Battle Academy 2024 Rulebook en
Battle Academy 2024 Rulebook en
1
Advanced Play Setup
Mulligan
If you don’t have any Basic Pokémon in your first hand of 7 cards,
show your cards to your opponent and shuffle them back into your deck,
then draw 7 new cards. Repeat if you still don’t have any Basic Pokémon.
After you get a Basic Pokémon, your opponent may draw a card for each
time you had to draw a new hand.
First Turn
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INDEX
A H R
Abilities......................................19 How to Recover from Radiant Pokémon.....................14
Active Pokémon.........................4 Special Conditions................... 25 Regional Variant Pokémon.....17
Active Spot..................................4 HP................................................19 Resistance..................................21
Advanced Play Setup.................2 Retreating................................. 22
I
Alolan Pokémon.......................17
Item Cards....................................6 S
Asleep........................................ 23
Special Conditions................... 23
Attacking......................................4 K
Special Energy Cards.................6
Knock Out....................................4
B Special Pokémon...................... 11
Basic Pokémon.........................10 L Stadium Cards.............................7
Bench............................................8 Lost Zone....................................18 Stage 1 Pokémon......................10
Burned....................................... 23 Stage 2 Pokémon......................10
M
Sudden Death........................... 25
C Mulligan.......................................2
Supporter Cards..........................7
Card Types...................................5
P
Checking Weakness T
& Resistance..............................21 Paldean Pokémon....................18
Trainer Cards...............................6
Coin Flip.......................................8 Paralyzed.................................. 24
Confused................................... 24 Parts of a Pokémon Card........19 V
Parts of a Turn...........................15 VSTAR Power............................14
D Placing Damage Counters.........8
Damage.........................................8 Poisoned.................................... 24
W
Defending Pokémon..................8 Weakness...................................21
Pokémon Checkup.................. 20
What’s Next?............................ 26
Pokémon Tools............................7
E Winning..................................... 25
Pokémon ex............................... 11
Energy Cards...............................6
Pokémon ex (Tera).................... 11
Evolution......................................9
Pokémon V................................12
F Pokémon VMAX.......................12
First Turn.....................................2 Pokémon VSTAR.......................13
Pokémon V-UNION...................14
G Prize Cards................................ 22
Galarian Pokémon....................17
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GLOSSARY
Active Pokémon
A player’s Active Pokémon is the Pokémon in their Active Spot. This Pokémon
is used to attack. Each player can only have 1 Active Pokémon at a time. If your
Active Pokémon is Knocked Out, move a new Pokémon from your Bench to the
Active Spot to replace it. If at any time your opponent has no more
Pokémon in play, you win the game.
Active Spot
This space on the playmat is where your Active Pokémon should
be placed. It is in the center of the playmat, above the Bench.
Attacking
Attacking is when your Active Pokémon, with enough Energy
attached, uses 1 of its attacks on your opponent’s Pokémon.
1 hoose the attack you’d like to use, and check to see if you have the correct number and type
C
of Energy attached to your Active Pokémon. For each Energy symbol to the left of the attack name,
you must have an Energy card of the matching type. (The Colorless symbol is like a wild card—
any type of Energy will work for .) If you have the correct Energy, announce which attack
you are using.
2 heck Weakness and Resistance of your opponent’s Active Pokémon. This might affect
C
how much damage the attack does. (See Checking Weakness & Resistance on p. 21)
3 Put the corresponding damage counters on your opponent’s Active Pokémon. Remember
that effects from Abilities and Trainer cards can change the amount of damage a Pokémon takes.
After your attack, check to see if you Knocked Out your opponent’s Pokémon. If your opponent’s
Pokémon has damage counters on it equal to or greater than its HP, then that Pokémon is Knocked
Out. If your Pokémon did not do enough damage to Knock Out your opponent’s Pokémon, that’s OK!
The damage counters will remain on that Pokémon.
After you attack, your turn ends. Make sure you do everything else during your
turn that you want to do before you attack.
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RULES REFERENCE
Attack Example
Your Active Pokémon is Houndour! Houndour’s Bite attack does 10 damage
to your opponent’s Active Pokémon and requires 1 Energy of any type.
