Updated Pokemon DCI Floor Rules
Wizards of the Coast/DCI
January 2, 2003
Pokémon®
DCI™
Floor Rules
2003 Tournament Season Effective January 1, 2003
Introduction
The Pokémon DCI
Floor Rules work in conjunction with the DCI Universal Tournament Rules,
DCI Penalty Guidelines, and Pokémon
trading card game rules. Players, spectators, and tournament officials
must follow these documents while involved with DCI-sanctioned
Pokémon tournaments. Individuals who violate
sections of these documents will be subject to the appropriate provisions
of the DCI Penalty Guidelines.
Note: Please see
appendix B of the DCI Universal Tournament Rules for definitions of terms
in this document.
200. General Pokémon Tournament Rules
201. Format and Ratings Categories
The DCI sanctions the following formats. They
may be sanctioned as single or two player team events (Team Multiplay).
Constructed Formats
Unlimited
Modified
Limited Formats
· Booster
Draft
· Rochester Draft
· Sealed Deck
The DCI produces the following ratings categories:
Constructed (includes the Unlimited and
Modified formats)
Limited (includes the Booster, Rochester,
and Sealed formats)
Team Constructed (using the Modified
format)
Team Limited (using the Sealed Deck format)
202. Authorized Cards
All Pokémon
cards, including promotional cards released by Wizards of the Coast,
Inc., are legal for tournament play.
All cards are interpreted using the appropriate
card ruling section of the Pokémon Tournament Card Reference List.
During sanctioned competition, players must refer to this version of a
card to settle disputes concerning the interpretation of a card’s
wording or powers. Card abilities are based on card text, not artwork.
Players may not use previously or newly
discovered errors or omissions in the Pokémon Tournament Card
Reference List to disrupt a tournament or otherwise abuse the rules.
The head judge is the final authority for all card interpretations,
and he or she may overrule the Pokémon Tournament Card Reference List
when a mistake or error is discovered.
In accordance with section 35 of the Universal
Tournament Rules, players choosing to use
Pokémon cards with different backs must
play with identical, opaque-backed card sleeves on all cards in the
deck.
Example: A player
has two Japanese and two English Squirtles in his deck. Because the deck
contains two different card backs, he must place opaque-backed sleeves on
all cards in his deck.
203. Card Interpretations
The head judge will base card rulings and
interpretations on the local-language versions of the cards. For
example, a tournament run in Berlin, Germany, will use the German
interpretation of the cards.
Some Wizards of the Coast-managed events use one
of two classes for determining card interpretation:
1. At Class
A events, the head judge will base
card rulings and interpretations on the Japanese versions of the
cards.
2. At Class
B events, the head judge will base
card rulings and interpretations on the English versions of the
cards
204. New Releases
All Pokémon
trading card game sets and promotional cards produced by Wizards of
the Coast are allowed in both DCI-sanctioned Constructed and Limited
tournaments as soon as they are available.
However, new
Pokémon trading card game sets may not
necessarily be immediately allowed at some other Wizards of the
Coast-managed events (which may occur between two to six weeks after
the release date of the new set). Check
wizards.com/Pokémon for information on
specific events.
210. Pokémon Tournament Mechanics
211. Match Structure
One game is the default number of games in a
Pokémon match, so if a tournament
organizer chooses to run matches consisting of more than one game, he
or she must announce this before the tournament begins. Match results
are reported to the DCI for the purpose of inclusion in the worldwide
ratings and rankings.
212. Match Time Limits
The following time limits are recommended for each round of a
tournament:
Constructed tournaments-thirty minutes
Limited tournaments-thirty minutes
In addition, the following time limit is
recommended for Limited tournaments:
For Limited tournaments, allow thirty minutes
for deck registration and construction.
213. Who Plays First
The winner of a coin toss (or other random
method) chooses who plays first.
For tournaments that include more than one game
per match, after each game in a match, the loser of that game (even if
the game loss was due to a penalty) decides whether to play first in
the next game. If the game was a draw (so that there was no winner or
loser), the player who decided who played first for that game chooses
for the next game.
214. Pregame Procedures
Before play begins, players determine who plays
first (see section 213).
The steps listed below are similar to what
appears in the Pokémon
rulebook.
1. Both players draw their hands of seven
cards.
