Pokémon Trading Card Game is easy to pick up in a single duel, but a few tips help you build good decks and make your way across the island without wearing yourself out. Here are the essentials to get off to a good start.

Mark, ready for his first duel.

The starter deck

After the tutorial with Sam, Dr. Mason’s assistant, you choose one of three starter decks: Charmander & Friends, Squirtle & Friends or Bulbasaur & Friends. Each is built around a Kanto starter and its Energy type. None of them is bad: pick according to the type you like best, and round it out quickly with the booster packs you win.

Making progress on the island

  • Face the Club Members before their Master: each victory earns you booster packs.
  • Build several decks on the computer, one for each tough opponent.
  • Check your emails: Dr. Mason sends tips and information as the adventure goes on.
  • Use the ready-made decks the game offers to try out new strategies.
  • Run with the B button to get around faster.

The key cards of the era

The 1999 TCG had its standout cards. Professor Oak, which makes you discard your hand to draw seven cards, and Energy Removal, which removes an opponent’s Energy, are particularly effective. Solid Basic Pokémon that attack for little Energy are often more useful than big, slow-to-set-up evolutions.

Beating the computer

  • Target the weakness of your opponent’s deck: most opponents play a single type.
  • Always keep a Pokémon ready on the Bench, with Energy attached, to replace the Active Pokémon.
  • Count the Prize cards: sometimes, Knocking Out a small Pokémon is better than damaging a big one.

The detailed rules are on our Game rules page.