Card Types
The Pokémon Trading Card Game is made up of 3 kinds of cards: Pokémon,
Energy cards, and Trainer cards. The card type is shown on the top of the card.
A Pokémon has its name across the top of the card. Energy cards say “Energy”
at the top of the card and show the Energy type symbol on the right side. Trainer
cards say “Trainer” in the top-right corner above the name of the card, and the
specific type of Trainer card is listed in the top left.
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Energy Cards
Energy cards provide Energy of a specific type
that allows the Pokémon to use its attacks when
the card is attached. Energy cards are not discarded
when using an attack unless the attack says
otherwise. (See Attacking, p. 4)
Attaching an Energy card means placing it
underneath an Active or Benched Pokémon.
Energy comes in these types:
Energy cards are discarded from the Pokémon
when it retreats. (See Retreating, p. 22)
Trainer Cards
Trainer cards are useful cards that help you
to gain advantages in your game. Trainer cards
come in four varieties: Item, Stadium, Pokémon Tool,
and Supporter. Each has different advantages when
you add them to your deck!
Item Cards
Item cards are the most basic type of Trainer card.
You play them during your turn, and you may play
as many Item cards as you like before you attack.
After they are played, they generally go to the
discard pile. 6
Pokémon Tools
A Pokémon Tool card is a Trainer card that you
attach to (put it underneath) 1 of your Pokémon,
where it provides that Pokémon with a special
effect. Each Pokémon can have only 1 Pokémon
Tool attached at a time. Pokémon Tools cannot
be removed once they’re attached to a Pokémon,
except with the effect of a card. If the Pokémon
is Knocked Out, any Pokémon Tool attached
to it also goes to the discard pile.
Supporter Cards
Similar to an Item card, Supporter cards can help
you during play. You can play only 1 Supporter
card during your turn. The player who goes first
can’t play a Supporter card on their first turn.
Stadium Cards
Stadium cards are Trainer cards that stay in play
after you play them. Each Stadium affects both
players. Only 1 Stadium can be in play at a time—if
a new one comes into play, discard the old one and
end its effects. You can play only 1 Stadium card
each turn.
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GLOSSARY
Bench
The bottom row of your in-play section is the Bench.
This is where you play new Basic Pokémon. It can hold
up to 5 Pokémon, so if you already have 5 Pokémon there,
you cannot play a new Basic Pokémon.
Basic Pokémon
on Bench
Coin Flip
If an attack or Ability requires a coin flip, you can flip a coin or roll a die to determine the
outcome. If you roll a standard die, an even number is heads, and an odd number is tails.
Damage
The primary goal of most attacks is to damage the opponent’s Active Pokémon.
The amount of damage done is the number listed on the right side of the card next
to the attack name. If an attack does damage, the player puts damage counters on the
opponent’s Pokémon. Damage is not removed from a Pokémon unless another card
effect heals it. Damage remains on a Pokémon even if it is moved to the Bench.
If the damage on a Pokémon is ever equal to or greater than its HP, it is Knocked Out.
Defending Pokémon
The Defending Pokémon is the Pokémon in your opponent’s Active Spot. It is the target
of your Active Pokémon’s attacks, unless the attack says otherwise.
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RULES REFERENCE
Evolution
Some Pokémon evolve into other Pokémon—often larger Pokémon
with bigger attacks and more HP. To evolve a Pokémon, you must
have a Pokémon in your hand that says “Evolves from X,” where X
is the name of a Pokémon you have in play.
You cannot evolve a Pokémon during the same turn you put it into play
(including any Evolution Pokémon you already played during that turn).
You also can’t evolve a Pokémon during your first turn.
When a Pokémon evolves, it keeps all cards attached to it (Energy cards,
Evolution cards, etc.) and any damage counters on it. Any effects of attacks
or Special Conditions affecting the Pokémon—such as Asleep, Confused, or
Poisoned—end when it evolves. A Pokémon cannot use the attacks or Abilities
of its previous Evolution. Pokémon can be evolved while they’re in the Active
Spot or on your Bench.
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EVOLUTION
Basic Pokémon
Basic Pokémon are labeled in the top-left corner
of the card. Basic Pokémon can be played directly
from your hand to your Bench.