2. The active player (the one who is going first) checks to see
if his or her hand contains a Basic or Baby Pokémon card. If the
active player has no Basic or Baby Pokémon card in his or her hand, he
or she reveals his or her hand and shuffles the hand back into his or
her deck. The active player then redraws his or her hand to its
initial size. (Remember, the active player’s initial hand size is
seven cards.) The nonactive player may then draw up to two additional
cards. The active player repeats this process until he or she has a
Basic or Baby Pokémon card in his or her starting hand. This procedure
is called a mulligan.
3. The active player then places a Basic or
Baby Pokémon card face down in front of himself or herself. He or she
does not have to choose this Pokémon to be the active Pokémon.
4. The nonactive player (the player who is
going second) checks to see if his or her hand contains a Basic or
Baby Pokémon card. If the nonactive player has no Basic or Baby
Pokémon card in his or her hand, he or she reveals his or her hand and
shuffles the hand back into his or her deck, then draws a new hand
equal to the number of cards that they had prior. The active player
may then draw up to two additional cards. The nonactive player repeats
this process until he or she has a Basic or Baby Pokémon card in his
or her starting hand.
5. The nonactive player will then choose a
Basic or Baby Pokémon card and put that into play as his or her active
Pokémon. He or she will then choose to place any other Basic or Baby
Pokémon on his or her Bench.
6. The active player will then choose a
Basic or Baby Pokémon card and make that Pokémon active; he or she
will then choose to place Pokémon on his or her Bench until he or she
is ready to begin play.
7. Both players will now set aside six
prize cards and place them, face down, in front of them. In Limited
tournaments, players set aside only four Prize cards instead of the
usual six.
215. Mulligan Rule
If a player’s initial hand does not contain a
Basic or Baby Pokémon card, that player should show his or her opening
draw to the opponent, shuffle that hand back into his or her deck,
present the deck for additional shuffling/cutting, and draw equal to
the number of cards that they had prior. The nonactive player may then
draw up to two additional cards. If the player still has no Basic or
Baby Pokémon cards in his or her next draw, he or she may repeat this
process. See section 214.
216. End-of-Match Procedures
A player in midturn when the end of the round is
announced is allowed to complete his or her turn before the match
result is determined. (A player in midturn is someone who has drawn a
card for his or her current turn.) In single game match play, the
player with the least amount of Prize cards remaining on the table is
then considered the winner (earning 2 points instead of 3 under the
Pokémon Alternate Scoring System). If both players have an equal
number of Prize cards, the game is considered a draw.
If a judge assigned a time extension (because of
a long ruling, deck check, or other reason) then the end-of-match
procedure does not occur until the end of the time extension.
217. Determining a Match Winner
For Swiss tournaments using more than one game
per match, the winner of a match is the player with the most completed
game wins in the match. If both players have equal game wins, then the
match ends in a draw. Incomplete games do not count towards this
total. The Pokémon Alternate Scoring System is not used in Match
Play.
In single-elimination rounds, matches may not
end in a draw. After the normal end-of-match procedure is finished,
the player with the least amount of Prize cards remaining on the table
is then considered the winner.
220. Rules for Constructed Tournaments
221. Deck-Size Limits
Constructed decks must contain exactly sixty
cards.
With the exception of basic energy, a player’s
deck may not contain more than four copies of any individual card,
counted by English card title equivalent. (This rule is identical to
what appears in the Pokémon
rulebook.)
222. Sideboard Use
No sideboards are allowed in
Pokémon tournaments.
225. Unlimited Deck Construction
Unlimited decks may consist of cards from all
Pokémon card sets and all promotional
cards released by Wizards of the Coast. New card sets are allowed in
Unlimited tournaments as soon as the product is available.
.
The following cards are banned in Unlimited
tournaments:
The promo card known as “Ancient Mew”
_______’s Pikachu (The promo card known as
“Happy Birthday Pikachu”)
226. Modified Deck Construction
Modified decks may include cards from the following
Pokémon card sets:
Neo Genesis™
expansion ()
Neo Discovery™
expansion (
)
Neo Revelation™
expansion (
)
Southern Islands
Collection™ expansion (
)
Neo Destiny™
expansion (
)
Legendary Collection™
expansion (
)
Expedition™
(
)
expansion
Any new post-Expedition
expansion
Cards
numbered 21 and higher with the Black Star promo expansion symbol
(
)*
Cards
with the Best promo expansion symbol (
)
With the exception of basic
Energy cards (Grass, Fire, Water, Lightning, Psychic, and Fighting)
and previously printed copies of legal cards, cards from the following
sets are not allowed in Modified tournaments:
·
Base Set (no expansion symbol) ·
Jungle™ expansion (
) ·
Fossil™ expansion (
) ·
Base Set 2 expansion (
)
·
Team Rocket™ expansion (
) ·
Gym Heroes™ expansion (
) ·
Gym Challenge™ expansion (
) ·
Cards numbered 1 - 20
with the Black Star promo expansion symbol (
)*
* Promo cards
with the promo expansion symbol are numbered on their bottom right corner
The following cards are
banned in Modified tournaments:
The promo card known as
“Ancient Mew”
_______’s Pikachu (The
promo card known as “Happy Birthday, Pikachu!”)
