Hoe je het Pokémon Trading Card Game speelt — de regels van het huidige Standard-format (Scarlet & Violet-tijdperk), volledig uitgelegd. Twee spelers laten hun Pokémon vechten en pakken een prijskaart voor elke Knock Out — wie als eerste alle zes pakt, wint. Spring hieronder naar een onderwerp.
Two players each play a 60-card deck and battle their Pokémon. You win the moment any one of these three things happens.

Knock Out a Pokémon ex like Charizard ex and you take 2 Prize cards at once — take your 6th Prize and you win immediately.
Each player's side of the play area is divided into these zones.

A Stadium card like Pokémon Park sits in the shared Stadium zone and affects both players until another Stadium replaces it.
Every card in your deck is a Pokémon, a Trainer, or an Energy.








Charmander is a Basic Pokémon, Charizard a Stage 2; Ultra Ball is an Item and Professor’s Research a Supporter; Fire Energy is Basic Energy while Double Turbo is Special Energy.

Draw 7, set Charmander as your Active Pokémon, put any other Basics on your Bench, then place 6 Prize cards. No Basic in hand? Mulligan and draw again.
On your turn you first draw, then take actions in any order, then optionally attack to end the turn.

The player who goes first cannot attack on their very first turn. There is no other "first-turn" restriction in the current rules — the first player may still play Trainers, evolve and attach Energy.
Draw, attach a Fire Energy to Charmander, play one Supporter like Professor’s Research to draw more, then attack to end your turn — remember, only one Supporter per turn.



Charmander (Basic) evolves into Charmeleon (Stage 1), which evolves into Charizard (Stage 2) — one step per Pokémon per turn, never on the turn it arrived.

Once per turn you may attach one Energy card from your hand to any one of your Pokémon — Active or Benched. Energy powers attacks and pays Retreat Cost. Some cards let you attach extra Energy, but the base rule is one per turn.
Attach one Fire Energy to Charmander this turn; you cannot attach a second Energy unless a card specifically lets you.
To use an attack, your Active Pokémon must have at least the Energy shown in the attack's cost.

Charizard is Weak to Water (×2), so a Water Pokémon whose attack does 60 damage deals 120 to it instead.

Abilities are powers printed on a Pokémon that are not attacks. Unless the Ability says otherwise, you may use it any time during your turn without ending it, and using an Ability does not stop you from also attacking. Each Ability's text says exactly when and how often it can be used.
Charizard ex has the Ability “Infernal Reign” — you may use it on the turn it evolves without ending your turn, then still attack.

Once per turn you may retreat your Active Pokémon to switch it with one of your Benched Pokémon. To retreat, discard Energy attached to the Active Pokémon equal to its Retreat Cost (the colourless symbols at the bottom of the card). A Pokémon with no Retreat Cost retreats for free. A Pokémon that is Asleep or Paralyzed cannot retreat.
Charizard has a Retreat Cost of 3, so you discard 3 Energy attached to it to switch in a Benched Pokémon — once per turn, and not while Asleep or Paralyzed.

When a Pokémon has damage equal to or greater than its HP, it is Knocked Out: it and everything attached to it go to the discard pile. The player who Knocked it Out then takes a Prize card. After a Knock Out, if the Active Spot is empty, that player chooses a Benched Pokémon to become their new Active Pokémon.
Most Pokémon are worth 1 Prize card. Rule Box Pokémon are worth more — see below.
Knock Out a regular Pokémon and take 1 Prize; Knock Out Charizard ex and take 2 Prizes at once.
Special Conditions affect only the Active Pokémon. They are removed if that Pokémon retreats, evolves, or goes to the Bench.

Between every turn there is a "Pokémon Checkup" step where Poison and Burn deal their damage and Asleep/Burn coin flips are made for both players' Active Pokémon.
Koffing’s attack “Smog” can make the Defending Pokémon Poisoned — it then takes 1 damage counter at every Pokémon Checkup until it is cured or leaves the Active Spot.
Some Pokémon have a "rule box" — a line of text describing a special rule. They are stronger, but they give your opponent extra Prize cards when Knocked Out.



Always read a Pokémon's rule box: it tells you how many Prize cards it gives up and any deck-building limits.
Charizard ex gives up 2 Prizes; the legacy Charizard VSTAR also gives 2; Radiant Greninja gives only 1, but you may run just one Radiant Pokémon in the whole deck.


In your 60 cards you can run up to 4 Rare Candy, but as many Fire Energy as you like — and only a single ACE SPEC.
Samengevat uit de officiële regels van het Pokémon Trading Card Game. Ze beschrijven het huidige Standard-format (Scarlet & Violet-tijdperk); oudere formats en de door fans gemaakte Gym Leader Challenge hebben hun eigen regels. Raadpleeg voor toernooispel altijd het nieuwste officiële regelboek en de actuele rotatie.