A copy of the latest game rules and instructions on how to play the Pokémon trading card game can be downloaded from the Pokémon website by clicking on the link below. This link is to a large PDF file so may take a couple of minutes to load depending upon your internet speed. (The link should open in a new window)
Pokemon TCG Rule Book
Pokemon TCG Rule Book
The way certain cards are used, especially in regards to particular attacks, effects of Pokémon abilities and actions resulting from the use of trainers and supporters can sometimes be confusing.
At tournaments, one of the duties undertaken by a judge will be to rule over a particular play when questioned by a player. Over the years that the Pokémon TCG has been played, a large number of card rulings have been made and these have been compiled into a compendiumn, used by both judges and players as a point of reference when the play of a particular card has been called into question.
The latest compendium including card rulings that have come into play since the introduction of the Black and White set is controlled by pokegym.net and can be accessed from the following link
Occasionally, there are errors on cards which are not found out until after the card has been released and is in circulation. If you play or play against any of the affected cards then it is important you know what the card errata is and the correct use of the card as it should be rather than what is written on the card.
In addition, following the introduction of the Black and White set, the rules on how some existing cards could be used also changed.
Here is a list of errata in the Pokémon Trading Card Game affecting cards that are currently tournament legal. The text below reflects a correction to the text on the cards, not how it originally appeared.
Switch your opponent's Active Pokemon with 1 of his or her Benched Pokemon
Changes. You now need to flip a coin when playing Pokemon Catcher. If heads you switch the active Pokemon, if tails the cards has no effect.
Choose 1 of your Basic Pokémon in play. If you have a Stage 2 card in your hand that evolves from that Pokémon, put that card on the Basic Pokémon. (This counts as evolving that Pokémon.) You can’t use this card during your first turn or on a Basic Pokémon that was put into play this turn.
Changes: You can no longer use this card to evolve a Basic to a Stage 1 Pokémon, it can’t be used on your first turn, and it can’t be used on a Pokémon played this turn.
Heal 30 damage from 1 of your Pokémon.
Changes: Heals 30 damage instead of 20 damage.
Look at the top 7 cards of your deck. You may reveal a Pokémon you find there and put it into your hand. Shuffle the other cards back into your deck.
Changes: This card works very differently now, it can no longer search the entire deck for a Pokémon and put it directly onto Bench.
During this turn, your Pokémon’s attacks do 10 more damage to the Active Pokémon (before applying Weakness and Resistance).
Changes: This card no longer attaches to a Pokémon when used.
Onix (HS—Unleashed, 56/95) (Poké-Body) Energy Healer
When you attach an Energy card from your hand to Onix, remove a damage
counter from Onix.
This Poké-Body only works when you attach an Energy card to Onix.
Defender (HS—Undaunted, 72/90)
Attach Defender to 1 of your Pokémon. Discard this card at the end of your opponent’s next turn. Any damage done to the Pokémon Defender is attached to by
attacks is reduced by 20 (after applying Weakness and Resistance).
Defender protects against all attacks, even ones not made by the opponent.
Unown (HS—Triumphant, 51/102) (Poké-Power) CURE
Once during your turn, when you put Unown from your hand onto your Bench, you may remove all Special Conditions from your Active Pokémon.
Use of this Poké-Power is optional.