Pokémon Solitare
2) Dice Chart
-Set up
-Damage Counters
-Set up your side
3) Order of Events
-Decide who goes first
-Opponents' turn
-Order of Die rolls
-Figuring Damage
-Figuring Special Conditions
-Your Turn
-Order of Events
-Draw one card
-Play all Playable cards
-Attack
-Modifiers
-Special Attacks
-Finish Turn
-Repeat
-KO'd Pokémon
4)Special Rules
5)To Win!
-Or Lose!
6)Special Acnoledgements
-And other Legal Mumbo-Jumbo
Disclamer: If you find any bugs, or would like to comment on your play experience with this game, please E-mail me with the Subject line: Pokémon Solitare
<>==========Required Items:==========<>
1) One Legal 60-card Pokémon Deck (following normal deck-building procedures)
2) One normal Dungeons and Dragons Dice Set (can be found at any hobby store) Includes
-One d4 (4-sided die)
-One d6 (6-sided die)
-One d8 (8-sided die)
-One d10 (10-sided die) (in ones [1 2 3])
-One d10 (10-sided die) (in tens [10 20 30])
-One d12 (12-sided die)
-One d20 (20-sided die)
3)Pen(cil) and Paper
4)Damage Counters or Equivalent
5)Special Condition Tokens
-You can make these yourself if you have at least five 10-point damage counters found in any starter deck. Just write or draw a Special Condition on the back of the counters in pen or pencil. (Two sets [one for yourself, one for your opponent] would be the best option. In that case: use ten 10-point damage counters and make two of every Special Condition.)
<>==========Items you Might Consider Having==========<>
1) Six d20s (for each of your own Pokémon)
2) I personally use spare change (3 nickles, 10 pennies) to use as remaining HP for the defending Pokémon. (one nickle = 50 HP, one penny = 10 HP)
3) An extra Coin or Die for attacks such as: "Flip a coin. If tails, this attack does nothing."
4) A General Pokémon TCG Rule Book (doesn't hurt to brush up)
<>==========Dice Chart==========<>
Begin Play with a ready made damage chart, status chart, and Pokémon chart (hereafter referenced as "Dice Chart"). One such chart may look like this:
(Fig 1.1) Damage:
This first chart is the Damage Chart. This determines how much damage the opponent does when they attack. To set it up: list numbers as follows:
Roll a d12 for the first x listed under "d4". Record that number. Do this for all the x's listed below. (do not use duplicate numbers). When you are finished, you should have the chart listed as Figure 1.1. This chart is used to determine which die to use when the opponent attacks. (ie: roll d12 for your opponent's attack phase: [5], 5 corresponds with d8, roll the d8: [6]. The Opponent does 60 points of damage to your active Pokémon.)
If "No Attack" is rolled when the first d12 is rolled, the opponent Pokémon does not do any damage, or special conditions.
(Fig 1.3)
Status:
This chart here determines what type of special condition is inflicted to your active pokemon after the opponent attacks. now you can either use a d6 status chart, or a d12 status chart, depending on how defensive you want to play. If you choose d6, then use only the top part of the chart. ( 1=confused, 2=x, 3=poison, 4=paralyed, 5=burned, 6=asleep. [x=nothing happens]) This choice has a 5 out of 6 chance (83%) that every time your opponent attacks, it has a chance to do a status ailment to your active pokémon. If you chose the d12 method, then you have a 5 out of 12 (41%) chance that a status ailment will affect your active pokémon.
To set up this chart, use the same process as above. Choose a random status ailment, then roll the die (either d6 or d12), and attach that specific condition to that die number using the chart. (no duplicate numbers [ie 5=poison and burned \ 5=poison and 6=poison])
(Fig 1.4)
HP:
This HP Chart determines what HP the Pokémon will have that you face in your battles.
to set up this chart, list 10 to 200 in numerical order:
(Fig 1.5)
10 20 30 40 50 60 70 80 90 100
Then roll a d20 for every HP listed (not using duplicate throws), so that you come out with a chart listed as:
(Fig 1.6)
10 20 30 40 50 60 70 80 90 100
17 3 9 18 11 10 5 4 2 14
Organize the numbers in numerical order so you come out with a chart listed above (Fig 1.4).
Now decide how many Pokémon you want to face off against. The more Pokémon you chose, the more diverse HP you will have (such as fighting other Trainers at Leauge Events. Every Trainer's Deck is different.). For that many Pokémon, throw a d20. For whatever number comes up is one of the pokémon's normal HP for that round. For instance, I want to choose between 20 different Pokémon when I start my battle. I throw 20 different d20s and record my answers: (Fig 1.7). Multiple HP's are okay.
(Fig 1.7) Pokémon:
Now when either the opponent has no active Pokémon, or a special attack happened where the Pokémon was switched out, you roll a d20 (or however many pokemon you chose [ie: 8 Pokémon = d8, 10 Pokémon = d10, etc]) and that is the specific HP Monster you will be facing. (Example: It's the start of the game, I have my basic pokemon set up. Following Figure 1.7 above, I throw a d20 and come up with 8. My first starting opponent will be a 110 HP monster.)
After setting up all the charts above, your sheet will look like this:

To see sample pictures of my playtime with this game, Click here and here.
Now here is a bit of advice you can use to help keep track of opponent's remaining HP.
As I said before, I personally like to use spare change to keep track of my opponent's remaining HP. For instance: I am facing off against that 110HP monster. I place 2 nickles and one penny below the second Pokémon chart to simulate 110HP. My attack causes 40 HP worth of damage. I take one nickel away, replace with 5 pennies, then take away 4 pennies, causing the damage counters to display one nickle and two pennies, or 70 HP remaining.