Stage 1 Pokémon
A Stage 1 Pokémon is an Evolution Pokémon
that can be played on the correct Basic Pokémon
to evolve it. Crocalor is a Stage 1 Pokémon that
can be played on Fuecoco.
Stage 2 Pokémon
A Stage 2 Pokémon is an Evolution Pokémon that
can be played on the correct Stage 1 Pokémon
to evolve it. Skeledirge is a Stage 2 Pokémon that
can be played on Crocalor.
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RULES REFERENCE
Special Pokémon
Some Pokémon stand out from the rest, possessing special
advantages and sometimes drawbacks. These are listed here.
Pokémon ex
Pokémon ex are special Pokémon with high HP
and powerful attacks. A Pokémon ex has the
logo next to its name. Pokémon ex can be Basic,
Stage 1, or Stage 2. (See Evolution, p. 9)
When you Knock Out your opponent’s
Pokémon ex, take 2 Prize cards instead of 1.
Pokémon ex (Tera)
Tera Pokémon ex are even more powerful
Pokémon ex. A Tera Pokémon ex has the
logo under its HP. In addition to the normal rules
for a Pokémon ex, they have an additional rule
that prevents them from being damaged by any
attacks (yours or your opponent’s) when they are
on the Bench.
When you Knock Out your opponent’s Tera
Pokémon ex, take 2 Prize cards instead of 1.
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SPECIAL POKÉMON
Pokémon V
Pokémon V are powerful Basic Pokémon with big
HP and strong attacks. A Pokémon V has the
logo next to the name of the Pokémon.
If you Knock Out your opponent’s Pokémon V,
take 2 Prize cards instead of 1.
Pokémon VMAX
Pokémon VMAX are strong Evolution
Pokémon that evolve from specific
Pokémon V. A Pokémon VMAX has the
logo next to its name. Most Pokémon
VMAX have at least 300 HP, making
them difficult to take down in battle.
If you Knock Out your opponent’s
Pokémon VMAX, take 3 Prize cards
instead of 1.
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RULES REFERENCE
Pokémon VSTAR
Pokémon VSTAR are strong Evolution Pokémon that
evolve from specific Pokémon V. A Pokémon VSTAR
has the logo next to its name. Pokémon VSTAR
have a special VSTAR Power, which can be an attack
or an Ability.
If you Knock Out your opponent’s Pokémon VSTAR,
take 2 Prize cards instead of 1.
VSTAR Power
Every Pokémon VSTAR has a special VSTAR Power,
which can be an attack or an Ability, but there is
a catch—you can only use 1 VSTAR Power during the
entire game, even if you have lots of Pokémon VSTAR
in your deck. After you use a VSTAR Power, turn over
the special VSTAR marker as a reminder that you can’t
use another one during this game.
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SPECIAL POKÉMON
Pokémon V-UNION
Pokémon V-UNION are powerful Pokémon
that are made up of four different cards that
all have the same name. Once assembled,
the four cards are treated as a single
Pokémon with all of the text on all four
cards. The only way to play one is to get all
four of those cards into the discard pile and
play them all at once as a single Pokémon
onto your Bench. You can only play each
Pokémon V-UNION once during a game.
If you Knock Out your opponent’s Pokémon
V-UNION, take 3 Prize cards instead of 1.
Radiant Pokémon
Radiant Pokémon are powerful cards with a special rule. You can only
have one Radiant Pokémon in your deck. The word “Radiant” is part
of the Pokémon’s name—which limits which Pokémon it can evolve into,
since a Pokémon can only evolve from the one that is listed on its card.
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RULES REFERENCE
Parts of a Turn
Each turn has 3 main parts:
1 Draw a card.
Start your turn by drawing a card. If you cannot draw a card from your deck
at the beginning of your turn because you have no cards left, the game is over,
and your opponent wins. (See Winning, p. 25)
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PARTS OF A TURN
and follow the rule at the bottom of the card. Discard Item and Supporter
cards after you play them. Stadium cards stay in play. (See Trainer Cards, p. 6)
E Retreat your Active Pokémon (only once per turn).
To retreat a Pokémon, you must discard 1 Energy from your Active Pokémon
for each listed in its Retreat Cost. If no are listed, it retreats for free.
Then, you switch that retreating Pokémon with a Pokémon from your Bench.
