How to play 2100 card game

How to Play the Pokémon Card Game - A Guide

Anyone who swapped Pokémon cards on the playground in their childhood will surely remember one thing: nobody actually knew how to play it. Mainly only the cards were interesting, which effectively represented Pokémon. But what are these trainer-trainer cards? And why do you need energy cards in all possible colors?

Find out how to play the Pokémon TCG in this article!

The Pokémon cards

Name: The name of the Pokémon

Power Points: The Pokémon's HP

Type: What type the Pokémon is. In contrast to video games, however, there are fewer types (ice Pokémon are e.g. water Pokémon as a rule)

Level of development: The level of the Pokémon. Level 1 can be developed through basic Pokémon, etc.

Ability: Some Pokémon have passive abilities or those that can be activated once per turn

Attack costs: The number of energy cards that must be attached to the Pokémon for an attack (in this example that would be a metal energy and any two)

Attack Damage: The damage done to the defending Pokémon of the opposing trainer

Withdrawal Costs: This is the amount of Energy that the Pokémon must discard in order for it to be withdrawn from the active spot

Resistance: If the Pokémon is attacked by an attacking Pokémon of this type, it will take so much less damage

Weakness: The damage done by a Pokémon of this type is doubled

Set: The set that the card is made of (= display, e.g. fighting styles, Shiny Fate)

Energy cards

An energy card can be manually attached to a Pokémon once per turn. But there are also skills on Pokémon, such as rain dancing, which allow you to apply several energies to Pokémon per turn.

With the energy cardsPokémon can start their attack as long as the cost of doing so is met. Colorless energy can be covered by any type of energy. There are also special energies, e.g. the double colorless energy, which deliver two colorless energies with one application. This has proven to be very strong in the past with certain Pokémon such as Zoroark GX

Many attacks require certain combinations of energy cards. That is why it makes sense to build a deck around 1-2 types if possible.

Special energy cards such as the double colorless energy may only be contained four times in the deck. However, any number of basic energy cards can be played. In the very strong tournament decks, an average of 8-12 energies are played, depending on the winning strategy of the deck.

Item cards

Item cards belong to the trainer cards. A trainer card may contain a total of four pieces in a deck. As many items as the player wants can be played per turn. These cards often have abilities that heal your Pokémon, make them stronger, or find Pokémon in your deck.

Support cards

These cards can only be activated once per turn. Accordingly, they also have much stronger effects than the item cards. So these cards can very often draw many cards from the deck or swap Pokémon that are on the bank with the active one, etc.

Stadium tickets

The effects on a stadium apply to both players. In addition, only one stadium may be on the field. When a player is a other Stadium, the current stadium disappears into the discard pile. Stadium cards often have passive effects, which e.g. strengthen the Pokémon cards of both players if they have a certain type, etc.

Equipment cards

Equipment cards are attached to a Pokémon on the bench or to the active Pokémon like energy cards. Equipment cards give the Pokémon it is attached to new skills.

The course of the game

Before explaining the course of a game, the playing field must first be explained. The playing field is quite simple. Each player has a deck from which he can draw a card at the beginning of each round. On the bench are the Pokémon that are not actively fighting in front. There can be a total of five Pokémon on the Bench, unless an Ability is active that extends this limit. Pokémon on the bench usually cannot be attacked and are safe from enemy attacks. However, there are certain Pokémon and strategies that can harm Benched Pokémon. The majority of the attacks are directed only at the currently active Pokémon. Another way to draw Pokémon into battle on the Bench is with Trainer Cards. So there are always items or supporters that allow you to swap the opposing active Pokémon with one on the bench. This can be very valuable strategically as it can prevent the opponent from building a strong Pokémon on the bench. The last important part of the playing field are the prize cards. In the online game (of which the picture is) this is a stack of six cards. In reality, however, the six price cards are often laid out fanned out so that you have a better overview. Now that the basics have been clarified, the course of the game can be explained.

Start of the game

First the deck is shuffled, then the top 7 cards of the deck are put into hand. Now both players have to place a basic Pokémon face down in the active area. A player who does not have a basic Pokémon shuffles his hand cards back into the deck and draws 7 new cards. This is repeated until both players have a basic Pokémon face down in the active zone. For each time a player shuffles his hand cards back, the other may draw an extra card after both players have placed their active Pokémon.

A die roll or a coin decides who goes first.

Course of a train

The player whose turn it is draws a card. After that, various steps can be carried out in any order.

  1. Place any number of Basic Pokémon from your hand on the bench
  2. Any number of Pokémon on the bench can be developed (not in the first turn and a Pokémon can only be developed once per turn)
  3. An energy card can be attached to any Pokémon by hand
  4. Play a supporter card (one per turn), item or stadium
  5. Withdraw an active Pokémon once (discard energies on the active Pokémon for the amount of the withdrawal costs)
  6. Use skills (any number)

The last action is a fight. The turn player can attack the opponent's active Pokémon with his active Pokémon.

How does a fight work

In a fight, three things are crucial:

  1. Has the active Pokémon invested enough Energy so that it can carry out the desired attack
  2. When it comes to an attack, it checks what weakness and resistance the defending Pokémon has. With resistance, the damage is reduced by the number of resistance points if the attacking Pokémon is of the corresponding type
  3. Damage counters are placed on the defending Pokémon equal to the attack's attack power. Dice are commonly used as damage counters. 1 dice = 1 damage counter = 1 damage. Example: 120 damage would be 12 damage counters. So now dice must be placed on the Pokémon at the height of 12 eyes (e.g. 2x a six-sided die or the 12 on a 20-sided die, etc.)

This brings us to the end of this short explanatory article. If you have any further questions, please refer to a detailed document on the official website. We hope this article has given new players, parents or just interested people a good insight into the game!

Written by Luca Stöckli