Pokémon Trading Card Game Guide
1998 · Card RPGBox art

Game guides
| Guide | What you will find |
|---|---|
Deck Building and Trainer Cards | Improve consistency without confusing the Game Boy game with modern TCG formats. |
Duel Rules and Winning Conditions | Understand prizes, Energy attachments, retreating and the end of a turn. |
Club Masters and Medal Route | Match your deck to the club while checking the actual weakness on each card. |
Booster Packs and Promotional Cards | Use repeat duels, Mason's messages and special encounters to grow the collection. |
Duelists and Grand Masters | Identify the mentor, rival and final opponents before the Pokémon Dome. |
At a glance
| Focus | What to know |
|---|---|
| Build exactly 60 cards | Include enough Basic Pokémon, useful Trainers and matching Energy. |
| Read printed card text | Early rules and effects differ from the modern card game. |
| Earn eight medals | Club Masters unlock the route to the Pokémon Dome. |
Characters Character guide →
| Character | Role | At a glance |
|---|---|---|
| Mark | Player duelist | Collects cards and challenges the eight clubs. |
| Dr. Mason | Mentor | Teaches the rules and sends advice and boosters. |
| Sam | Tutorial opponent | Provides the first guided practice duel. |
| Ronald | Rival | Challenges the player throughout the medal quest. |
| Imakuni? | Unusual duelist | Offers an optional encounter and special card reward. |
| Rod | Grand Master | The Dragon-themed final member of the Grand Masters. |
Quick answers
| Topic | Go straight to |
|---|---|
| Deck Building and Trainer Cards | Build around an attack plan → |
Pictures All pictures →




References
| Reference | Website |
|---|---|
| Pokémon Trading Card Game: game and edition overview | www.pokemon.com |