PokÈmon TCG Single Card Rulings by: Philippe Van Lieu, of PokÈmon Aaah! Fame This page is to help the PokÈmon TCG player on any card clarifications. Some of this info comes from official sources, while others is just common sense. The covered sets are Basic, Jungle, Fossil, and Promo cards, since those are the only ones so far released in the USA. And not to make myself look like a fool because someone else has already did something like this, I'm going to try something different than that other one. If you wish to contribute to this page, please email me at nick15@pacbell.net. To find the most recent version of this page, point your web broswers to: http://63.196.210.170/pokemon/7-tcg-info/tcg-card-ruling.txt Any official game text is ©1999-2000 by Wizards of the Coast. Used without permission. Dang. This file is ©2000 by Philippe Van Lieu. --------------------------- Quick Set Information: - The first set released in North America was the self titled edition, "PokÈmon Trading Card Game". (For this, we'll just call it "Base Set".) The 1st Edition printing was originally released sometime in January 1999, however many people didn't recieve it until March of 1999. The Unlimited printing was released sometime mid summer of 1999. Printing for Base Set stopped around December 1999. Base Set contained 102 cards (16 Holo rare, 16 non-holo rare, 32 Uncommon, 32 Common, 7 Energy cards). Each pack of cards contained 11 different cards (1 Rare, 3 Uncommon, 7 Common). Sets are usually determined by an "expansion symbol", however Base Set lacks one. - 5 Base Set Preconstructed Decks were made for the Base Set. The Base Set Preconstructed Decks included 60 card (fixed, with 1 holo rare, 1 non-holo rare), a plastic game coin, 10 'damage counters' (colored glass beads), and a rule book. Here is a quick description of each deck: "Starter" Simply deck that introduces the game to new players, a Fire/Fighting deck. Its holo-rare is a 1st Edition Machamp. "Zap!" Psychic/Lightning deck. Its rares is a holo-Mewtwo and a Computer Search "Overgrowth" Water/Grass deck. Its rares is a holo-Gyarados and a Beedrill "Brushfire" Fire/Grass deck. Its rares is a holo-Ninetails and a Lass "Blackout" Fighting/Water deck. Its rares is a holo-Hitmonchan and a Super Energy Removal. - The next set released in America was "Jungle". The 1st Edition printing was planned to be released in August 1999 (and even as late as October 1999), however it was pushed way ahead of schedule to June 19, 1999. After a few weeks, 1st Edition Jungle sold out and was replaced by Unlimited Jungle on July 2-ish, 1999. Printing for Jungle stopped around December 1999. The Jungle set contained 64 cards (16 holo rares, 16 non-holo rare versions of the holo rares, 16 Uncommon, 16 Common). Like the Base Set packs, there were 11 cards in each pack. The Jungle set is determined by a "flower" symbol. - 2 Jungle Preconstructed Decks were made for the Jungle Set. Like the Base Set Preconstructs, the Jungle decks has 60 cards (fixed, with only 1 holo-rare), a plastic game coin, 10 'damage counters' (colored glass beads), and a "Version 2" rule book. Here's a quick description of each deck: "Water Blast" Water/Fighting deck. Its rare is a holo-Vaporeon. "Power Reserve" Grass/Psychic deck. Its rare is a holo-Kangaskhan - The set released after Jungle was "Fossil". This 1st Edition printing was released around October 10, 1999. The Unlimited printing of Fossil was released several weeks later. The Fossil set contained 62 cards (15-holo rares, 15 non-bolo rate versions of the holo rares, 16 Uncommon, 16 Common). Like the Base Set packs, there were 11 cards in each pack. The Fossil set is determined by a "claw" symbol. - 2 Fossil Preconstructed Decks were made for the Jungle Set. Like the Base Set Preconstructs, the Fossil decks has 60 cards (fixed, with only 1 holo-rare), a plastic game coin, 10 'damage counters' (colored glass beads), and a "Version 3" rule book. Here's a quick description of each deck: "Bodyguard" Grass/Fighting deck. Its rare is a holo-Muk. "Lock Down" Water/Fire deck. Its rare is a holo-Lapras. - So far, 8 Promotional cards have been made (other promo cards exist, however they're just reprints of existing cards). 