Set up your side of the field as you would in a normal battle/match: Shuffle
your deck, draw 7 cards. Place Basic Pokémon or reshuffle and re-draw 7 if mulligan. Place 6 prizes: (Make sure to leave room above your deck for knocked-out Pokémon, which I will explain the reasoning why in a little bit.)
<>==========Order of Events==========<>
1) Decide who goes first by flipping a coin (ie: heads: you play first, tails: opponent plays first)
On your Opponent's Turn:
1) Roll the First Attack die to see if damage is going to be caused (d12)
2) Refer roll to Damage Die Chart (d4 d6 d8 d10 no attack)
-If a Damage Die is selected, roll that die times 10 to determine the amount of damage done to your active Pokémon. (ie: following Figure 1.1, the first attack die rolled a [5], roll that corresponding eight-sided Damage Die. Multiply that result [4] times 10 (or 4x10=40) to figure damage done to your active Pokémon.)
-Follow any modifiers on Defending Pokémon including, but not limited to: Tools, Supporters, Stadiums, etc.
-If "No Attack" is selected, end opponent's turn immediatly here.
3) Roll Status die (Either d6 or d12), and place that corresponding Special Condition Token next to affected Pokémon. (Follow all rules to Special Conditions as found in the General Pokémon TCG Rule Book.)
-Follow any modifiers on Defending Pokémon including, but not limited to: Tools, Supporters, Stadiums, etc.
4) End Turn
On Your Turn:
1) Draw a Card (we all know how to do this, right?)
2) Play any playable cards
-One energy card per turn
-One Supporter card per turn
-Place a Basic Pokémon from your hand to your bench (Max. 5 on bench at all times)
-Use any available Poké-Bodies or Poké-Powers following card text.
-Retreat (once per turn)
-Trainers (including Tools and Stadiums)
3) Attack
-Follow Attack text (if any)
-Special Attacks (Gust, Roar, etc). Anytime an attack text says to switch the defending Pokémon with one on the bench (this is where the rules get tricky), set up 5 spaces on the Dice Chart for the opponent's "bench". Place current Pokémon on an available bench slot including remaining HP (ie: 40 remaining/80 max) and any Special Conditions that follow the Pokémon to the bench (poison, burn). Then roll another d20 to select another monster's HP to the front "Active" position (including replacing any number of remaining HP coins). When the new Active pokémon gets KO'd, Gusted, Roar'ed, or "removed from play" in any way, you have two choices. You can either leave the first benched Pokémon where he is to fight it at a later time (this means you roll another d20 to select a new HP to fight), or bring back the Benched monster to try and finish it off. You can choose to bench up to 5 HPs to bring back at a later time, just like yourself. (This is where a pencil comes in handy.)
-Special Attacks (Explosion, Thunderspark, etc) Anytime an attack text says to do damage to a specific side of the bench or both, only follow the rule as an "(if any)". For Example: at the Beginning of the game you have One Active Pokémon and 2 Benched Pokémon. The Opponent has One Active Pokémon and No Benched Pokémon. An attack says to place 10 damage on each benched Pokémon (both yours and your opponent's). you would place 10 damage each on your benched. Now, seeing as your opponent currently does not have any benched Pokémon (caused by Gust, Roar, etc) then "his" Bench does not take any damage.
Now if the Turn before you Gusted his active to the bench and brought out a new one, then used Explosion or similar attack (cause 10 damage to both yours and your opponent's bench), then "his" benched Pokémon will take the listed amount of damage.
-Special Attacks (Psybeam, Aqua Crush, etc.) Any time an attack says to remove one or more Energy cards (or any other special cards such as Tools) from the Defending Pokémon, ignore that particular rule and keep reading the attack text. (example: Crushing Poison: Remove one basic Energy card from the Defending Pokémon. The Defending pokémon is now poisoned.) In this case, you would Ignore the fact that you have to remove an Energy Card, but keep reading and it says that the Defending Pokémon is now poisoned. Place a Poison Token on the defending Pokémon.
-Follow Trainers (including Tools and Stadiums)
-Energy Boosts/Reductions (Darkness Energy/Double Rainbow Energy)
-Follow Modifiers
4) End Turn
Between Turns:
-Check Effect of Special Condition Tokens
-Check Effects of all Trainers in play (Tools and Stadiums)
-Check Between-Turn Poké-Bodies or Poké-Powers
-Check After-Turn Attack Effects (ie: at the end of the next turn, you are paralyzed)
-Check Damage on all Pokémon for KO's and Prizes.
<>==========To Win! (or lose...)==========<>
To Win:
1) Collect All 6 Prizes
To Lose:
1) Opponent knocks-out six of your Pokémon (hence the KO'd Pile above the Deck, keeps track of KO'd Pokémon)
-If you use a card such as Maxie or Archie that pulls a Pokémon from your discard pile to anywhere, use a KO marker (such as a spare Energy card not a part of your deck) to keep track of how many Pokémon that have been KO'd by your Opponent.
2)Run out of drawable cards, or cannot draw a card at the beginning of your turn.
3)Have no Benched Pokémon to take over for a KO'd Active Pokémon.
2) Legal Mumbo-Jumbo
By reading any part of this instruction manual for the purpose of starting something new with your friends, you agree and abide by the fact that you will not reproduce re-create or in any way alter these rules to create a brand new game with the same presmise as this one. If, by reading this instruction manual, you come up with your own origional game, then there's nothing I can do about it, but it still stands that no part of this may appear in your game or so help it that the fleas of one-thousand camels infest your armpits. I, alone, reserve the right to change or in anyway alter teh contents of this manual.
Thank you for playing!
(and remember... GAME ON!!!)
The owner of this manual will not be held responisble for the loss-of-limb or any other bodily injury, including, but not limited to, death. C'mon, we all know you are smarter than this, but I do know a few people that will try.
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