I believe a few of the rules specified in this article aren't the correct way
to use rules in a multi-player match.  (Yeah, I know what you all are saying,
a correct way for unofficial rules?)  But when 3 or more players play, I
usually go by these "variations" on the Multi-player Pokemon article:

Opening die rolls:  The opening die roll for each player determins who goes
first AND seating position.
For example:
Mike rolls a 10, Matt rolls a 15, and Sharan rolls a 20.  Sharan goes first,
Matt sits next to her and goes second, and Mike sits to complete the circle
and goes third.

Cards like Gust or Erika, that affect other opponents:  A player may use a
trainer card affecting an opponent on ANY other player, not just the one on
left or right.  ALL other players would draw 3 cards from Erika if they so
chose.

Cards like Lass:  If someone pulls off the Cleffa-Lass combo, ALL other
players shuffle their trainers back into the deck, not just the ones on the
left and right.

Paralysis:  You can be paralyzed by someone 4 players away and it ends after
YOUR turn.
Sleep:  You flip after EVERY player's turn.  If you're put to sleep by
someone 4 players away, they are allowed to flip once in between each person.
Char and Poison:  (Can be edited in 4, 5, 6 player matches):  The 10 damage
or flip for 20 damage occurs between EACH player's turn.  This works best in
Triple Threat, or 3 player matches.
Stadium cards affect everyone.

Ditto:  The player must choose who Ditto is each and every time he is made
Active.  When it is benched, and then made Active again, then the player may
choose who Ditto is at that point.
Example:  Ditto versus Electabuzz versus Scyther:  The player controlling
Ditto may choose to be Electabuzz and thunderpunches Scyther.

And that's how we've played triple threats around here and will continue to
do so.

~Mike Lucas (MewtwoStruckBack@aol.com)