Pokermon is a spin-off of the Pokemon Trading Card Game, using the same cards but with rules and objectives loosely based on poker. All that's required to play is a shoebox of Pokemon cards, a coin and a six-sided die, and two or more people who love Pokemon.
The project is hosted on GitHub. All updates made to this page and all past versions of Pokermon's rules are documented there. Additionally, the Change Log on this page describes all rule changes between versions.
You can report issues and discuss changes on the GitHub issues page.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You can modify these rulegs to your liking and share your changes with the world, as long as you allow everyone else to do the same and attribute appropriately.
Pokermon was designed by Jackson Ray Hamilton and Ryan Baber ("White Oni").
What is Pokermon?
Hustle with friends and foes as you race to acquire and evolve sets of Pokemon, all-the-while trying to thwart your opponents at the same task. Pokermon pairs the awesomeness of Pokemon with the objectives of poker to create a new card game.
Players collect sets of Pokemon, each with calculable point values. A player who believes he has more points than his opponents can "Knock," and 3 rounds after Knocking, the player with most points wins.
This website serves as a reference for the standard rules of Pokermon. Keep this site handy on your laptop or smartphone when you first start playing.
Any reasonably-sized shoebox of Pokemon Trading Card Game cards will probably suffice for playing Pokermon. However, it's recommended to have:
These cards will be assembled into Decks, as described below.
If you think you don't have enough cards, you have plenty of options:
Additional Things Needed
The following things may also be needed or will at least come in handy:
There are multiple Decks in Pokermon, and each is shared by all players. All Decks are placed in the playing area at easily-reachable positions.
An example layout is pictured below:
Pokemon are sorted into Decks by their Types. All Fire Pokemon go in one Deck, all Waters in another, etc. Pokemon with multiple Types (e.g. Delta Species) go in a special "Delta" Deck.
Good Decks have multiple complete Evolution Trees, non-evolving Pokemon (like Farfetch'd) and a couple Legendaries.
Example: A Fire deck could have:
The following Decks may optionally be included. Cards from these Decks can only be accessed via the methods described below:
All Energy cards go in a single Deck. There should be Energies for each Type of Pokemon Deck used. Basic Energy cards should be available in same or similar quantities. Special Energies [BP] can also be included.
Example: Players have only built Colorless (), Fire (), and Darkness () Pokemon Decks. A well-balanced Energy Deck for that combination would have 4 Colorless Energies, 4 Fire Energies, 4 Darkness Energies, and 2 Rainbow () Energies.
All Trainer cards go in a single Deck. The Deck should be comprised of about 33% Bills [BP], and the rest is up to you.
Points are calculated based on the Pokemon in a player's hand. All Pokemon are worth points on their own. Sets of Pokemon can be counted for greater amounts of points. If a Pokemon is counted as a part of a Set, it cannot be additionally counted on its own or as a part of another Set.
Points are determined according to the following table:
|Stage 1 ("Basic") / Baby||1|
|Does not evolve||4|
Mewtwo; Mega Venusaur
|Legendary / Mega Evolution||5|
|Stage 1 + Stage 2
Stage 3 not present
|Stage 1 + Stage 2
Only 2 Stages exist
|Stage 1 + Stage 2
Only 2 Stages exist
2 Different Types
| + +
Charmander, Charmeleon, Charizard
|Stage 1 + Stage 2 + Stage 3||12|
| + +
Charmander , Charmeleon, Charizard
|Stage 1 + Stage 2 + Stage 3
2 Different Types
| + +
Charmander , Charmeleon, Charizard
|Stage 1 + Stage 2 + Stage 3
3 Different Types
Shuffle and cut all Decks, and place them each face-down.
Each player rolls a die. Whoever rolls highest goes first. Players who tie for highest re-roll among each other. Players will take Turns clockwise from the first player.
Each player's Turn is divided into Phases. Phases occur in the order listed below.
For Pokemon effects, reveal the Pokemon and activate the effect. For Energies and Trainers, activate the effect and discard the card after its effect resolves (unless instructed otherwise).
If 2 or more cards are drawn or added to the hand at once, note their order. Then activate their effects one-by-one in that order.
