POKEMON HEROSCAPE Merging the excitement and simplicity of Heroscape with the incredible creatures and abilities of Pokemon. One-on-one battles,

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1 POKEMON HEROSCAPE Merging the excitement and simplicity of Heroscape with the incredible creatures and abilities of Pokemon. One-on-one battles, Weaknesses and Resistances, Capturing Pokemon, Epic Campaigns, and more!

2 INTRODUCTION Introduction Welcome to the World of PokeScape! This Project Pokémon Master Set combines the gameplay of Heroscape with the setting, abilities, and characters of the Pokémon games. As a new Pokémon Trainer, your goal is to collect as many Pokemon as you can and become a Pokémon Master using those Pokémon in battle against other Pokémon Trainers. This rulebook explains the unique aspects of Pokémon Heroscape, including: Weaknesses and Resistances Status Markers Capturing Pokemon One-on-One Battling Pokemon Evolution At the end of this book are scenarios to help start you on your PokeScape journey. - The Project Pokemon Team Project Pokemon Credits Thread Moderator Wulfhunter667 Assistant Moderator White Knight Art Department mac122 (Director) White Knight Chief Editor Warlord Alpha Trainers Wulfhunter667 mac122 Warlord Alpha fiddlerjones NightSwipe minimoose38 White Knight kaiyu0707 Junior Trainers Chardar DrAwsm Xn F M Creationist Sup3rS0n1c Kroz Allies jwindjackal Carakki Vilsara Takanuva tcglkn MegaSilver White Noise flameslayer93 caltemus Vydar is the man DeathDoom

3 RULES Compatibility This Project Pokemon Master Set is a Heroscape Expansion Set. The Pokemon Army cards and proxies are fully compatible with Classic Heroscape and can be used with Classic Heroscape. When using the Pokemon Army Cards with Classic Heroscape, ignore the Attack Type symbols and W/R/NE (Weakness/Resistance/ No Effect). About the Army Cards Pokemon Heroscape cards have some unique features. Type of Pokemon All Pokemon have a Type. Some Pokemon have dual types. Game Contents 30 Pokemon Army Cards 30 Pokemon proxy paper figures 10 Trainer Army Cards 10 Trainer proxy paper figures 12 Pokemon Item Glyphs 5 Sleep Status Markers 5 Paralysis Status Markers 5 Confusion Status Markers 10 Poison Status Markers 2 Burn Status Markers 2 Freeze Status Markers 2 Curse Markers 6 Primal Rage Markers 2 Energy Markers 50 Experience Markers 2 each Carbos +1, +2, +3, +4 2 each Power Bar +1, +2, +3, +4 2 each Iron +1, +2, +3, +4 2 each Protein +1, +2, +3, +4 2 each HP Up +1, +2, +3, +4 Evolves from The Pokemon that this Pokemon evolved from. If it has no pre-evolution form it is a Basic Pokemon. Pokedex Number Attack Type Symbol The Attack Type for this attack. Breed of Pokemon W This Pokemon is Weak against these Attack Type. It rolls one less Defense die when defending against this type of Attack. R This Pokemon is Resistant to these Attack Types. It rolls one more Defense die when defending against this type of Attack. NE This Pokemon takes no damage or effects from these Attack Types. The figure can still be targeted for an attack. BA Base Attack Type the Attack Type for this Pokemon s normal attack.

4 RULES Weakness/Resistance/No Effect One of the unique features of PokeScape is Type Attacks and W/R/NE. EXAMPLE Magnemite attacks Pikachu with Thundershock Special Attack (Electric Type). Pikachu has a defense of 3 and adds 1 die for height advantage and 1 die because Pikachu is resistant to Electric Type attacks. Magnemite rolls 3 attack dice. Pikachu rolls 5 defense dice. Classic Scape For Classic Heroscape and Marvelscape games, the W/R/NE and Type Symbols should be ignored. PokeScape For PokeScape games, every attack has a Type associated with it, even the Pokemon s normal attack. Example Looking at Pikachu s card on the previous page, Pikachu s normal attack is Normal Type (see the Normal symbol next to BA) and Thunderbolt Special Attack is Electric Type (see the Electric Symbol in the first line of the attack). W/R/NE and Terrain W/R/NE is not influenced by terrain. For example, a figure that is weak to Fire Type attacks won't receive a penalty from being on a Lava Space unless explicitly stated on its Army Card. Weakness Pokemon that are Weak against an Attack Type roll 1 less Defense die when defending against that type of attack (to a minimum of 0 defense dice). Resistance Pokemon that are Resistant to an Attack Type roll 1 more Defense die when defending against that type of attack. No Effect Pokemon that are Not Effected by an Attack Type do not take damage or any other effects from that type of attack. They can be targeted for that attack, but the targeted Pokemon will not receive any damage or effects from the attack (although other Pokemon nearby may be affected by that attack). Symbol Attack Type Bug Dark Dragon Electric Fighting Fire Flying Ghost Grass Symbol Attack Type Ground Ice Normal Poison Psychic Rock Steel Water Examples - Pikachu is weak against Ground Type attacks. Pikachus rolls 1 less defense dice when defending against a Ground Type attack. - Pikachu is resistant to Steel, Flying, and Electric Type attacks. Pikachu rolls 1 extra defense dice when defending against Steel, Flying, and Electric Type attacks. Status Markers and Status Effects Status Markers are to be placed on the figure that is affected. You may place them on the figure's base or somewhere near the figure as long as it is clear which figure has the Status Marker. For uncommon and unique heroes, you may place the Status Marker on the figure's Army Card For squads, Status Effects apply only to the individual figure with the Marker and not to the entire squad. Figures may only have 1 Status Marker on them at a time. When a figure with a Status Marker is to receive a new Status Marker, first remove the original Status Marker.