Sneasel LV 34 (Neo
Genesis version)
Slowking LV 39 (Neo
Genesis version)
Cards stamped with Prerelease
and Wizards of the Coast® logos do not count as promo cards but rather
as cards from their original sets. Check the expansion symbols (if
any) to determine whether the card is legal in Modified. New card sets
are allowed in Modified tournaments as soon as the product is
available.
230. Rules for Limited
Tournaments
231. Deck-Size Construction
Rules
Limited decks must contain
exactly forty cards. Players are not restricted to four of any one
card in Limited tournament play. A player uses that exact 40 card
deck throughout the tournament. All additional cards gained from the
draft or sealed event not used in the 40 card deck must be removed
from the tournament.
232. Prize Cards
In Limited tournaments,
players set aside only four Prizes instead of the usual six.
233. Materials Provided
Tournament organizers and/or
the head judge may choose to provide basic Energy cards to players for
the tournament. If the organizer provides basic Energy cards, he or
she must make available the same amount of basic Energy cards to each
tournament player. Organizers must announce before and during event
registration whether they will provide players with access to basic
Energy cards. Organizers may require players to return their basic
Energy cards when they leave the tournament.
234. Rules for Sealed Deck
Tournaments
Before the first round,
players may add as many basic Energy cards to their decks as desired;
no maximum is imposed.
Each player should be given
five booster packs of the Legendary
Collection set for a
Pokémon Sealed Deck event.
235. Rules for Booster
Draft Tournaments
Before the first round,
players may add as many basic Energy cards to their decks as desired;
no maximum is imposed.
Each player should be given
five Pokémon
booster packs. Suggested product breakdowns include:
2
Gym Heroes boosters and 3
Gym Challenge boosters 2
Team Rocket boosters and 3
Neo Genesis boosters
2
Neo Genesis boosters and 3
Neo Destiny boosters 2
Neo Revelation boosters and 3
Neo Destiny boosters 2
Neo Genesis boosters and 3
Expedition boosters 2
Neo Revelation boosters and 3
Expedition boosters
236. Rules for Rochester
Draft Tournaments (see appendix A for details)
Before the first round,
players may add as many basic Energy cards to their decks as desired;
no maximum is imposed.
Each player should be given
six Pokémon
booster packs. Suggested product breakdowns include:
3
Gym Heroes boosters and 3
Gym Challenge boosters
3
Team Rocket boosters and 3
Neo Genesis boosters 3
Neo Genesis boosters and 3
Neo Destiny boosters 3
Neo Revelation boosters and 3
Neo Destiny boosters 3
Neo Genesis boosters and 3
Expedition boosters 3
Neo Revelation boosters and 3
Expedition boosters
240. Rules for Team
Tournaments 241. General Team
Requirements
Each individual team must
have unique, team-specific information, including: • a team name, • a team
affiliation, if applicable (sponsor, school, retail store, and so on), • a team city, • a team
state/province, • a team country,
and • two team members
(each with a valid DCI membership number).
Multiple teams may have the
same affiliations, cities, states/provinces, and/or countries.
242. Team Names
Wizards of the Coast reserves
the right to disallow any team name that it deems offensive and/or
obscene. Tournament organizers and certified head judges should
discourage teams from registering team names that may be considered
offensive and/or obscene. Once a team is registered at a high-level
event (meaning that the team has registered and played in a
team-format premier event), that name is considered taken and may not
be used by any other team.
243. Team Composition
and Identification
A valid team consists of two
members, as appropriate to the DCI-sanctioned team format (see section
201). A team is identified by the individual DCI membership numbers of
its respective members. Individual DCI members may be members of more
than one valid team.
A team continues to exist as
long as its respective members choose to identify themselves as a
team. Any change in team membership (that is, the removal and/or
addition of a member) constitutes a new team, with new team-specific
information (see section 241). A team may change its name,
affiliation, city, state/province, or country without becoming a new
team.