1: Pikachu (LV. 16) Released as a promotion for the PokÈmon League 2: Electabuzz (LV. 20) Released as a promotion for "PokÈmon: the First Movie" 3: Mewtwo (LV. 60) Released as a promotion for "PokÈmon: the First Movie" 4: Pikachu (LV. 13) Released as a promotion for "PokÈmon: the First Movie" 5: Dragonite (LV. 43) Released as a promotion for "PokÈmon: the First Movie" 6: ???? 7: Jigglypuff (LV. 12) Released as a send-away for the "PokÈmon: the First Movie" Soundtrack 8: Mew (LV. 23) Released as a promotion for the PokÈmon League --------------------------- Single Card Rulings: Basically, if it's not a rule in the rule book, it's not a part of the game. Here is a quick explanation of the various symbols: G: Grass Energy R: Fire Energy B: Water Energy E: Electric Energy F: Fighting Energy P: Psychic Energy C: Colorless Energy ---------Base Set---------- Abra (LV. 10) 30 HP Type: Basic PokÈmon Color: Psychic Weak: P Resist: Retreat: Attacks: P: Psyshock 10 Damage Flip a coin. If heads, the Defending PokÈmon is now Paralyzed. Rulings: - None ------ Alakazam (LV. 42) 80 HP Type: Stage 2 PokÈmon (Evolves from Kadabra) Color: Psychic Weak: P Resist: Retreat: CCC Attacks: PokÈmon Power: Damage Swap As often as you like during your turn (before you attack), you may move 1 damage counter from 1 of your PokÈmon to another as long as you don't Knock Out that PokÈmon. This Power can't be used if *this card* is Asleep, Confused, or Paralyzed. PPP: Confuse Ray 30 Damage Flip a coin. If heads, the Defending PokÈmon is now Confused. Rulings: - PokÈmon Power cannot move opponent's damage counters. - PokÈmon Power cannot move your damage counters over to opponent's PokÈmon - PokÈmon Power cannot knock out one of your own PokÈmon. - PokÈmon Power is "player activated", and not "always on". (Common PokÈmon Power ruling) - PokÈmon Power can be used if the PokÈmon is on your Bench or is your Active PokÈmon*. - PokÈmon Power cannot be used after you attack*. * Note: These rules apply to all PokÈmon with PokÈmon Powers (unless otherwise stated). ------ Arcanine (LV. 45) 100 HP Type: Stage 1 PokÈmon (Evolves from Growlithe) Color: Fire Weak: W Resist: Retreat: CCC Attacks: RRC: Flamethrower 50 damage Discard 1 Fire Energy card attached to *this card* in order to use this attack. RRCC: Take Down 80 Damage *This card* does 30 damage to *this card*. Rulings: - None. ------ Beedrill (LV. 32) 80 HP Type: Stage 2 PokÈmon (Evolves from Kakuna) Color: Grass Weak: R Resist: F -30 Retreat: Attacks: CCC: Twineedle 30x damage Flip 2 coins. This attack does 30 damage times the number of heads. GGG: Poison Sting 40 Damage Flip a coin. If heads, the Defending PokÈmon is now Poisoned. Rulings: - None. ------ Bill Type: Trainer Effect: Draw two cards. Rulings: - If you have less than two cards in your deck, draw the remaining cards. ------ Blastoise (LV. 52) 100 HP Type: Stage 2 PokÈmon (Evolves from Wartortle) Color: Water Weak: E Resist: Retreat: CCC Attacks: PokÈmon Power: Rain Dance As often as you like during your turn (before you attack), you may attach 1 Water Energy card to 1 of your own Water PokÈmon. (This doesn't use up your 1 Energy crd attachment for the turn.) The power can't be used if Blastoise is Asleep, Confused, or Paralyzed. BBB: Hydro Bump 40+ Damage Does 10 damage plus 10 more damage for each Water Energy attached to *this card* but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. Rulings: - PokÈmon Power can allow you to play more than one Water Energy a turn. - PokÈmon Power can only attach Water Energy on Water PokÈmon. - PokÈmon Power is "player activated", and not "always on". - (See Alakazam for "Common PokÈmon Power ruling") - "Hydro Pump" can only do 60 damage maximum. ------ Bulbasaur (LV. 13) 40 HP Type: Basic PokÈmon Color: Grass Weak: R Resist: Retreat: C Attacks: GG: Leech Seed 20 Damage Unless all damage from this attack is prevented, you may remove 1 damage counter from *this card*. Rulings: - If you don't have any damage counters on Bulbasaur, ignore that part of the effect. ------