5 RULES Sleep Status Marker Sleep Status Markers cannot be place on figures with the Frenzy Special Ability. Figures with Sleep Status Markers cannot make leaving engagement attacks. Before moving a figure with a Sleep Status Marker, that figure must roll the 20-sided die: Burn Status Marker At the end of every round, players must roll the 20-sided die for each figure they control with a Burn Status Marker: If you roll a 1-10, that figure receives one wound. On a roll of 1-10, that figure cannot move or attack that turn. On a roll of 11-20, remove the Sleep Status Marker. If you roll an 11-17, nothing happens. If you roll an 18 or greater, remove the Burn Status Marker from that figure. Paralysis Status Marker Before moving a figure with a Paralysis Status Marker, that figure must roll the 20-sided die: On a roll of 1-5, that figure cannot move or attack that turn. On a roll of 6-18, that figure s move value is reduced by 1 for the remainder of that turn. On a roll of 19-20, remove the Paralysis Status Marker. Freeze Status Marker Figures with Freeze Status Markers do not get to make leaving engagement attacks. Instead of moving and attacking with a figure with a Freeze Status Marker, that figure must roll the 20-sided die: On a roll of 16-20, remove the Freeze Status Marker. Poison Status Marker Poison Status Markers may not be placed on Soulborgs, Undead, Constructs, or Pokemon not affected by Poison-type attacks. After a figure with a Poison Status Marker takes a turn, it must roll the 20-sided die: On a roll of 1-8, that figure takes one wound. On a roll of 9-18, nothing happens. On a roll of 19 or higher, remove the Poison Status Marker. Confusion Status Marker Before moving a figure with a Confusion Status Marker, you must roll the 20-sided die. On a roll of 1-10, the opponent to your left must choose a straight-line direction away from the Confused figure. Move that figure it's maximum movement, if possible, in that direction. That figure may not move or attack that turn. Figures moved by Confusion never take leaving engagement attacks. On a roll of 11-15, the figure may move and attack as normal. On a roll of 16 or higher, remove the Confusion Status Marker.

6 RULES Trainer Cards and Figures Another unique feature of PokeScape is the use of Trainer cards. These cards are for PokeScape only and are not meant to be used with Classic Heroscape and Marvelscape games. About Trainer Cards Trainers cards offer special abilities or boosts to the Pokemon in your army. You may have only 1 Trainer card in your army at a time. Drafting Trainer Cards In PokeScape, Trainers cards are drafted like regular Army Cards except that you may not have more than 1 Trainer card for your Army. Trainer Cards and Figures During Battles Trainer cards may be used in two ways during battles: as Glyph-like support cards or as non-combat figures. How they are used is scenario specific, but there are certain rules that govern each way to play. Support Cards When Trainer Cards are used as support cards, they have no figures and cannot be destroyed. Treat them as you would a permanent glyph on all your Pokemon. Non-Combat Figures In battles with non-combat figures, the figure is placed at the start of the battle and does not move. Trainer figures cannot be attacked or moved by any special powers or abilities. They are treated as solid obstacles for purposes of lineof-sight and moving. Trainer Figures During Campaigns During PokeScape campaigns, Trainer Figures can move around the map. Special rules for Trainer Figures will be discussed in the Campaign section. In addition, some scenarios may have special rules that apply to only that scenario. Once a Pokemon battle starts, however, Trainer Figures are treated as Non-Combat figures (obstacles). Youngster Trainer Figure

7 RULES Pokemon Items Pokemon Items are treated as Treasure Glyphs in Classic Heroscape games. Pokeballs are never used with Classic Heroscape. During PokeScape campaigns, all items are placed on your Trainer figure. Pokemon must be within 3 clear sight spaces of your Trainer Figure to be able to use most items. Pokeballs, the Escape Rope, and the Pokedoll can be used no matter the distance. X Speed Place on 1 of your figures for the entire battle. Add 1 to that figure s Move. Discard after the battle. Pokeball used to capture Pokemon. May be used no matter where how far away the Pokemon to be captured is from your trainer figure. Discard after use. Miracle Seed Place on one of your Pokemon army cards. Figures attacked by a grass-type attack from that Pokemon roll 1 less defense dice. Greatball used to capture Pokemon. Add +5 to your roll when rolling to capture a Pokemon. May be used no matter where how far away the Pokemon to be captured is from your trainer figure. Potion After revealing an OM, instead of taking a turn you may remove up to 2 wound markers from one of your army cards. Full Heal After revealing an OM, instead of taking a turn you may remove a Status Effect Marker from one of your figures. Charcoal Place on one of your Pokemon army cards. Figures attacked by a fire-type attack from that Pokemon roll 1 less defense dice. Mystic Water Place on one of your Pokemon army cards. Figures attacked by a water-type attack from that Pokemon roll 1 less defense dice. Escape Rope You may use Escape Rope only once. Return one figure you control to your Start Zone (no matter how far away that figure was from your Start Zone). That figure takes no leaving engagement attacks. In a scenario, you may also use the Escape Rope to immediate return your Trainer figure to the start of the map. X Attack Place on 1 of your figures for the entire battle. Add 1 to that figure s normal Attack. Discard after the battle. X Defend Place on 1 of your figures for the entire battle. Add 1 to that figure s Defense. Discard after the battle. Pokedoll Set on the battlefield in place of one of your figures. It has a Life of 1, a Move of 0, and a Defense of 0. It cannot attack. If Pokedoll is destroyed, immediately replace Pokedoll with the figure it had replaced. That figure takes no wounds. At any time during your figure's turn you may you may retrieve your Pokedoll and place your figure back on the battlefield. In a scenario, you may destroy the Pokedoll and immediately end a battle with a wild Pokemon.