Keep all damage counters and all attached cards with each Pokémon when
they switch. If you retreat, you can still attack that turn with your new
Active Pokémon. (See Retreating, p. 22)
F Use Abilities (as many as you want).
Some Pokémon have special Abilities that they can use. You can use many
of them before your attack. Be sure to announce which Abilities you are using
so your opponent knows what you’re doing. (See Abilities, p. 19)
When you are ready to attack, make sure you’ve done everything in step 2 that
you’d like to do, because attacking is the last thing you can do during your turn.
Check the Energy attached to your Active Pokémon to make sure you have
the right type and amount of Energy for it to attack. (See Energy Cards, p. 6 )
Also, check the Weakness and Resistance of your opponent’s Active Pokémon.
(See Checking Weakness & Resistance, p. 21)
Then, put damage counters on your opponent’s Active Pokémon.
(See Attacking, p. 4)
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RULES REFERENCE
Alolan Pokémon
Alolan Pokémon are from the Alola region.
The word “Alolan” is part of the Pokémon’s
name—which limits which Pokémon it can
evolve into, since a Pokémon can only
evolve from the one that is listed on its
card. (See Evolution, p. 9)
Galarian Pokémon
Galarian Pokémon are from the Galar region.
The word “Galarian” is part of the Pokémon’s
name—which limits which Pokémon it can
evolve into, since a Pokémon can only evolve
from the one that is listed on its card.
(See Evolution, p. 9)
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REGIONAL VARIANTS
Paldean Pokémon
Paldean Pokémon are from the
Paldea region. The word “Paldean”
is part of the Pokémon’s name—which
limits which Pokémon it can evolve into,
since a Pokémon can only evolve from
the one that is listed on its card.
(See Evolution, p. 9)
Lost Zone
Any cards that are put in the Lost Zone
are removed from play and set aside.
Each player should keep track of their
own Lost Zone by keeping the cards
in a separate pile, similar to their discard pile.
Some cards may refer to cards that are put
in the Lost Zone, but they are otherwise not
used again in the game.
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RULES REFERENCE
Abilities
Some Pokémon have Abilities. An Ability is different from
an attack. Each Ability is different, so read carefully to see how
each one works. Some you have to choose to activate. Some
work only if a condition is met or at a certain time in a turn.
Others work all the time. Be sure to announce which Abilities
you are using so your opponent knows what you’re doing.
Abilities do not count as attacks, so your Pokémon may still
attack after using an Ability. You can use Abilities from both
your Benched and Active Pokémon.
HP
HP, which stands for Hit Points, is the amount of damage
a Pokémon can take before it is Knocked Out. HP is shown
in the top-right corner. If a Pokémon has damage on it equal
to or greater than its HP, it is Knocked Out.
Pokémon Type
HP
Card Name
Stage
Evolves From
Ability
Pokémon
Expansion Symbol
Pokémon Checkup
Pokémon Checkup happens after your turn is complete, before your
opponent starts their turn. Pokémon Checkup is when you take care
of Special Conditions. (See p. 23)
1 ake care of any Special Conditions on your Active Pokémon in this order:
T
Poisoned, Burned, Asleep, and Paralyzed.
2 I f your Active Pokémon is Poisoned, now is when it takes damage from the poison.
Put a damage counter on your Active Pokémon.
3 I f your Active Pokémon is Burned, now is when it takes damage from the burn.
Put 2 damage counters on your Active Pokémon, then flip a coin. If you flip heads,
the Pokémon recovers (remove the Burn marker). The damage counters stay on
the Pokémon.
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RULES REFERENCE
Checking Weakness
& Resistance
The bottom-left corner of the card shows
whether a Pokémon has Weakness or Resistance.
Weakness
Most Pokémon have Weakness. If your
Pokémon has Weakness to a certain type,
that means it will take double damage from
that type of Pokémon in battle. If the Energy
symbol next to a Pokémon’s Weakness
matches the type of the opponent’s Attacking
Pokémon, it will take more damage from the
attack. Check and apply Weakness before
checking and applying Resistance.
Resistance
Some Pokémon have Resistance. If your
Pokémon has Resistance to a certain type,
that means it will take less damage from that
type of Pokémon in battle. If the Energy symbol
next to a Pokémon’s Resistance matches the
type of the opponent’s Attacking Pokémon,
it will take less damage from the attack.