244. Valid Team
Participation and Player Designation
DCI-sanctioned team
tournaments are open to teams consisting of two members. Only valid
teams of the appropriate size are eligible for DCI-sanctioned team
tournaments. If one player of a team drops or is disqualified from an
event, the entire team is dropped from that event.
Each team entering a
DCI-sanctioned team tournament must provide the tournament organizer
with its team-specific information (see section 241) when registering
for the event. Failure to provide this information will result in the
team’s disqualification from the tournament.
Teams must designate player
positions during event registration. Each team must designate who is
Player A and who is Player B. Players retain these designations
throughout the entire tournament.
245. Team Constructed
Tournaments
Event results for each
DCI-sanctioned team Modified Constructed tournament are merged into
one set of Constructed ratings for each team.
246. Team Limited
Tournaments
Event results for each
DCI-sanctioned team Limited tournament (Sealed Deck) are merged into
one set of Limited ratings for each team.
Appendix A-Specific format
procedures
A. Pokémon Rochester Draft
Tournament Rules You many now sanction
Pokémon Rochester Draft events. Please see
wizards.com/dci for more information on
sanctioning events.
1. Player Distribution
Players are assembled
randomly into drafting circles (called pods) of roughly equal size at
the discretion of the tournament organizer or head judge. All pods
should preferably contain seven or eight players. A tournament
official then distributes an equal amount of booster packs to each
player in the pod. Players within a pod may play only against other
players within that pod.
Players may not talk or
communicate to others during a draft. As players draft cards, they
must place their cards in one orderly pile in front of them. Drafted
cards may be reviewed only between the drafting of each pack.
2. Booster Pack
Distribution
Due to booster pack size and
evolution issues of the game, six Pokémon
booster packs are recommended for each player for Rochester Draft
events.
The optimized current product
breakdown for each player is three Gym
Heroes boosters and three
Gym Challenge boosters. If this product
is not readily available, see section 236 for other booster pack
combinations.
Two booster packs are opened
by the Active player for each phase of each round of the draft. The
two packs of the oldest set are opened first. This does mean that some
rounds will have the Active player opening one booster pack of one set
and one booster pack of another.
Example #1:
Each player has been given three Gym
Heroes booster packs and three
Gym Challenge booster packs. For the
first round, each Active player will open and place out the cards from
two Gym Heroes
booster packs (after removing the basic Energy cards). For the second
round, each Active player will open and place out the cards from one
Gym Heroes booster pack and one
Gym Challenge booster pack. For the
third round, each Active player will open and place out the cards from
the final two Gym Challenge
booster packs.
Example #2:
Each player has been given three Team
Rocket booster packs and three
Neo Genesis booster packs. For the first
round, each Active player will open and place out the cards from two
Team Rocket booster packs (after
removing the basic Energy cards). For the second round, each Active
player will open and place out the cards from one
Team Rocket booster pack and one
Neo Genesis booster pack. For the third
round, each Active player will open up and place out the cards from
the final two Neo Genesis
booster packs.
3. Deck Construction
Once drafting is complete,
players have thirty minutes to build decks from the cards they
selected. For Pokémon
Rochester Draft, players must build a 40-card deck. Basic Energy cards
are provided.
Players are not limited to
four copies of any nonbasic Energy card in Limited play. You can place
as many copies of any card in your deck from what you drafted as you
choose.
4. Rochester Draft
Rules
Once a player has indicated
his or her drafting selection by touching a card, he or she may not
select a different card.
Before the tournament begins,
the head judge must announce how much time each player has to select a
card. For Pokémon
Rochester Draft, this is generally three to four seconds. If a player
fails to select a card in that time, the pod judge issues that player
the “oldest” card still remaining from the booster pack.
Example:
The Active player lays out cards from two booster packs, removing
basic Energy cards and placing them aside. The cards can be considered
to be in chronological order (1-20), where 1 is the first (oldest)
card on the table and 20 is the last (newest) card on the table. The
Active player places the first seven cards across the top row
(starting in the upper left corner facing that player), then seven
cards along the next (second) row, then the remaining cards along the
bottom (third) row.
If a player fails to draft in
a timely manner, the cards on the table are examined by the pod judge,
and the first card that was placed on the table is given to the
player. If that card has already been selected, the second card that
was placed on the table is given, and so on. This would be the card
closest to the top left corner.
During a Rochester Draft,
players must always display the most recent card they drafted in the
current pack face up. When all cards are drafted from the current
pack, players may move their cards from that pack to any position.
5. Rochester Draft
Table Preparation
Booster packs are divided
into groups before the draft table is set. Each player is given an
identical number and mix of booster packs from various sets (see
section 2 of appendix A, Booster Pack Distribution).