8 RULES 1-on-1 Pokemon Battles In the Pokemon video games and anime, Trainers usually battle oneon-one, with only 1 Active Pokemon at a time. Pokemon can be sent out, recalled, and even replaced when one of their Pokemon is knocked out. With the addition of terrain and movement, there are certain rules for 1-on-1 Pokemon Battles. Before the Battle Each player chooses a non-combatant Trainer figure and places the figure on the figure space in their starting zone (figure placement has different rules during Pokemon campaigns). Trainer figures cannot be attacked or moved by any special powers or abilities. They are treated as solid obstacles for purposes of lineof-sight and moving. Each player may have up to 6 Pokemon and 1 Trainer card Maximum point totals depend on the scenario Starting the Battle Before placing Order Markers, each player rolls the 20-sided die. The player with the lower roll must choose 1 Pokemon from their team to be their Active Pokemon and must place that Pokemon on the battlefield within 3 clear sight spaces of their Trainer figure. The other player then chooses 1 Pokemon from their team to be their Active Pokemon and places it on the battlefield within 3 clear sight spaces of their Trainer figure. Both players place all their Order Markers on the card of their Active Pokemon New Active Pokemon Youngster sends out Charmander. Charmander must be place no more than 3 spaces away from Youngster. During the Battle Only the Active Pokemon from each player's team can be on the battlefield. Other Pokemon are considered to be on their player's bench. After revealing an Order Marker, instead of taking a turn with that Active Pokemon a player can recall that Pokemon to their bench (from anywhere on the battlefield) and send out another Pokemon to be their Active Pokemon. All sent out Pokemon must be placed within 3 clear sight spaces of their Trainer figure If you recall a Pokemon and send out another Pokemon, transfer all Order Markers to the new Active Pokemon's Army Card. The Pokemon that was just sent out cannot move or attack on the same turn that it was sent out. All wounds and Status Effects (and ailments such as Curse) remain on Pokemon recalled to their bench, but benched Pokemon do not suffer any effects or wounds while on their bench. Status Effects and other ailments only affect Active Pokemon. If a Pokemon you control is destroyed, you may immediately choose one of your benched Pokemon to be your Active Pokemon and place it on the battlefield within 3 clear sight spaces of your Trainer figure. Transfer all Order Markers to the newly sent out Pokemon's card. The new Pokemon can attack on your next turn. Victory The battle is over when all Pokemon on a player's team are destroyed.

9 RULES Pokemon Campaign Rules Trainer Figures Each player places their non-combatant Trainer figure in the start zone of the map. Each player chooses up to 6 of his or her Pokemon to be in their party. Pokemon figures do not start on the map. Ash Begins His Journey Encountering Wild Pokemon Land Encounters When a Trainer figure moves onto certain types of hex terrain (such as grass, rock, or sand) as determined by the scenario, you must roll the 20-sided die. You roll each time you move onto a new hex. On a roll of 1-16 nothing happens. On a roll of 17 or higher, you encounter a wild Pokemon. Each scenario will have specific rules about what types of terrain trigger an encounter and which Pokemon are encountered. For most scenarios, if your Trainer figure moves onto a road hex, you will not roll the 20-sided die. Wild Pokemon Check Ash moves onto a grass space. He must roll the 20-sided die to check for wild Pokemon. Trainer Figure Movement Each player takes turns moving their trainer figures, and each trainer figures can move only 1 hex at a time. Trainer figures can move up only 1 height at a time (like the trainer has a move of 2). They can jump down a maximum height of 5 (or any height into water). A player must have a large or huge Pokemon with the Surf HM attached to it in order to move their Trainer Figure onto a water space. Surf HM is not required to move Trainer Figures onto swamp water spaces. The player must declare which Pokemon is carrying his Trainer figure. Pokemon carrying Trainer figures cannot be used to battle wild Pokemon or other Trainers. Ash Begins His Journey Ash may move onto any of the three hexes shown. He may not move up more than 1 level and may not move through the tree. Water Encounters If a Pokemon you control has the Surf HM on its card, you may move your Trainer figure onto water spaces. Whenever you move onto a water space you must roll the 20-sided die (you roll each time you move onto a new water hex). On a roll of 1-16 nothing happens. On a roll of 17 or higher, you encounter a wild, water-type Pokemon. Each scenario will have specific rules about which Pokemon you will encounter. Fishing To fish, you must have a fishing rod and your Trainer figure must be on a non-water space adjacent to a water or swamp water space. Instead of moving your Trainer figure you may roll the 20-side die. On a roll of 1-16 nothing happens. On a roll of 17 or higher, you hook a wild, water-type Pokemon. Each scenario will have specific rules about which Pokemon you will encounter. Wounds and Status Effects When Trainers move, wounds and Status Effect Markers remain on their Pokemon. Each time a Trainer moves onto a new space, all of their Pokemon with Poison Status Effect Markers must roll for Poison damage (following the rules for Poison Status Effects). Pokemon Items During PokeScape scenarios, if a Trainer figure lands on a Pokemon Item, that Trainer may add that item to their inventory. Do not remove the item from the battlefield until all Trainers have picked up that item. Trainers may pick up an item only once.

