCan't attack or retreat. Flip at every Checkup; heads wakes it.
BurnedBurn marker2 damage counters at every Checkup, then flip; heads clears it.
ConfusedTurn the card upside downFlip before attacking. On tails the attack fails and it takes 3 damage counters.
ParalyzedTilt the card clockwiseCan't attack or retreat. Clears at the Checkup after its owner's next turn.
PoisonedPoison marker1 damage counter at every Checkup.

The rules around the table:

Real tournaments only allow newer cards. Every card printed since 2023 carries a regulation mark — a little letter near the bottom — and each spring the oldest letter stops being legal. Right now the legal letters are H, I, and J.

The letters, with dates, straight from the tournament handbook:

Regulation mark
Standard-legal since
H
April 5, 2024
I
April 11, 2025
J
March 6, 2026

G rotated out in 2026. It is still fine in the Expanded format, which keeps every mark back to D, and it is still fine here.

A new set is not legal the day it hits the shelf, either. Cards become tournament-legal on the second Friday after the set's US release; the exception is a reprint of a card that is already legal, which you can play immediately.

At home, none of that matters. We play whatever the box holds, and some of the house decks use old cards on purpose, because the old ones are cheap and really fun. Each deck page says which kind it is: the tournament decks carry only legal letters, and the home decks tell you exactly which cards would have to stay in the binder at a real event.

Two more shop rules worth knowing before a tournament night:

Tournament Night

What the Play! Pokémon tournament handbook expects of you at a real event, folded down to what a first tournament actually feels like. None of this applies at home. All of it applies at the shop.

Before you sit down

  • Bring a deck list. Championship events want an exact, card-by-card list of your 60, and judges spot-check decks against it at any point from sign-in to the last round. The list is a promise that your deck hasn't changed mid-event.
  • Sleeves are a uniform. All 60 must match: same design, same condition, solid single-color edges, nothing reflective. Official Pokémon art sleeves are fine when the border is one solid color. A scuffed or distinctive sleeve counts as a marked card, so bring a fresh set.
  • Real cards only. No proxies and no altered cards. The one exception is a proxy a judge makes for you when a card gets damaged mid-event.
  • Keep the table clear. Good-luck charms are welcome; food and drinks are not.

Table manners

  • Shuffle in the open, then offer the cut. After every shuffle, your opponent cuts your deck once or gives it a brief shuffle of their own. Either of you can ask a judge to do the shuffling instead, and nobody is allowed to be offended by that.
  • Keep the board readable. Energy visible under each Pokémon, Prize cards spread out and countable at a glance, one discard pile, the Stadium between the two Actives. A judge should be able to read the whole game from a photo.
  • Some questions must be answered. How many cards in your hand or deck, how many Prizes left, what happened this turn, and the text on anything in play are all public information. Your hand and what's still in your deck stay private.
  • Notes are legal. You can write and read notes during a match on a sheet that starts blank. No codes and no ciphers; a judge can ask to read them, and a phone is not a notepad.

Dice, coins, and pace

  • A coin flip counts when it starts at shoulder height, turns over at least three times, and lands flat inside the play area. If you disagree about a flip, a judge decides, and a flip a judge has ruled on never gets redone.
  • Dice have to be transparent or translucent cubes with rounded corners. Even is heads, odd is tails. You can always borrow your opponent's dice or coin.
  • Keep a lively pace. The handbook's guidelines give a mid-game deck search about 15 seconds and the pause before playing a card about 10. Deliberately milking the clock is stalling, and stalling is a penalty.

The clock

  • Most events play matches as best of three. After game one there is no coin flip; the loser of the game decides who goes first in the next one.
  • Time being called doesn't stop the game dead. The players finish 3 more turns between them inside a 15-minute overtime.
  • In a Swiss round an unfinished match usually lands as a tie; the exception is time called between games one and two or during game two, which hands the match to whoever won game one. In a knockout round somebody has to win: fewest Prize cards remaining takes it, and a dead-even game goes to a sudden-death tiebreaker game where the first Prize card wins.
  • Show up on time. A player who was late, or who wandered off without a judge's permission, loses any match still unfinished when time runs out. The handbook calls it the Tardiness Clause, and it outranks every other tiebreaker.

When something goes wrong

Call a judge. If you are unsure of a ruling, disagree with your opponent, or saw something odd, call a judge. Penalties climb a ladder from a verbal caution, to a recorded warning, to Prize penalties that hand the other player a head start of 2 or 4 Prizes, then game loss, match loss, and disqualification. Honest mistakes live at the bottom of the ladder, and any penalty can be appealed to the Head Judge.

Prerelease nights

Sealed events like the shop's Build & Battle nights run smaller. You build a 40-card deck out of just the packs you opened plus the shop's Basic Energy, matches play to 4 Prizes, and the 4-copy limit is waived because you play what you pulled. You get 30 minutes to build, and there is no wrong deck.

How To Play ex Style

This is the part that transfers. Everything below applies to any ex deck, including Fox's.

1. You are not fighting. You are racing to six.

The single biggest mental shift from the casual deck. In Gengar Gang every Pokémon is worth 1 Prize, so "knock out more stuff than they do" and "win" are the same sentence. In an ex format they come apart:

Pokémon type
Prizes
Non-ex
1
Pokémon ex
2
Mega Evolution Pokémon ex
3

Two Mega Knock Outs is a whole game. You are not playing a war of attrition; you are playing a sprint where each turn is worth a third of the game.

2. Build a Prize map before you start

Before the first attack, decide which six Prizes you are taking. Three Knock Outs on their 2-prize attackers is the standard plan. Two on their Megas is faster if the chip math is there. Six on single-prize Pokémon is a race you will lose; do not plan it.

Then ask the mirror question, which Shadowy Concealment rewrites in your favor: which of yours can they afford to Knock Out? In the Dark Box the answer is "almost everything," and that asymmetry is the strategy.

3. The trade is the whole game

You loseThey loseVerdict
1-prizer (0 under Concealment)their 2-prize exThe dream. This deck's whole design.
2-prize extheir 2-prize exEven. Fine.
3-prize Megatheir 2-prize exBad. You won the fight and lost the exchange.
1-prizernothingBad, unless it bought setup.

4. The two-shot problem beats HP every time

If your attacker needs two turns to Knock Out and theirs needs one, you lose, regardless of HP. Chip damage is not a nice extra in ex decks; it is the difference between one-shotting and losing. The Dark Box's answer is game plan 3.

5. Gust effects are the most valuable cards in the format

Boss's Orders wins more ex games than any attacker, because in an ex format the whole game is deciding what you are allowed to Knock Out. The Dark Box runs three, and drawing one starts a plan; it does not fill a turn.

6. Rules that bite harder in ex decks

  • Going first, you cannot attack. Going second, Toxel's Call for Family makes the free attack a real turn.
  • ACE SPEC: exactly one per deck, total. Not one per name.
  • Shadowy Concealment does not stack. Three Megas in play still reduce by exactly 1.
  • Rule Box Pokémon cannot be discarded to Gwynn. The Dark Box does not run her, and her presence in Gengar Gang is one more reason the two decks stay separate.

7. Errors to expect on the way over

Habit from Gengar Gang
Why it fails in ex
Leading with the best attacker
It is worth 3 Prizes. Lead with something cheap.
Trading freely because everything is 1 Prize
Trades have prices now. Score them first.
Building the widest possible Bench
Wide boards feed Dragapult's spread and every Bench-damage attack in the format.
Treating chip damage as optional
It is how 230 beats 350.
Saving Boss's Orders for the end
The end arrives on turn four.