Example: A player activates Professor Oak and discards 3 cards. He draws a Fire Energy, a Darkness Energy, and a Grass Energy, and also a Bill and a Pokemon Center. After drawing all these cards, he activates them all in the order they were drawn.
If, while resolving an effect, another card's effect activates, immediately begin resolving the new effect. After the new effect is resolved, finish resolving the previous card's effect.
Example: Continuing on the last example, the player starts activating his cards:
Each player has his own Discard Pile, for his own Pokemon. There are also 2 Discard Piles which are shared by all players: The Energy Discard Pile and the Trainer Discard Pile, where resolved Energies and Trainers are respectively discarded.
If the Trainer Discard Pile contains a number of cards greater than or equal to the quantity "(number of players) × 10", then at the start of a player's turn (during his Knock Phase) he may make a "knocking" sound and declare that he is Knocking.
3 Rotations after a player has Knocked (the Turn he Knocked being the first in the Rotation), all players reveal their hands to each other. Players count their own and their opponents' points, and whoever has the most points wins. In the case of 2 or more players sharing the highest score, see Resolving Ties.
If, after counting, 2 or more players share the highest score, the following procedure is followed:
There are lots of Pokemon, but only a few have special qualities and effects. (Legendary Pokemon have their own section.)
Baby Pokemon are optional components of any Evolution Tree. If they are left out of a Set, their next evolutions are treated as Stage 1 Pokemon. If they are included in a Set, the Baby is treated as the Stage 1 Pokemon, and every Pokemon after it is treated as being 1 Stage higher.
Example: Here are a few cards and Sets, and their point values:
Fossil Pokemon are placed in a special Fossil Deck. You can only draw from the Fossil Deck with a Mysterious Fossil Trainer.
After getting: Skip your next turn.
After getting: Select 1 opponent. He skips his next turn.
After getting: Discard 1 card, except this card.
When redeemed as a Set with other Unknowns, the points of that Set is the quantity "(number of Unknowns)2 + 2".
After a player activates a Trainer, say "WOBBUFFET!" and discard this card to negate the Trainer.
After getting: Draw 1 Energy.
Mega Evolutions are placed in a special Mega Evolution Deck. When you have all Pokemon in a Mega Evolution's Evolution Tree in your hand, you can reveal those cards and discard all other cards in your hand. Then add the Mega Evolution to your hand.
If at any point a Mega Evolution's Tree is not complete, you must immediately discard the Mega Evolution.
Once per turn: Reveal this card and discard 1 card. Choose 1 opponent and 1 random card in his hand. Discard that card.
Mega Charizard X
After getting: Reveal this card continuously. During your turn when you would draw a Trainer, instead: Each opponent discards 1 random card from his hand.
Mega Charizard Y
Once per turn: You can draw 1 card from the Fire Deck.
If you would discard a card(s) from your hand by a card effect: Reveal this card. Do not discard those cards.
Legendaries must be revealed whenever gotten, and their effects must be activated.
After getting: Look at 1 opponent's hand and discard 1 card from it.
After getting: Look at 1 opponent's hand and discard 1 card from it. Then that opponent looks at your hand and discards 1 card from it.
After getting: Shuffle this card into its Deck and add any Pokemon from any Deck to your hand, except Arceus.
After getting: Randomly discard 2 cards from each opponent's hand.
After getting: Randomly discard 2 cards from each opponent's hand. Then select 1 opponent and he randomly discards 2 cards from your hand.
After getting: Reveal this card continuously. All opponents play with their hands revealed.
After getting: Reveal this card continuously. All players play with their hands revealed.
After getting: For the next 2 Rotations, all opponent's turns are skipped.
After getting: All opponents exchange as many cards as possible between their hands and their Discard Piles.
After getting: Activate any 1 Trainer from the Trainer Deck.
After getting: Reveal this card continuously. All opponents have a hand size limit of 8.
After getting: Select 1 Deck. Count out half of the Deck, face-down, rounded up, and discard that half to your Discard Pile.
After getting: Discard your hand, except this card.