In preparation for each phase
of the round of the draft, each Active player lays out the entire
contents of two booster packs face up on the table, with the cards
facing him or her (see section 6 of appendix A, Rochester Draft-Active
Player Rotation). Players are given thirty seconds to review the cards
before drafting begins.
6. Rochester
Draft-Active Player Rotation
The player drafting first
from the cards presented on the table is called the Active player. The
first Active player is the participant in the first seat, designated
by the judge. All players in each drafting pod serve as the Active
player once for each booster pack group (see Section 5, Rochester
Draft Table Preparation), with the Active player moving between
players as follows:
·
In a clockwise direction for the first booster pack group (beginning
with the first Active player) ·
In a counterclockwise direction for the second booster pack group
(starting with the last Active player in the first group)
·
Returning to a clockwise direction for the third booster pack group
(beginning again with the first Active player)
7. Rochester Draft
Order
The draft order moves in a
horseshoe pattern, beginning with the Active player and continuing
around the table to the last participant in the group who has not yet
drafted a card. The last player in the group selects two cards-instead
of one-before drafting continues in reverse order, moving back to the
player who began the drafting (the first person who drafted from the
pack). After all cards are drafted, the table judge clears the
drafting area and prepares for the next booster pack.
Example #1:
Eight players are seated around a table. They are numbered
1-2-3-4-5-6-7-8 in a clockwise order. The Active player is Player 1.
The first booster packs for Player 1 are opened, basic Energy cards
are removed, and then the cards are placed face up in three rows in
front of Player 1. After the thirty-second review period has expired,
the draft order is as follows:
Player 1-card 1 Player 8-card
8 Player 2-card 15 Player 2-card 2 Player
8-card 9 Player 1-card 16 Player 3-card 3 Player
7-card 10 Player 1-card 17 Player 4-card 4 Player
6-card 11 Player 2-card 18 Player 5-card 5 Player
5-card 12 Player 3-card 19
Player 6-card 6 Player 4-card
13 Player 4-card 20 Player 7-card 7 Player 3-card
14
The next packs to be opened would
be Player 2’s first two boosters.
Example #2:
Seven players are seated around a table. They are numbered
1-2-3-4-5-6-7 in a clockwise order. The Active player is Player 1. The
first two booster packs for Player 1 are opened, basic Energy cards
are removed, and then the cards are placed face up in three rows in
front of Player 1. After the thirty-second review period has expired,
the draft order is as follows:
Player 1-card 1 Player 7-card
8 Player 1-card 15 Player 2-card 2 Player
6-card 9 Player 2-card 16 Player 3-card 3 Player
5-card 10 Player 3-card 17 Player 4-card 4 Player
4-card 11 Player 4-card 18 Player 5-card 5 Player
3-card 12 Player 5-card 19
Player 6-card 6 Player 2-card
13 Player 6-card 20
Player 7-card 7 Player 1-card
14
The next packs to be opened
would be Player 2’s first 2 boosters.
Example #3:
Eight players are seated around a table. They are numbered
1-2-3-4-5-6-7-8 in a clockwise order. They are now drafting the second
round of a Rochester Draft. This means they will draft in a
counterclockwise order for this round. The Active player is now Player
8, the last Active player in the first group. The two booster packs
for Player 8 are opened (older set booster pack first), basic Energy
cards are removed, and then the cards are placed face up in three rows
in front of Player 8. After the thirty-second review period has
expired, the draft order is as follows:
Player 8-card 1 Player 1-card
8 Player 7-card 15 Player 7-card 2 Player
1-card 9 Player 8-card 16 Player 6-card 3 Player
2-card 10 Player 8-card 17 Player 5-card 4 Player
3-card 11 Player 7-card 18 Player 4-card 5 Player
4-card 12 Player 6-card 19 Player 3-card 6 Player
5-card 13 Player 5-card 20 Player 2-card 7 Player
6-card 14
The next packs to be opened
would be Player 7’s second two boosters.
8. Suggested Tournament
Round Procedures
The procedure will vary
depending on the number of tournament participants, the size of the
pods, and so on, but it is recommended that after completion of the
draft and deckbuilding that each pod is played as a separate
eight-person event. This means that each seven- or eight-person pod
plays three rounds of Swiss (using byes in a seven-person pod).
Depending on the number of pods, the Top 1 or 2 players from each pod
move on to the Top 8 finals.
