Everything you need to understand the rules, build your first deck, and start winning — from card anatomy to prize mechanics.
Card Anatomy
Every Pokémon card shares a common layout. Understanding what each element does removes most of the confusion for new players.
The Key Elements
HP (Hit Points): Shown in the top-right corner. When damage counters equal or exceed a Pokémon's HP, it is Knocked Out. Modern cards range from 30 HP (tiny basics) to 340 HP (massive Pokémon ex and VSTAR).
Stage: Shown top-left as "Basic," "Stage 1," or "Stage 2." Basics play directly from your hand. Stage 1 evolves from a Basic on your bench or active. Stage 2 evolves from Stage 1.
Attack Cost: The colored energy symbols to the left of each attack name. These symbols represent the energy cards you must have attached to the Pokémon to use that attack.
Attack Damage: The number on the right of the attack name. This is how many damage counters go on the defending Pokémon (modified by weakness and resistance).
Weakness: Bottom-left. If the attacking Pokémon is the listed type, add the modifier (usually ×2) to the damage. Weakness is huge — a 2× weakness can turn a 120-damage attack into a 240-damage KO.
Resistance: Bottom-center. Subtract 30 from damage dealt by the listed type.
Retreat Cost: Bottom-right. The number of energy cards you must discard from the Pokémon to move it from the Active Spot to the Bench.
Ability: Some Pokémon have a passive or triggered Ability listed above their attacks. These are separate from attacks and don't require an energy cost to use (unless specified).
Pro Tip
Trainer cards (Items, Supporters, Tools, Stadiums) have completely different layouts — they don't have HP or attacks. Items can be played any number of times per turn; Supporters are limited to one per turn. This distinction is critical.
Energy Types Explained
There are 11 energy types in the Pokémon TCG. Each type corresponds to both the energy cards you run in your deck and the type of Pokémon you're using. Matching energy types to your Pokémon's attack costs is the foundation of deck building.
🔥
Fire
High damage output, often discards energy. Charizard, Arcanine, Cinderace.
💧
Water
Energy acceleration, healing effects. Blastoise, Greninja, Chien-Pao.
🌿
Grass
Healing, energy search. Venusaur, Meganium, Shaymin ex.
⚡
Lightning
Bench damage, speed. Pikachu, Miraidon, Raichu.
🔮
Psychic
Special conditions, spread damage. Gardevoir, Mewtwo, Mew.
👊
Fighting
Coin flips, big hits. Lucario, Garchomp, Koraidon.
🌑
Darkness
Disruption, big attackers. Darkrai, Umbreon, Giratina.
Requires two types of energy. Dragonite, Rayquaza, Baxcalibur.
⭐
Colorless
Any energy works. Pidgeot, Slaking, Staraptor.
Basic vs. Special Energy
Basic Energy cards (Fire Energy, Water Energy, etc.) can be included in unlimited quantities in your deck — you can run 40 Water Energy if you want. Special Energy cards (like Double Turbo Energy or Reversal Energy) have unique effects but are limited to 4 copies per deck. Many Special Energy types are restricted in certain competitive formats.
How to Win: Prize Cards and KOs
Winning a game of Pokémon TCG happens in three ways:
Take all 6 Prize Cards: At the start of each game, you place 6 cards face-down from your deck into your Prize pile. Each time you Knock Out an opponent's Pokémon, you take 1 Prize Card (or 2 for Pokémon ex/VSTAR/V). Take all 6 and you win.
Your opponent runs out of Pokémon in play: If your opponent has no Pokémon on their Bench when their Active Pokémon is KO'd, they lose immediately — even if they have Pokémon in their hand or deck.
Your opponent can't draw a card: If your opponent's deck is empty at the start of their turn and they must draw, they lose.
Prize Card Values by Card Type
Basic Pokémon, Stage 1, Stage 2: 1 Prize when KO'd
Prize Math Matters
This is why building decks around single-prize attackers (basic Pokémon dealing competitive damage) is a legitimate strategy — your opponent has to KO 6 of your Pokémon versus only 3 of their 2-prize attackers. The "Lost Box" archetype exploits this asymmetry.
