Buy pokemon trading card game gameboy


















Smooth zipper for easy to open and close for PM cards box. Convenient to carry out: The trading card storage box is compact enough to fit any suitcase for travel. Card storage is very convenient to carry. You can use for uno card game bag outdoors for camping. The sports card storage boxes is also comes with hand strap, so you can hang your for card games anywhere. For cards against humanity case provide full protection: The for magic card storage box is made of high-grade EVA material, with good water resistance, scratch and shock resistance, so as to prevent adult card games from dust, getting scratched or accidentally getting knocked over.

This trading card storage box is perfect for providing travel protection for your family card games. Perfect gift for adults and kids: For PM card case, very suitable for home, travel. Card case is also the best gift for Thanksgiving, Christmas, new year. These decks are ready to play out of the box!

Battle your friends and become a Pokemon Master! All cards will range from near mint to lightly played condition. Similar sponsored items. Almost gone Almost gone Almost gone. Seller assumes all responsibility for this listing.

Item specifics. Good: An item in used but good condition. May have minor damage to jewel case including scuffs or Read more about the condition Good: An item in used but good condition. May have minor damage to jewel case including scuffs or cracks, or to the item cover including scuffs, scratches, or cracks. The cover art and liner notes are included for a CD. Video game instructions are included.

See all condition definitions opens in a new window or tab. Region Code:. Release Year:. Super Energy Removal 4. Gust of Wind 5. Pluspower Top 5 Pokemon 1. Scyther 2. Electabuzz 3. Wigglytuff 4. Chansey 5. Scyther: This is the ultimate "all-arounder" Pokemon card.

Works great with Venasaur, awesome in Haymakers and in anti-Haymakers imagine that, stops Hitmochan in its path , and with its high HP and ability to use any color, you never know when you'll see a Scyther pop up in someone's deck. Electabuzz: Quite simply put the most powerful base Pokemon, no evos, but can do 40 damage with two energy!

And only one of those has to be electric, so he is also fairly flexible and requires little electric energy to function. Weakness to fighting and no resistance put him below Scyther without question tl;dr - Big power with a little gamblin' luck 3. Wigglytuff: All I have to say is put this in a deck with strong basice ie 'Do the Wave' and if you have enough search cards like Bill and Oak and the like, you'll have a turn two or three Wiggly dealing out 60 damage for 3 colorless before the opponent even knew what hit them.

Super stall card, colorless, deals out HUGE damage when it has to. Another super flexible card. Blastoise has an entire deck based around his Pokemon Power, so that does the talking for him. Although updated now, these decks have proven over and over again through tournament wins to detailed analysis at Pojo. I will list the basic structure for each "arch-type", and then list a few common hybrids that are also useful. Built for speed, the original Haymaker is a go-to competitive deck, made to win with fast and brutal basic Pokemon attacks with the aid of numerous trainers.

Looks shaky at first, but this is a deck built by an expert, and it is solid. The Sponge v1. Again, it goes against the basic standing by having seemingly miscellaneous one trick cards, but in actuality it is all set up to take out the current metagame of haymakers and the likes. Solid deck. The variations are limitless to this, try and create your own. Be sure to take advantage of Energy Transing all the energy to a non injured pokemon, and then playing the Pokemon Center so that you lose no energy for a clean sweep of your damage.

Tricky tricky Rinse and repeat. Do whatever it takes to get a full bench and a Wiggly. Usually you will be able to attack on the third turn to do 70 damage. Since it is the only basic pokemon in the deck, you will always have it in your hand to play at the start of the game. One problem that i face with this deck is if a person plays alot of mysterious fossils or clefairy dolls becuase Zapdos' attack is random and so killing those trainers just wastes time. Another is that becuase Zapdos' attack is so high, it cannot kill a Mr.

Thus Kabuto is put in. Since it is a Stage 1 pokemon, it does not get in the way of you drawing Zapdos on the first turn. Oak 4x Energy Removal 4x Gust of Wind 4x Plus Power 4x Computer Search Energy 18 4x DCE 7x Psychic 7x Fighting User's Strategy: The reason for this list is that regardless of what your opening hand is, you can fix it to the point where you can either be swinging with a Mewtwo on turn 2 and have a DCE on a Jigglypuff waiting for the evo, or a fully powered Wigglytuff on turn 2 going the distance and just wrecking house.