Once the Top 8 is determined
from the pods, those Top 8 players put their decks aside, get new
product, and then Rochester draft, again following the same rules as
above. These eight players then play single-elimination games to
determine the final results.
B. Pokémon Rules for Team Play Generally,
Pokémon trading card game rules and effects
work the same way in multiplayer games as they do in one-on-one games.
Getting Started
1. Each player uses a
standard 60-card deck built using the Modified format (cards from the
Neo Genesis set and later sets plus promo
cards). During the registration process, each team (made up of two
players) designates one team member as Player A and the other as Player
B. These designations cannot change over the course of the tournament.
2. Players sit around a
single table, with team partners sitting adjacent to each other. Player
A from each team sits opposite of Player A from an opposing team. Player
A of a team sits to the left of his or her Player B teammate (in a
clockwise direction).
3. Player B from one team
flips a coin, and Player B from the other team calls out the desired
result. The team that wins the flip gets to decide which team starts
first. After setup, Player A of the starting team (hereafter known as
Team 1) takes his or her first turn. Play then moves on to the player to
the left (Player B of the opposing team, hereafter known as Team 2) and
continues clockwise (starting order: 1A, 2B, 2A, 1B).
4. Player 1A must first
declare whether he or she needs to take a mulligan. If so, then each
member of the opposing team may draw up to one card (totaling two for
the team). Then the player to the left goes through this process, then
the player to his or her left, until reaching Player 2A. (The mulligan
order is the same as the play order: 1A, 2B, 2A, 1B.). This will help to
offset some of the disadvantage of your team going first (player 1B is
the least likely to have to mulligan).
5. For Constructed play,
Player A on each team sets out three Prizes and Player B on each team
sets out two Prizes into the middle of the game area (for a total of
five Prizes per team.)
6. For Limited play (each
player plays with 40-card decks), each player on each team sets out two
Prizes (for a total of four Prizes per team). These Prizes are set out
in the middle of the game area to make sure they don’t get accidentally
mixed in with any discard piles, decks, or benches.
7. Each round of
Constructed team play lasts for fifty minutes. Each round of Limited
team play is 40 minutes. During that time, each player must take his
or her turn in a timely manner. It is up to the officiating judge to
determine that this occurs.
Attacking
1. When it is your turn,
your Pokémon can attack either of the opposing team members’ Pokémon.
The opponent you choose controls the Defending Pokémon for any effects.
2. If an attack states
“your Pokémon,” you may choose to count or affect your Pokémon or your
teammate’s Pokémon. If an attack effect states “your opponent’s
Pokémon,” you may choose which opponent that effect affects. An attack
effect stating “Defending Pokémon,” is determined by which opponent you
choose to attack.
3. If an attack states
“all Pokémon” or “all Benched Pokémon,” it affects all four players’
stated Pokémon.
Targets of Effects
1. All Trainer, Pokémon
Power, and attack effects that specify “you” can be played on either you
or your partner. All Trainer, Pokémon Power, and attack effects that
specify “your opponent” can be played on either member of the opposite
team.
2. In cases in which your
opponent gets to choose something of “yours,” then the chosen opponent
gets to choose any “your” on the entire team. For example, if you play
Double Gust, you choose which opponent gets affected (and later which
Pokémon), and that opponent gets to choose which team member gets
affected (and then which Pokémon gets brought up).
3. Only the owner of a
Pokémon, Trainer card, or effect can choose whether to use that effect
or allow his or her teammate to do so. You cannot use any of your
teammate’s Pokémon Powers, attacks, or effects on your turn.
4. Once you designate
which player is “you” or “opponent,” then every instance of “you” or
“opponent” in that effect refers to that same player (except for costs).
5. Cards and effects that
refer to both players affect only the chosen players on each team. Cards
that affect all players affect every player in the game.
6. You cannot attach any
of your cards to any of your teammate’s Pokémon. You also cannot draw,
trade, or transfer any cards between you or your teammate’s cards,
decks, or Pokémon.
7. You can trade counters,
markers, or effects between you and your teammate’s Pokémon, when
applicable.
8. Whenever you put into
play any continuous Pokémon Power that specifies “your opponent,” you
must immediately designate which opponent it is targeting (such as in
the case of Slowking’s Mind Games). Whenever you put into play any
continuous Pokémon Power that specifies “your Pokémon,” you must
immediately designate whether it is targeting your Pokémon or your
teammate’s Pokémon (such as in the case of Dodrio’s Retreat Aid or
Meganium’s Wild Growth).