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GLOSSARY
Prize Cards
Each player starts with 6 Prize cards. When an
opponent’s Pokémon is Knocked Out, you take
a Prize card. The first player to take all of their
Prize cards wins.
Some Pokémon, like Pokémon ex or Pokémon V,
award more than 1 Prize card for a Knock Out.
This rule is shown in the bottom-right corner
of the card.
Retreating
Retreating a Pokémon lets you move a Pokémon
out of the Active Spot and switch it with a Pokémon
on your Bench.
On most turns, you probably will not retreat
your Pokémon.
To retreat your Active Pokémon, you must discard
1 Energy from it for each listed in its Retreat Cost
at the bottom right of the card. If no Retreat Cost
is listed, you may retreat your Pokémon for free!
When a Pokémon retreats, all of its damage
counters remain on it, but it recovers from the
Special Conditions Burned, Confused, and
Poisoned. All effects of attacks are also removed.
Shinx has
a Retreat Cost of 1.
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RULES REFERENCE
Special Conditions
Asleep
A Pokémon is Asleep when it is hit with an attack
that states “Your opponent’s Active Pokémon is now
Asleep.” To show that your Pokémon is Asleep, turn
it counterclockwise 90 degrees. (The top of the card
goes to the Left for AsLeep!)
A Pokémon that is Asleep cannot attack or retreat.
During Pokémon Checkup (see p. 20), which happens
between turns, flip a coin to see if your Pokémon
90°
wakes up. If you flip heads, your Pokémon recovers,
and you can turn it right-side up. If you flip tails,
it remains Asleep.
Burned
A Pokémon is Burned when it is hit with an attack
that states “Your opponent’s Active Pokémon is now
Burned.” To show that your Pokémon is Burned,
put a Burn marker on it.
During Pokémon Checkup, put 2 damage counters
on your Burned Pokémon, then flip a coin. If heads,
the Pokémon recovers, and you can remove the Burn
marker. The damage counters stay on the Pokémon.
A Pokémon cannot have two Burn markers. If an attack
gives it another Burn marker, the new Burned Condition
simply replaces the old one.
23
SPECIAL CONDITIONS
Confused
A Pokémon is Confused when it is hit with an attack
that states “Your opponent’s Active Pokémon is now
Confused.” To show that your Pokémon is Confused,
turn the top of the card to point toward you.
A Confused Pokémon could hurt itself when it uses
an attack. Before attacking with a Confused Pokémon,
flip a coin. If the coin is heads, the attack works normally.
If the coin is tails, your Pokémon hurts itself instead
of attacking. Put 3 damage counters on your Confused
Pokémon. (Your opponent’s Pokémon takes no damage,
because the attack didn’t work.)
Paralyzed
A Pokémon is Paralyzed when it is hit with an attack
that states “Your opponent’s Active Pokémon is now
Paralyzed.” To show that your Pokémon is Paralyzed,
turn it clockwise 90 degrees. (The top of the card
goes to the Right for PaRalyzed!)
A Paralyzed Pokémon cannot attack or retreat.
After your next turn, your Pokémon will recover 90°
during Pokémon Checkup.
Poisoned
A Pokémon is Poisoned when it is hit with an attack
that states “Your opponent’s Active Pokémon is now
Poisoned.” To show that your Pokémon is Poisoned,
put a Poison marker on it.
During Pokémon Checkup, put a damage counter
on your Poisoned Pokémon.
A Pokémon cannot have 2 Poison markers—if it becomes
Poisoned again, the new Poisoned Condition replaces
the old one.
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SPECIAL CONDITIONS
Winning
You can win the game in 3 ways:
1 Take all 6 of your Prize cards.
2 Knock Out all of your opponent’s Pokémon in play.
3 If your opponent has no cards in their deck
at the beginning of their turn.
Sudden Death
Sudden Death is used to determine a winner
in the case of a tie. This is a short game—the first
person to take 1 Prize card wins!
25
WHAT’S NEXT?
What’s Next?
This game is just part of the world
of the Pokémon Trading Card Game.
Thousands of other cards have been made
for the game, and there are lots of other
Pokémon TCG deck products that you can
find to expand your collection and give
you more options when playing.
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