10 RULES Battling Wild Pokemon If you encounter a wild pokemon, you have to battle that Pokemon. You can destroy the wild Pokemon, you can try to capture it if you have Pokeballs, or you can flee if you win initiative. Starting the Battle To start a battle with a wild Pokemon, place one of your Pokemon on any unoccupied hex within 3 clear sight spaces of your Trainer figure. Your opponent (or the Game Master) places the wild Pokemon 8 to 10 hexes away from your Trainer figure (or as far away as possible if it is not possible to get at least 8 hexes away). Starting the Battle with a Wild Pokemon Ash sends out Charmander onto the hill behind him. The wild Abra is placed 8 to 10 spaces away from Ash. Switching Out Pokemon At the beginning of your turn, after revealing an Order Marker, you may switch out your active Pokemon with another Pokemon you control that has not been destroyed (knocked out). Remove your active Pokemon from the battlefield and place the new Pokemon onto an unoccupied hex within 3 clear sight spaces of your Trainer figure. Recalled Pokemon do not take leaving engagement attacks. Losing the Battle (Whiting Out) If all your Pokemon are destroyed (knocked out), you must immediately move your Trainer figure back to the beginning of the map. Remove the wild Pokemon from the battlefield, and remove all wound and Status Effect Markers from your Pokemon. Defeating a Wild Pokemon and Gaining Experience If you destroy a wild Pokemon, you get Experience Markers equal to the knocked-out Pokemon's points divided by 10 (round down). These markers are evenly divided among among all Pokemon that battled but did not get knocked out. Remaining markers (that cannot be divided evenly) may be given (one each) to any Pokemon that battled but was not knocked out. Example 1 You send out Paras to battle Pidgey. Before Paras is knocked out, you recall Paras and send out Pikachu. Pikachu destroys Pidgey. During the Battle During the battle, normal 1-on-1 PokeScape battle rules apply. Pokemon may use the whole map when battling. Trainer figures are considered obstacles. Pokemon may move through Trainer figures, but they may not land on spaces occupied by Trainer figures. Pokemon may land on spaces with Pokemon Items but they may not pick up the items. Pokemon that get Knocked Out If your Pokemon gets destroyed (knocked out), you must send out another Pokemon from the six in your party. When you send out a new Pokemon, place it on any unoccupied hex within 3 clear sight spaces of your Trainer figure. Transfer all Order Markers to your new Pokemon s card. Fleeing a Battle If you win initiative against a wild Pokemon you may choose to flee the battle. Remove the wild Pokemon from play and the battle is over. You cannot flee a battle against another Trainer. Pidgey is worth 15 points. 15/10 (rounded down) = 1 marker You get 1 Experience Marker. Since you can't evenly divide it, you can give the marker to either Paras or Pikachu. Example 2 You send out Paras against Magnemite, but Paras is destroyed. You then send out Pikachu, who battles for a short while but is wounded. You recall Pikachu and send out Scyther. Scyther destroys Magnemite. Magnemite is worth 70 points. 70/10 (rounded down) = 7 markers You get 7 experience markers. You divide by 2 (Pokemon) and get 3 Experience Markers to give to Pikachu and 3 Experience Markers to give to Scyther. You have 1 leftover Experience Marker that you can give to either Pikachu or Scyther. Paras was destroyed and does not get any Experience Markers.

11 RULES Capturing Pokemon How to Capture Pokemon When battling a wild Pokemon, you can try to capture that Pokemon. On your turn, after revealing an Order Marker on a figure, instead of taking a turn with that figure you may instead try to capture the wild Pokemon. The wild Pokemon can be anywhere on the map. First, choose a Pokeball item. Then roll the 20-sided die and add any bonuses for the type of Pokeball you are using. Also add the number of wounds the wild Pokemon has on its army card and add any bonus from a Status Effect on the wild Pokemon. If your roll is greater than or equal to the required catch number you capture the wild Onix. Discard the Pokeball item after using it. If your roll is less than required, the Pokeball breaks and fails to capture the Pokemon. Your turn is over. If your roll is equal to or more than the catch number for that Pokemon, you have captured the Pokemon. Example You are trying to capture a wild Onix. Onix is worth 150 points, so you need a combined roll of at least 25 (150/ ). You are using a Great Ball. The wild Onix has a Sleep Status Marker on its card from Paras s Effect Spore and it has 2 wounds. 1 st Attempt You roll an 11 on the 20-sided die = is less than 25, so you fail to capture the wild Onix. 2 nd Attempt You roll a 16 on the 20-sided die = is at least 25, so you capture the wild Onix. Remove the wild Onix from the battlefield. Catch Formula Catch # = point cost/10 (rounded up) + 10 Roll = Roll d20 + ball bonus + status bonus + # wounds A roll of 1 always misses. Ball Bonuses Great Ball +5 Ultra Ball +10 Master Ball (automatic) Status Bonuses Paralyzed +4 Asleep +3 Poisoned, Burned, Frozen +2 Confused (no bonus) After a Pokemon is Captured If you have less than 6 Pokemon in your army, you may immediately add the wild Pokemon to your army. Any wounds and Status Effect remain on that Pokemon s card. If you have 6 Pokemon in your army already, the wild Pokemon becomes one of your captured Pokemon and will be available for use at the next Pokemon Center.