9. Once an effect has its
target designated, that target cannot change while the Pokémon that
originated the effect remains in play. This means that if you had
Slowking target one opponent, if that player leaves the game, Slowking’s
Pokémon Power cannot be retargeted unless that Slowking leaves and then
reenters play.
10. Stadium cards affect
all players in a game. Only one Stadium card may be in play in any game
at any one time (per the standard rules).
Paying for Effects Many Pokémon Powers, Attacks,
and Trainers have costs that go with playing or using an effect.
For example, playing a Professor
Elm or a Time Capsule doesn’t let you play any more Trainers that turn,
using Entei’s Howl ends your turn, and so on. These costs are always
applied to the person playing the card (not necessarily the one using the
effect from the card). This means that when you play Professor Elm,
whether you shuffle your hand back into your deck or allow your teammate
to do so, you cannot play any further Trainer cards that turn. This means
that you cannot split the effects of a card between both players on a team
(yours or the opposing team).
Example:
If you play Pokémon Breeder Fields, you must choose either one or two of
your Pokémon or one or two of your teammate’s Pokémon. You cannot choose
one of each.
When Effects Trigger All Special Conditions and
effects that trigger at the end of each turn trigger at the end of each
player’s turn (like the Poison or Asleep Special Conditions). Special
Conditions that trigger or end at the end of your turn still wait until
the end of your particular turn (such as the Paralysis Special Condition).
Earning Prizes
1. When a player earns a
Prize by Knocking Out an opposing Pokémon, he or she can choose to draw
one of his or her Prizes or have his or her teammate draw one of his or
her Prizes. If one player has already drawn his or her last Prize, the
next time he or she earns the right to draw another Prize, his or her
teammate must draw one of his or her Prizes instead.
2. If a triggered Pokémon
Power, attack, or special condition Knocks Out one of your Pokémon, then
the players on the opposing team may discuss which of them gets to draw
a Prize, with Player A making the final decision.
3. The game continues
until either one team has drawn all four of its Prizes or both players
on a team are eliminated (they have both had their last in-play Pokémon
Knocked Out or they have both decked themselves).
Leaving the Game
1. If a player leaves the
game (has his or her last in-play Pokémon Knocked Out or has been
decked), all of his or her cards (including Stadium cards) are removed
from the game. His or her teammate must add a number of cards from the
bottom of his or her deck equal to the number of remaining Prizes the
removed teammate had left. In the event that the remaining team player
does not have enough cards in his or her deck to place out these Prize
cards, that player is considered to be decked and is eliminated from the
game. If the remaining team player does have enough cards, play
continues as before (each remaining player taking turns in a clockwise
manner) until both players on one team are eliminated.
2. If a player is
eliminated and that player wishes to remain involved in the game, he or
she must stay at the table and may look at his or her partner’s hand and
advise him or her. The remaining player, however, still makes all final
decisions.
3. Eliminated players who
remain at the table to advise are considered active participants in the
game and, as such, penalties can still be assessed to them or to their
teams if necessary.
4. One player on a team
may not withdraw from a game. In the case that one player does so, the
game is over and the other team wins.
Talking during the Game
1. Table talk is
unlimited. You may tell your teammate anything but you cannot show your
partner any of the cards in your hand unless he or she has been
eliminated and has chosen to stay in the game to advise.
2. All talk between
players must be done above the table and must be done in such a way that
the other team can hear the talk clearly. Any language or code may be
used between players as long as it is used in a visibale and audible
manner.
Appendix B-Specific Card
Clarifications for Team Play
Alakazam’s Damage Swap:
This Pokémon Power reads “As often as you like during your turn (before
your attack), you may move 1 damage counter from 1 of your Pokémon to
another as long as you don’t Knock Out that Pokémon.”
You can move 1 damage counter
either from one of your Pokémon to another of your Pokémon or from one of
your teammate’s Pokémon to another of his or her Pokémon. You cannot use
this power to move a counter from one of your teammate’s Pokémon to one of
yours (or vice versa).
Bill:
This Trainer card reads “Draw 2 cards.”
Because there is not a “you” or
“your” in this card’s text, you cannot play this card on a teammate, only
on yourself. Copcat:
This Trainer reads “You can only play one Supporter card each turn. When
you play this card, put it next to your Active Pokemon. When your turn
ends, discard this card.
Shuffle your hand into your deck. Then, count the number of cards in your
opponent's hand and draw that many cards.”
You can choose to use this card
on yourself or on your teammate during your turn. Either way, the person
who actually plays this card (takes it from their hand and places it next
to their Active Pokémon) cannot play any more Trainer cards that turn
(this is a cost).