There's never a situation with this deck where you really need a SER and if you do, you can Comp. Search up a second ER. You also don't need 4x Wigglytuff; if one dies it's done enough damage for the second one to finish the job no matter what it is. You get really flooded with dead ends if you use the build you have between pitching needed cards to the Item Finder and losing energy without a way to get it back to the SER. You want consistency and the best way is with 4 each of the most powerful Trainer cards available and the same for your Pokemon, running 2 of anything in a deck like this spells disaster.

If the opponent doesn't swap the Pokemon, Pokemon with 60 HP or under is dead before your turn. Rince repeat all over again. And if you get your Nidokings beated up, Use Hypno and Scyther to take care of rest.

You should be able to play professor oak times each game and the only problems I tend to have is in long games possibly decking myself but even that shouldn't be a problem after playing the deck a few times. Thus, I'll submit my effort for the control scheme in a very simple format: A Button: Do something. B Button: Cancel something.

Start: Pause. Select: In-duel shortcuts And that's the end of that chapter After you easily conquer the story mode by either your own means or by using this guide as help you better These matches are what really bring the game to life and allow the bigger aspect of strategy to shine through.

To activate a link battle, go to the left wing room in any gym and talk to one of the clerks behind the counter. You've got the power in your hands, so use it! The Energy cards are the most basic and most common kind of cards. Uncommon cards are marked with a Diamond , and rare cards are marked with a Star. In addition, some rare cards are printed using holographic foil.

These "holo" cards are the hardest to catch and collect. The same cards may be reprinted in the future but never with the symbol, ensuring that your first-edition cards will maintain their value! If you're mostly interested in playing, there are always good cards appearing in all levels of commonality.

This ensures that players who buy different amounts of cards can still play and have a fun and fair game. You can use pennies or whatever else you want to if you run out of counters. First, at the start of the game, you set aside 6 of your cards as Prizes. When you've taken all 6 of your Prizes, you win the game! You'll win most of your games this way. And finally, you win if your opponent's deck is out of cards at the start of his or her turn.

You can also play Trainer cards-these will do lots of different things to help you win. The rest will be sitting on your Bench in case you need them to fight. Trainer cards are one-shot cards that do something once and are then discarded.

Put the rest of your deck face-down in front of you. Put the top 6 cards of your deck face-down in front of you. You can't look at a Prize card until you take it. Flip a coin to decide who goes first. Be sure to leave room for your discard pile. All of your cards that get discarded during the game, no matter how they get discarded, will go there.

During the game, you'll be putting more and more cards on the table. You can keep using those cards in play turn after turn. Trainer cards, though, are used once and then discarded. As you play, you and your opponent take turns. During your turn, go through the steps below. If your deck is empty at the beginning of your turn, the game is over, and your opponent wins. Example: Juliane has a card called Ninetales that says "Evolves from Vulpix," and she has a Vulpix card in play.

She may play the Ninetales card on top of the Vulpix card. Unlike most of the other things you can do during your turn, you may do this only once during your turn. After all, that's "in play," too! Play a Trainer card When you want to play a Trainer card, do what it says, then put it in the discard pile. If you can't do that, then you can't retreat. Why this might happen will be explained later on in the rules. All of these things go away. Many of these Powers can be used before you attack.

This is the last thing you can do during your turn-you can't do anything else afterward. The required amount is written to the left of the attack name. Energy Any kind of Energy can count toward Colorless Energy requirements. But only Energy of the appropriate kind counts toward Energy requirements of that kind.

Damage When you attack, read the attack you're using and do what it says. Usually the attack won't depend on the order you do this in, but if it does, then this is how you'll figure it out! First, you pay any costs discarding Energy cards, for example before seeing what the attack does.

Then damage comes before any other effects. Also, Weakness is applied before other things that might change the amount of damage. If you can't do this because your Bench is empty, you lose. The player whose turn it is chooses his or her Prize last as well. After you've done those things, your opponent's turn begins.