12 RULES Encountering Trainers Encountering Trainers during PokeScape Campaigns Some campaign maps have Trainer Figures on the battlefield. These Trainers are controlled by the Game Master (or other player) and are similar to the Trainers faced in the Pokemon video games. If your Trainer Figure moves onto a hex that is in a Trainer s clear, straight line of sight (in the direction he or she is facing, no matter the distance) then you must battle that Trainer. Experience For each Pokemon that one of your Pokemon destroys (knocks out) you get Experience Markers equal to the knocked-out Pokemon's points divided by 10 (round down). These markers are evenly divided among all Pokemon that battled but did not get knocked out. Remaining markers may be given (one each) to any Pokemon that battled but was not knocked out. Money After defeating a Trainer figure, you will be award with a sum of money. You may use that money during the game to buy items such as Pokeballs and Potions at Pokemarts. Experience Markers Eye Contact Ash moves into Jr Trainer s direct line-of sight (straight line), so he must battle Jr Trainer. Experience Markers In PokeScape campaigns, Experience Markers gained by defeating wild Pokemon or Pokemon belonging to other trainers may be used to evolve your Pokemon or to buy items that can increase their stats. Permanent Stat Items Experience Markers can be used to purchase permanent Stat Items that remain on that Pokemon s card for the remainder of the campaign. You must be at a PokeCenter to buy a permanent Stat Item. To purchase a Stat Item, remove the required number of Experience Markers from that Pokemon and place the Permanent Stat Item on that Pokemon. You may only have one of each type of Stat Item on your card at one time (i.e. you may not have Carbos +1 and Carbos +2 at the same time), and stat increases must be purchased in order (i.e. you must purchase Carbos +1 before purchasing Carbos +2 and so on). Trainer Battle During the Trainer battle, normal 1-on-1 PokeScape battle rules apply. Trainers cannot move and cannot be attacked. Pokemon may use the whole map when battling. Trainer figures are considered obstacles. Pokemon may move through Trainer figures but they are not allowed to land on spaces occupied by Trainer figures. Losing the Battle (Whiting Out) If all your Pokemon are destroyed (knocked out), you must immediately move your Trainer figure back to the beginning of the map. Remove all wound and Status Effect Markers from your Pokemon. Remove all wound and Status Effect Markers from the Pokemon of the Trainer that you were battling. You must battle that Trainer again the next time you make eye contact with that Trainer. Defeating a Trainer If you battle and defeat a Trainer, you cannot fight that Trainer again (even if you White Out later and restart the scenario). Once all players have fought and defeated a Trainer, remove that Trainer figure from the battlefield. Permanent Stat Items (Numbers indicate how many Experience Markers are needed to purchase that Permanent Stat Item.) Item Stat Power Bar Initiative Carbos Move Iron Defense Protein Attack HP UP Life Example Your Pikachu has a Carbos +1 on its army card. If you want to increase your Pikachu s Move, you must buy Carbos +2. Carbos +2 costs 30 Experience Markers. Remove 30 Experience Markers from your Pikachu s card and remove Carbos +1. Then you may place Carbos +2 on your Pikachu s card. If you want to increase your Pikachu s Move again, you must purchase Carbos +3 for 60 more Experience Markers.

13 Pokemon Evolution RULES Evolving a Pokemon using Experience Markers Most Pokemon evolve by using their Experience Markers. When a Pokemon has collected enough Experience Markers to evolve into its next stage, you can evolve that Pokemon. Appendix A has a list of all the Pokemon in the Kanto region and the number of Experience Markers needed to evolve. You may trade in Stat Items for Experience Markers and then apply those experience markers to pay for evolving your Pokemon. Stat items are worth the same amount of Experience Markers that were used to purchase them. Evolving Outside of Battle If you are not in a battle, you can evolve the Pokemon at any time. Remove the required number of Experience Markers from that Pokemon and exchange its card and figure for its next evolution. Also remove any wound and Status Effects from that Pokemon. Evolving During Battle (Campaign only) If you are in the middle of a battle, you can only evolve a Pokemon at the beginning or end your turn, and only if that Pokemon is your active Pokemon. After taking a turn with a Pokemon, or after revealing an Order Marker on a Pokemon you wish to evolve, before taking any other action, remove the required number of Experience Markers from that Pokemon and immediately replace that Pokemon on the battlefield with its evolved form. You must place the evolved Pokemon on the same space occupied by its pre-evolved form. You may then transfer all Order Markers to the Army Card of the evolved form and continue your turn with the evolved form as your active Pokemon. In-Battle Evolution (Campaign Only) Charmander uses Ember and knocks out Bulbasaur. Bulbasaur is worth 50 points, so Charmander gets 5 Experience Markers. Charmander needs 16 Experience Markers to evolve into Charmeleon. If Charmander already had 11 Experience Markers on its card, it would now have 16 Experience Markers and would be able to evolve into Charmeleon mid-battle. To Evolve Charmander into Charmeleon, remove 16 Experience Markers from Charmander s card, remove Charmander from the battlefield, and place Charmeleon on Charmander s space. In-Battle Evolution (Campaign Only) Chameleon can fit onto Charmander s space, so Charmander is removed and Charmeleon is placed on Charmander s space. Charmeleon is now Ash s active Pokemon. Remove any wound and Status Effect Markers from Charmander s army card and move all Order Markers to Charmeleon s card. Placing Evolved Pokemon During Battle (Campaign only) If you cannot place the evolved Pokemon in the same space as its pre-evolved form, you cannot evolve your Pokemon this turn. You must wait until your Pokemon is in a space where the evolved form can be placed. Evolving Using a Stone Some Pokemon evolve only through the use of a certain stone. Evolution works the same way as evovling through Experience Markers, but instead of removing Experience Markers you must use the stone required for evolving that Pokemon. Each stone can evolve only one Pokemon. After using a stone to evolve a Pokemon, you must discard it. Evolving During a Trade Some Pokemon evolve only during a trade. There will be opportunities to trade (and trade back) with a few trainers during the game. If you are playing a game with 2 Trainers, you may trade Pokemon with each other at any PokeCenter. After trading a Pokemon that evolves during a trade, exchange its card and figure for its next evolution.