Type Weaknesses and Resistances
In the current Standard format (Scarlet & Violet era), Weakness multiplies incoming damage by 2×. Resistance subtracts 30 from incoming damage. Here are the most common matchups you'll encounter:
Fire is weak to Water; resistant to nothing common
Water is weak to Lightning; resistant to nothing
Grass is weak to Fire; resistant to Water
Lightning is weak to Fighting; resistant to nothing
Psychic is weak to Darkness; resistant to Fighting
Fighting is weak to Psychic; resistant to Lightning
Darkness is weak to Grass; resistant to Psychic
Metal is weak to Fire; resistant to Grass
Dragon is weak to Dragon; no resistance
Colorless is weak to Fighting; no resistance
Weakness types have changed over the game's history. Cards from older sets use ×2 but also had Resistance of -30. Some older cards used flat +damage mechanics. Always check the card text for the specific modifier.
Turn Structure
Each turn follows a strict order. On the very first player's first turn, that player cannot attack (an anti-first-turn-win rule).
Draw Phase: Draw one card from your deck.
Main Phase (any order):
Play Basic Pokémon to your Bench (up to 5 Benched Pokémon total)
Evolve Pokémon (a Pokémon must have been in play since your last turn to evolve, with some exceptions)
Attach one Energy card to any of your Pokémon
Play any number of Item cards
Play one Supporter card
Play a Stadium card (replaces any existing Stadium)
Use Abilities (those that say "once per turn" are limited; others can be used multiple times)
Retreat your Active Pokémon (pay the Retreat Cost, move it to Bench, move a Benched Pokémon to Active)
Attack Phase: Use one attack from your Active Pokémon by paying its energy cost. Your turn ends after attacking — you cannot attack and then continue playing cards.
Key Rule
You can only attach ONE energy per turn naturally. Energy acceleration via Abilities or Trainer cards is how fast decks get around this limitation — it's the #1 thing that separates competitive builds from casual ones.
Deck Building Rules
Exactly 60 cards total
Maximum 4 copies of any card with the same name (except Basic Energy)
At least 1 Basic Pokémon (to have an Active Pokémon at the start)
Must follow the format's legal set list (Standard, Expanded, or Unlimited)
Standard Format
Standard is the primary competitive format. Only cards from the most recent sets are legal — typically the last two years of releases. The current Standard rotation (as of 2026) includes cards from the Scarlet & Violet era. Older cards in Expanded can still be played in that format.
Typical Deck Ratios
Pokémon: 12–18 cards (your attackers, support Pokémon, tech copies)
Trainers: 30–38 cards (draw, search, energy acceleration, disruption)
Energy: 8–15 cards (fewer if using Special Energy or acceleration)
Starter Deck List: Charizard ex Basics
This budget-friendly skeleton introduces the core mechanics without expensive cards. Build it, play it, and learn by doing.
Count
Card Name
Type
4
Charmander
Pokémon – Basic
2
Charmeleon
Pokémon – Stage 1
3
Charizard ex
Pokémon – Stage 2 ex
2
Pidgey
Pokémon – Basic
2
Pidgeot ex
Pokémon – Stage 2 ex
1
Radiant Charizard
Pokémon – Basic
4
Professor's Research
Supporter
4
Arven
Supporter
2
Boss's Orders
Supporter
4
Rare Candy
Item
4
Pokémon Communication
Item
3
Nest Ball
Item
3
Ultra Ball
Item
2
Iono
Supporter
2
Lost Vacuum
Item
2
Pokégear 3.0
Item
1
Defiance Band
Item – Tool
1
Forest Seal Stone
Item – Tool
14
Fire Energy
Basic Energy
How to Play This Deck
Your primary goal is to get Charizard ex into the Active Spot powered up with Fire Energy. Use Pidgeot ex's Quick Search Ability to fetch any card from your deck once per turn — this is the deck's engine. Rare Candy lets you skip Charmeleon entirely and evolve directly from Charmander to Charizard ex (as long as Charmander was in play since your last turn).
Charizard ex's Burning Darkness attack starts at 180 damage and adds 30 for each Prize Card your opponent has taken — making it more powerful as the game progresses. Against a weakened opponent with 4 prizes taken, you're hitting for 300 damage: a one-shot on nearly anything in the format.
Track every card you collect — free
Log your binders, track market values, manage your Pokémon TCG collection, and never lose track of your grails again.