Then the next player's turn begins. After each player's turn, flip a coin. Then flip a coin. Turn the card right-side up again. Make sure whatever you use for a poison marker looks different from a damage counter. But these three conditions are the only attack effects that erase each other.

You know enough to start playing, so play a few games before you go on to the Expert Rules! This means that there are lots of different cards that you can collect and trade with your friends. Also, you aren't limited to just playing the decks you buy-you can use all the different cards you have to create totally new decks! A lot of the fun of a trading card game comes from making different decks that use different strategies.

Your deck has to have exactly 60 cards, and you can't have more than 4 of any one card other than basic Energy cards in your deck. A card counts as the same as another card if it has the same name-it doesn't matter whether the cards have different art or come from different sets. To make a new deck, first notice that all the cards other than the Trainers have different Energy types on them.

And be sure your deck has enough Energy cards most decks need 25 to After you've made your deck, play it as often as you can against as many other decks as you can. See what works and what doesn't, and then make changes. The exact steps to go through when attacking are listed here. For most attacks, it won't matter what order you do things in, but if you have to work your way through a really complicated attack, follow these steps in order and you should be fine.

If necessary, make any choices the attack requires you to make. If necessary, do anything the attack requires you to do in order to use it. For example, discard Energy cards, as in Charmander's Ember attack, which makes you discard one R Energy card in order to use it.

If necessary, apply any effects that might alter or cancel the attack. Do whatever the attack says. Usually the amount of damage an attack does won't depend on the order in which you do things. But if you have to figure out an attack in which a lot of different things might change the damage, follow these steps in order skip any steps that don't apply to that attack.

Start with the base damage. Then if the base damage is 0 or if the attack doesn't do any damage at all , just stop figuring the damage. You're done now. Otherwise, keep going. If at this point the damage done turns out to be less than 0, don't do anything. Now that damage has been done, if the attack does anything other than damage, do all of that. Paying Retreat Costs can get confusing with Double Energy cards. Here's the way it works: Discard Energy cards one at a time until you've paid the Retreat Cost or maybe more.

Once you've paid the cost, you can't discard any more cards. You can't discard all 3 cards, though. Sometimes a card will tell you to draw more cards than you have in your deck or to search for cards that you don't have in your deck.

If this happens, do as much as you can draw as many cards as you have left or get those cards that are in your deck and continue play as normal. Remember, you lose if you can't draw a card at the beginning of your turn, not if you can't draw one because a card told you to.

If this happens, both players shuffle and draw 7 new cards. In this case, neither player gets to draw the extra 2 cards. But it might happen that both players "win" in one of these ways at the same time. If this happens, play Sudden Death. But if you win in both ways and your opponent wins in only one way, you win! The winner of this game is the overall winner. It may happen that the Sudden Death game also ends in Sudden Death; if that happens, just keep playing Sudden Death games until somebody wins.

See Evolution card. Discard pile: The pile of cards you've discarded. These cards are always face-up. Anyone can look at these cards at any time. See Basic Energy card. In play: Your cards on the table are considered to be in play. Prizes: The 6 cards you put face-down at the start of the game. When you take your last Prize, you win!

Resistance is indicated in the lower middle of the card. This cost is written in the lower right-hand corner of the card. Sudden Death: Sometimes both players will win at the same time.

Trainer card: These are cards that you play during your turn by following the instructions on the card and then discarding it. Weakness is indicated in the lower left-hand corner of the card. All attacks, HP, Pokemon Powers, etc. I have also given my personal rating of the card as a whole, factoring in its evolution and strategy within particular decks. A solid card either for any deck, or because of its ability to have an entire successful deck revolve around it.

A card that given the right situation and deck set up, could possibly shine. Has the advantage of being a little unexpected because of its lesser use than top tier cards. Very limited uses, best to stay away unless apart of a evolutionary line or for a theme deck.

Would not recommend using it unless for fun. This power can't be used if Alakazam is Asleep, Confused, or Paralyzed. If heads, the defending Pokemon is now Confused. This doesn't use up your 1 Energy Card attachment for the turn. This power can't be used if Blastoise is Asleep, Confused, or Paralyzed. You cannot add more than 20 damage this way.

If heads, prevent all damage done to Chansey during your opponent's next turn.



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