14 RULES Kangaskhan If Kangaskhan uses Dizzy Punch and rolls a skull, Kangaskhan is allowed to roll the 20-sided die to possibly take a turn with that figure. HM and TM Rules HMs and TMs HMs and TMs are special moves that may be taught to certain Pokemon. They may be used during battles as special attacks and abilities. Only some Pokemon can learn each HM or TM move. A full list of which Pokemon can learn which HM/TM can be found at To teach an HM or a TM to a Pokemon, place that HM or TM on that Pokemon s card. Pokemon may have up to 4 HM/TM moves on their You may discard an HM or TM before learning a new HM or TM. HM and TM moves cannot be taught during a battle. Clarifications of Abilities Following is a list of Pokemon and clarification of some of the Special Abilities on their cards. Magnemite Because of Levitate, Magnemite never takes Lava or Lava Field Damage. Magnemite does not need to stop when entering water spaces. Magnemite does not need to count an extra space when Levitating over objects with a height of 1. Magnemite Movement with Levitate Magnemite moves from lower ground to higher ground. The first hill is 1 level high, so its height is ignored Magnemite does not have to count the step in its movement. The second hill is two levels high, so Magnemite ignores the first level and only has to count the second level. For clarification, here are the order of events: 1) Kangaskhan rolls for an attack and rolls at least one skull. 2) Roll for reactionary effects, such as Disappearing Ninja. 3) If the attacked figure is still adjacent to Kangaskhan after reactionary effects, Kangaskhan may roll the 20-sided die. 4) If a 17 or higher is rolled, you may take a turn with that figure. 5) Remove one order marker (if applicable). 6) The figure rolls defense dice normally. Disappearing Ninja would allow a Ninja to disappear and end the attack. Paras Status Effects from Effect Spore do not come into effect until the end of the attacking figure s turn. If a figure with Double Attack attacks Paras on its first attack and gets a Sleep Status Marker from Effect Spore, that figure may still attack a second time. If Paras successfully defends the second attack, replace the Status Marker from the first Effect Spore with the Status Marker from the second Effect Spore. Pidgey When moving a figure with Whirlwind, figures must still obey normal movement rules. For example, to move a figure up 2 levels still uses 2 extra move. (It is harder to blow figures uphill.) And figures cannot be blown up onto spaces higher than their height. Road bonuses apply as well. Wartortle If Wartortle used Downpour and is later moved by Carry or another special power, the water spaces move to surround Wartortle at its new location. Parasect Figures that are not affected by Poison Type attacks may take damage from Parasect s normal attack but do not have to roll for a Poison Status Marker Lapras Even if a figure successfully rolls to remove a Freeze Status Marker, that figure still must miss the rest of the its turn. Removing the Freeze Status Marker uses a whole turn. Charizard Blast Burn Special Attack affects all figures within 5 clear sight spaces of Charizard using Charizard s line-of-sight. If Charizard cannot see the figure, it is not affected by Blast Burn Special Attack. Ignore height when counting spaces. Dragonair With Twister Special Attack, you target a space, not a figure. The targeted space does not need to be occupied. Primeape Primeape must move and attack a figure with a Primal Rage Marker if it is able to do so. If it is engaged with a figure without a Primal Rage Marker it must risk a leaving engagement attack to attack the figure with a Primal Rage Marker.

15 Appendix A Pokemon Evolution The following table shows the number of markers needed to evolve Pokemon in PokeScape. It also shows those Pokemon that evolve with Stones or by Trading. Pokemon Evolution Markers Needed Bulbasuar Ivysaur 80 Ivysaur Venusaur 80 Charmander Charmeleon 80 Charmeleon Charizard 100 Squirtle Wartortle 80 Wartortle Blastoise 100 Caterpie Metapod 35 Metapod Butterfree 15 Weedle Kakuna 35 Kakuna Beedrill 15 Pidgey Pidgeotto 75 Pidgeot Pidgeot 90 Rattata Raticate 80 Spearow Fearow 70 Ekans Arbok 80 Pikachu Raichu Thunder Stone Sandshrew Sandslash 80 Nidoran Nidorina 50 Nidorina Nidoqueen Moon Stone Nidoran Nidorino 50 Nidorino Nidoking Moon Stone Clefairy Clefable Moon Stone Vulpix Ninetales Fire Stone Jigglypuff Wigglytuff Moon Stone Zubat Golbat 75 Oddish Gloom 55 Gloom Vileplume Leaf Stone Paras Parasect 80 Venonat Venomoth 45 Diglett Dugtrio 55 Meowth Persian 80 Psyduck Golduck 50 Mankey Primeape 90 Growlithe Arcanine Fire Stone Poliwag Poliwhirl 75 Poliwhirl Poliwrath Water Stone Abra Kadabra 80 Kadabra Alakazam Trade Machop Machoke 60 Machoke Machamp Trade Pokemon Evolution Markers Needed Bellsprout Weepinbell 55 Weepinbell Victreebel Leaf Stone Tentacool Tentacruel 80 Geodude Graveler 90 Graveler Golem Trade Ponyta Rapidash 60 Slowpoke Slowbro 80 Magnemite Magneton 45 Doduo Dodrio 60 Seel Dewgong 40 Grimer Muk 50 Shellder Cloyster Water Stone Gastly Haunter 60 Haunter Gengar Trade Drowzee Hypno 75 Krabby Kingler 80 Voltorb Electrode 80 Exeggcute Exeggutor Leaf Stone Cubone Marowak 65 Koffing Weezing 35 Ryhorn Rydon 85 Horsea Seadra 80 Goldeen Seaking 65 Staryu Starmie Water Stone Magikarp Gyrados 85 Eevee Vaporeon Water Stone Eevee Jolteon Thunder Stone Eevee Flareon Fire Stone Omanyte Omastar 150 Kabuto Kabutops 150 Dratini Dragonair 100 Dragonair Dragonite 125

16 TRAINING FIELD Pallet Town Training Field (Uses 1 Return of the Valkyrie Master Set) The Pallet Town Training Field is located on Professor Oak s ranch in Pallet Town. The Professor uses the Training Field to train and evolve his Pokemon and to help young Pokemon Trainers improve their battle techniques.