After getting: All opponents go to sleep. (At the beginning of an asleep player's turn, he flips a coin. If heads, he wakes up. If tails, he skips his turn.)
After getting: Draw 1 Pokemon from each Pokemon Deck.
After getting: Discard your hand, except this card. This card's point value is the quantity "(cards in your Discard Pile) / 2", rounded up.
Energy cards let a player draw Pokemon.
When a player draws a Basic Energy, he draws 1 Pokemon from the Pokemon Deck corresponding to its Type, and discards the Energy.
Example: A player draws 1 Fire () Energy. He draws 1 card from the top of the Fire Pokemon Deck, then discards the Energy.
Any Energy that is not Basic is considered "Special." Special Energy cards have effects, which activate when the Energy is drawn. These effects are listed below.
, , , , , , , , , or Basic Energy [BP]
(A Basic Energy has only 1 of the above Types printed on it.)
Rainbow Energy [BP]
Draw 1 card from any Pokemon Deck, except the Delta Deck.
Delta Rainbow Energy [BP]
Draw 1 card from any Pokemon Deck.
Miracle Energy [BP]
Draw 2 cards from any Pokemon Deck, except the Delta and Colorless Decks.
Blend GFPD Energy [BP]
Draw 1 card from either the Colorless, Grass, Fire, Psychic, or Darkness Deck.
Blend WEPM Energy [BP]
Draw 1 card from either the Colorless, Water, Lightning, Fighting, or Metal Deck.
Retro Energy [BP]
Draw 1 card from the Colorless Deck. Then, reveal 1 Pokemon in your hand and select 1 Deck. Add the previous OR next evolution of the revealed Pokemon from the selected Deck to your hand.
Trainer cards have effects which either assist or harm players. These effects are defined below.
A Trainer card's effect is activated after being drawn. Most Trainers are discarded after their effects have resolved.
Trainers which say "After getting: Place face-up." are placed in front of their owners instead of being discarded. Their effects can be activated by their owners whenever appropriate.
Bill / Bill's Teleporter / Bill's Maintanence
Same as printed effect, but draw Energies.
Blaine's Quiz #2
Select 1 opponent with a hand of size 3 or greater. He presents his hand to you, face-down, and you shuffle it and place it face-down in a stack. He declares 1 card name. Reveal the top 3 cards of the stack, and if the named card is not among them, discard those 3 cards. Finally, return any remaining cards to the opponent's hand.
Reveal 1 Pokemon in your hand and select 1 Deck. Add the next evolution of the revealed Pokemon from the selected Deck to your hand.
Discard 1 Pokemon: Activate any 1 Trainer from the Trainer Deck.
Each player discards 2 random cards from his hand.
After getting: Place face-up. When a Pokemon would be discarded from your hand: Discard this card instead of that Pokemon.
Select 1 random card from an opponent's hand and reveal it. If that Pokemon has a previous evolution, return it to its Deck. Then, that opponent can select 1 Deck. He adds the previous evolution of the returned Pokemon from the selected Deck to his hand.
Discard any number of cards from your hand to draw the same amount of Energies.
Energy Removal / Super Energy Removal
After getting: Place face-up. When an opponent activates an Energy card(s):
Energy Removal: Negate 1 of them.
Super Energy Removal: Negate all of them.
Then discard this card.
Select 2 Energies from the Energy Discard Pile. Activate them and shuffle them back into the Energy Deck.
Draw 3 cards from the Energy Deck and resolve them. Then discard 2 cards from your hand.
Reveal the top 3 Trainers of the Trainer Deck, and select 1. Shuffle the other 2 into the Trainer Deck, and activate the selected Trainer.
Discard all players' hands.
Add 1 Pokemon from any Discard Pile to your hand.
If you have 6 or more cards in your hand: Discard your hand, then flip a coin.
Heads: Draw 4 Energies and 4 Trainers.
Tails: Draw 1 Energy and 1 Trainer.
Give 1 opponent 1 card from your hand. Then he reveals his hand to you.
Gust of Wind
Pick 1 random card from an opponent's hand and discard it.