Double Gust:
This Trainer card reads “If you have any Benched Pokémon, your opponent
chooses 1 of them and switches it with your Active Pokémon. Then, if your
opponent has any Benched Pokémon, choose 1 of them and switch it with his
or her Active Pokémon.”
When you play this card, you must
first declare which opponent you are using it on. That opponent then gets
to decide which Pokémon (yours or your teammate’s) gets switched with that
player’s Active Pokémon. Then you would get to decide which of that
opponent’s Pokémon gets switched with his or her Active Pokémon.
Entei’s Howl:
This Pokémon Power reads “When you play Entei from your hand, you may
discard the top 5 cards of your deck. (If you have fewer cards than that,
discard all of them.) If any of those cards are {R} Energy cards, attach
them to any of your {R} Pokémon of your choice. Using this power ends your
turn.”
You can choose to use this
Pokémon Power on yourself or on your teammate during your turn. Either
way, the person who actually plays the ability (takes it from his or her
hand, puts it into play, and decides to use the Pokémon Power) ends his or
her turn (whether that player or his or her teammate discarded the cards).
Gengar’s Curse:
This Pokémon Power reads “Once during your turn (before your attack), you
may move 1 damage counter from 1 of your opponent’s Pokémon to another
(even if it would Knock Out the other Pokémon).
You can move a damage counter
either from one of your opponent’s Pokémon to another of that same
opponent’s Pokémon or
move a damage counter from your other opponent’s Pokémon to another of his
or her Pokémon. You cannot use this power to move a counter from one
opponent’s Pokémon to the other opponent’s Pokémon (or vice versa).
Gloom’s Enervating Pollen:
This Poké-BODY reads “As long as Gloom is in play, Resistance on each
player’s Active Pokémon only reduces damage by 10.
Since it states “each player”
this Poké-BODY effects all 4 players in the game.
Mary’s Impulse:
This Trainer reads “You can only play one Supporter card each turn. When
you play this card, put it next to your Active Pokémon. When your turn
ends, discard this card. Flip a coin until you get tails. For each
heads, draw 2 cards.”
Because there is a “you” in the
card’s text, you can choose to play this card on yourself or your
teammate. The player who flips the coin is the person who draws the
cards. You cannot split the effects of this card.
Multi Technical Machine 01:
This Trainer reads “Attach this card to 1 of your Pokémon in play. That
Pokémon may use this card’s attack instead of its own. At the end of your
turn, discard Multi Technical Machine 01. Paralyzing Gaze: The Defending
Pokémon is now Paralyzed.”
While there is a “your” in this
cards text, remember that you cannot attach, combine, or shuffle any of
your cards with your teammate’s. This card can only be played on your own
Pokémon.
Pokémon Breeder:
This Trainer card reads “Put a Stage 2 Evolution card from your hand on
the matching Basic Pokémon. You can play this card only when you would be
allowed to evolve that Pokémon anyway.”
While it may appear that you may
play this card on one of your teammate’s Pokémon, other players cannot
normally evolve a Pokémon on your turn. So this card can be played only on
yourself in this format.
Pokémon Trader:
This Trainer card reads “Trade 1 of the Basic Pokémon or Evolution cards
in your hand for 1 of the Basic Pokémon or Evolution cards from your deck.
Show both cards to your opponent. Shuffle your deck afterward.”
You can choose to play this card
on yourself or on your teammate on your turn. Your teammate must have a
Pokémon in his or her hand in order for you to play it on him or her,
though.
Professor Elm:
This Trainer card reads “Shuffle your hand into your deck. Then, draw 7
cards. You can’t play any more trainer cards this turn.”
You can choose to use this card
on yourself or on your teammate during your turn. Either way, the person
who actually plays this card (takes it from his or her hand and discards
it) cannot play any more Trainer cards that turn (this is a cost).
Time Capsule:
This Trainer card reads “Your opponent may choose 5 Basic Pokémon,
Evolution, and/or basic Energy cards in his or her discard pile. (If your
opponent doesn’t have that many, he or she chooses all or none of them.)
If your opponent chooses any cards, he or she shuffles them into his or
her deck. Either way, you may do the same, and you can’t play any more
Trainer cards this turn.”
When you play this card, you must
first declare which opponent has the option to use this card’s ability.
After your chosen opponent has done so, you can then choose whether you or
your teammate gets to use this card’s ability. Either way, the person who
actually plays this card (takes it from his or her hand and discards it)
cannot play any more Trainer cards that turn (this is a cost).