17 SCENARIOS Introduction to PokeScape 1-on-1 (2 players) Welcome to the world of PokeScape 1-on-1 battles. Professor Oak has allowed you to borrow some of his Pokemon for a special training session. Use this battle to improve your PokeScape skills. Goal: Knock out all your opponent s Pokemon. Drafting Teams: Each player drafts or brings pre-made 360 point armies of no more than 6 Pokemon and 1 Trainer card each. Each player must have 1 Trainer Card. Setup: Each player places their Trainer figure on the space indicated in the start zone. Rules: 1-on-1 PokeScape rules apply. Pokemon Campaign Starter Pokemon (2 players) This is the beginning of your journey in becoming a PokeScape Pokemon Master. Professor Oak has promised that today is the day you will receive your very first Pokemon. Choose wisely that Pokemon will be your friend and companion as you travel through the Pokescape campaign scenarios. Goal: Choose a starter Pokemon and battle your rival. Choosing Starters: There are three Pokemon available as starter Pokemon: Bulbasaur, Charmander, and Squirtle. Players must roll the 20-sided die to see who gets to choose first. The higher roll gets to choose first. If there is a tie, roll again. Players may not choose the same Pokemon. Setup: Each player selects a Trainer Figure and places that figure in his start zone on the space indicated. Players use the Trainer card for that figure. Rules: 1-on-1 PokeScape rules apply.

18 SEA CAVE Pallet Town Sea Cave Training Field (Uses 2 Battle for the Underdark Master Sets) Just southwest of Pallet Town, located at the base of a cliff overlooking the sea, is the Pallet Town Sea Cave. The cave goes deep under Pallet Town, and many parts are flooded with water, but Professor Oak has turned part of the cave into a Training Gym where young Trainers can practice their skills before heading out on their Pokemon journeys.

19 SCENARIOS Sea Cave Training Gym 1-on-1 (2 players) The Sea Cave Training Gym is another place to practice PokeScape 1-on-1 battles. Borrow some Pokemon from Professor Oak for this special training session. Use this battle to improve your PokeScape skills. Goal: Knock out all your opponent s Pokemon. Drafting Teams: Each player drafts or brings pre-made 360 point armies of no more than 6 Pokemon and 1 Trainer card each. Each player must have 1 Trainer Card. Setup: Each player places their Trainer figure on the space indicated in the start zone. Rules: 1-on-1 PokeScape rules apply.

20 WILD ONIX Wild Onix (Uses 1 Battle for the Underdark Master Set) An angry wild Onix has been sighted causing damage inside the Pallet Town Sea Cave. Its tunneling is threatening the stability of the cave--and the seawater is injuring the wild Onix. Professor Oak wants to capture the Onix and release it in Mount Moon where it can be with more of its kind. He has asked two of his young trainers to go and capture the Onix. To assist them, he's allowing each trainer to borrow up to 6 of his Pokemon to battle with. As a reward for capturing the wild Onix, Professor Oak will give that trainer a rare Dratini to keep on his or her journey. Who can capture the wild Onix first and win the prize Dratini?

21 SCENARIOS Wild Onix (2 players) (Game Master optional) The Sea Cave Training Gym is another place to practice PokeScape 1-on-1 battles. Borrow some Pokemon from Professor Oak for this special training session. Use this battle to improve your PokeScape skills. Goal: Knock out all your opponent s Pokemon. Drafting Teams: Each player drafts or brings pre-made 360 point armies of no more than 6 Pokemon and 1 Trainer card each. Each player must have 1 Trainer Card. Setup: Player 1 places his Trainer figure in the blue start zone. Player 2 places his Trainer figure in the green start zone. Place the Wild Onix on the yellow spaces. Rules: Trainer figures cannot move during the scenario. Follow the rules for campaign battling and capturing wild Pokemon. Special rules Option 1 (2 players, no Game Master): Onix is considered to be a neutral figure. Neutral figure: Both players may place order markers on a neutral figure s army card. Order Markers should be placed to either side of the neutral figure s army card so that they are not accidentally revealed as the card changes hands throughout the game. When an order marker is revealed on a neutral figure, that player controls that figure for the duration of its turn. After that turn that figure becomes neutral and is not controlled by either player. While a figure is neutral all players treat it as an opponent s figure. A neutral figure cannot pick up or activate any treasure glyphs, but like all figures, it can stand on a treasure glyph. Special rules Option 2 (2 players, 1 Game Master): The Game Master controls the wild Onix. Both players and the Game Master roll for initiative and battle like a 3 person battle. Victory: A player wins when he or she has captured the wild Onix. If the wild Onix is destroyed, or all Pokemon belonging to both players have been destroyed, the game is over and neither player wins.

22 ROUTE 1 Route 1 (Uses 1 RotV Master Set and 1 RttFF Expansion) Your Pokemon journey is about to begin. With your Starter Pokemon (Bulbasaur, Charmander, or Squirtle) you head out onto Route 1 north of Pallet Town, ready to capture new Pokemon and begin your training on your way to becoming a Pokemon Master!