Select 1 opponent and declare 1 card. He then declares 1 card. Reveal hands to each other, and each player selects 1 card with the name he declared from his opponent's hand, if any exist. Then, any selected cards are added to the hands of the players who selected them.
After getting: Place face-up. Discard this card to add 1 Pokemon from your Discard Pile to your hand.
Same as Cheerleader's Cheer, except add the previous evolution instead.
After getting: Place face-up. Discard this card to draw 1 card from the Fossil Deck.
Nightly Garbage Run
For each Discard Pile: Shuffle it and place it face-down. Then add the top card of the Pile to your hand.
After getting: Place face-up. If a card effect would affect a player: You can discard this card and select another player. The selected player is affected instead.
Old Rod / Good Rod / Super Rod
Select 1 Pokemon Deck, except the Delta Deck, then add 1 Pokemon from that Deck to your hand with an appropriate Stage:
Old Rod: Stage 1 ("Basic") or Baby
Good Rod: Stage 2
Super Rod: Stage 3
Reveal the added card.
Poke Ball / Great Ball / Master Ball
Poke Ball: Flip a coin. If heads, add 1 Pokemon from any Pokemon Deck to your hand, except the Delta Deck, and except a Legendary.
Great Ball: Flip 2 coins. If at least 1 is heads, apply Poke Ball's effect's outcome. If 2 are heads, the Delta Deck may also be added-from.
Master Ball: Add 1 Pokemon from any Pokemon Deck to your hand, except a Legendary.
For all of the above Poke Balls, reveal the added card.
Add up to 3 Pokemon from any Discard Pile(s) to your hand.
Professor Oak / Imposter Professor Oak
Professor Oak: Discard your hand. Then draw the same number of Energies as the amount you discarded, and also draw 2 Trainers.
Imposter Professor Oak: Same as Professor Oak, except select 1 opponent and apply the effect to him.
Select an opponent. Return all cards in his Discard Pile to their Decks.
After drawing: Place face-up. When an effect would affect you: Discard this card to be unaffected.
Select 1 opponent and declare 1 card name. That opponent reveals his hand to you, and if that card is in his hand, he must discard all cards with the declared name, otherwise you discard 1 random card.
All players go to sleep. (At the beginning of an asleep player's turn, he flips a coin. If heads, he wakes up. If tails, he skips his turn.)
Without revealing the cards, choose 1 card in your hand and 1 random card in an opponent's hand. Swap those cards.
Select 1 opponent. Swap hands with him.
There are numerous terms used throughout this document, many of which are capitalized, like "Type", "Rotation", etc. These terms have special meanings which are explained below.
"Getting" a Pokemon happens whenever it is somehow placed into your hand, no matter where it came from. Drawing, adding, swapping from another player, etc, all count as "getting". Cards which have effects prefaced by the phrase "After getting:" activate whenever that Pokemon is got.
A "Rotation" is said to have occurred after all players have taken 1 Turn each in succession.
Turns which are skipped still count towards a Rotation's completion.
A "Set" is 2 or more Pokemon cards in the same Evolution Tree. A Set does not need to contain a complete Evolution Tree. A Set must start from the "bottom" of a Evolution Tree, except Babies are optional.
Examples of Sets:
These are not Sets:
Every Pokemon has a Type (or multiple Types). Pokemon are always sorted into Decks corresponding to their Types. Energies have Types, and correspond to their Type's respective Pokemon Decks.
Colorless Energy is not a "wildcard" like in the Pokemon TCG; it corresponds to the Colorless Pokemon Deck, just as Fire Energy corresponds to the Fire Pokemon Deck.
The following are all possible Types. Players may choose to use only a subset of these Types when preparing to play.
Note that Dragon Energy does not currently exist. You'll have to either proxy it with a fake or make-believe with another Energy.
Where's Blaine's Quiz #1?
Hmm, beats me.
0.1.0 — Jan 22, 2014 — Docs
Initial Pokermon release.
|This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.|
|Pokémon © 2002-2014 Pokémon. © 1995-2014 Nintendo/Creatures
Inc./GAME FREAK inc. TM, ® and Pokémon character names are trademarks
No copyright or trademark infringement is intended in using Pokémon content on the Pokermon website.