23 SCENARIOS NORTH Route 1 (2 players) (Game Master Optional) Two Pokemon Trainers set out on a quest to becoming Pokemon Masters. Route 1 leads north our of Pallet Town. Professor Oak has given you ten Pokeballs and 2 Potions each for your journey. Goal: Battle and Capture wild Pokemon, gaining new Pokemon friends and earning Experience Markers for your Pokemon. Drafting Teams: Each player starts with their Starter Pokemon and their Trainer card. Setup: Each player places their Trainer figure on one of the spaces indicated in the start zone. Place two Potions and 10 Pokeballs on each Trainer card. Rules: Pokemon campaign, Capture, and 1-on-1 PokeScape rules apply. Encountering Wild Pokemon: When a Trainer figure moves onto a grass, rock, or sand hex, you must roll the 20-sided die (you roll each time you move onto a new hex). If your Trainer figure moves onto a road hex, you do not roll the 20-sided die. Look for the Viridian Forest Expansion Pack coming soon from Project Pokemon! On a roll of 1-16 nothing happens. On a roll of 17 or higher, you encounter a wild Pokemon. Roll the 20-sided die again and look at the chart below to determine the Pokemon you encounter: 1 10 Pidgey Paras Abra Capturing Pokemon: You can capture Pokemon by following the Pokemon Capture rules. Any Pokemon you capture belong to you and they may join your team. You may only have six Pokemon in your team. Any additional Pokemon caught when your team is full are sent to Professor Oak s computer and can only be added to your team at a Pokemon Center. Caterpie, Weedle, Butterfree, Beedrill, Bug Catcher, and more! Whiting Out: If all your Pokemon are destroyed, you must start again at the beginning of the map. Replace either Potion if it was used. You cannot replace Pokeballs until you get to a Pokemon Center at the far end of the map (next Scenario). Victory: Once both players reach final road space at the far end of the map, the scenario is over.

24 Potion Remove 2 Wound Markers Full Heal Remove 1 Status Marker Pokedoll Escape Rope Miracle Seed Charcoal Mystic Water X Attack +1 to Attack X Defend +1 to Defense X Speed +1 to Move X Init +1 to Initiative Great Ball +5 to Capture Pokeball

25 Protein To Attack Protein To Attack Protein To Attack Protein To Attack Power Bar to Initiative Power Bar to Initiative Power Bar +3 +3to Initiative Power Bar to Initiative Carbos to Move Carbos to Move Carbos to Move Carbos to Move Iron to Defense Iron to Defense Iron to Defense Iron to Defense HP Up to Life HP Up to Life HP Up to Life HP Up to Life

26 Sleep Status Marker Sleep Status Markers cannot be place on figures with the Frenzy Special Ability. Figures with Sleep Status Markers cannot make leaving engagement attacks. Before moving a figure with a Sleep Status Marker, that figure must roll the 20-sided die: On a roll of 1-10, that figure cannot move or attack that turn. On a roll of 11-20, remove the Sleep Status Marker. Paralysis Status Marker Before moving a figure with a Paralysis Status Marker, that figure must roll the 20-sided die: On a roll of 1-5, that figure cannot move or attack that turn. On a roll of 6-18, that figure s move value is reduced by 1 for the remainder of that turn. On a roll of 19-20, remove the Paralysis Status Marker. Burn Status Marker At the end of every round, players must roll the 20-sided die for each figure they control with a Burn Status Marker: If you roll a 1-10, that figure receives one wound. If you roll an 11-17, nothing happens. If you roll an 18 or greater, remove the Burn Status Marker from that figure. Freeze Status Marker Figures with Freeze Status Markers do not get to make leaving engagement attacks. Instead of moving and attacking with a figure with a Freeze Status Marker, that figure must roll the 20-sided die: On a roll of 16-20, remove the Freeze Status Marker. Poison Status Marker Poison Status Markers may not be placed on Soulborgs, Undead, Constructs, or Pokemon not affected by Poison-type attacks. After a figure with a Poison Status Marker takes a turn, it must roll the 20-sided die: On a roll of 1-8, that figure takes one wound. On a roll of 9-18, nothing happens. On a roll of 19 or higher, remove the Poison Status Marker. Confusion Status Marker Before moving a figure with a Confusion Status Marker, you must roll the 20-sided die. On a roll of 1-10, the opponent to your left must choose a straight-line direction away from the Confused figure. Move that figure it's maximum movement, if possible, in that direction. That figure may not move or attack that turn. Figures moved by Confusion never take leaving engagement attacks. On a roll of 11-15, the figure may move and attack as normal. On a roll of 16 or higher, remove the Confusion Status Marker. Sleep Status Marker Sleep Status Markers cannot be place on figures with the Frenzy Special Ability. Figures with Sleep Status Markers cannot make leaving engagement attacks. Before moving a figure with a Sleep Status Marker, that figure must roll the 20-sided die: On a roll of 1-10, that figure cannot move or attack that turn. On a roll of 11-20, remove the Sleep Status Marker. Paralysis Status Marker Before moving a figure with a Paralysis Status Marker, that figure must roll the 20-sided die: On a roll of 1-5, that figure cannot move or attack that turn. On a roll of 6-18, that figure s move value is reduced by 1 for the remainder of that turn. On a roll of 19-20, remove the Paralysis Status Marker. Burn Status Marker At the end of every round, players must roll the 20-sided die for each figure they control with a Burn Status Marker: If you roll a 1-10, that figure receives one wound. If you roll an 11-17, nothing happens. If you roll an 18 or greater, remove the Burn Status Marker from that figure. Freeze Status Marker Figures with Freeze Status Markers do not get to make leaving engagement attacks. Instead of moving and attacking with a figure with a Freeze Status Marker, that figure must roll the 20-sided die: On a roll of 16-20, remove the Freeze Status Marker. Poison Status Marker Poison Status Markers may not be placed on Soulborgs, Undead, Constructs, or Pokemon not affected by Poison-type attacks. After a figure with a Poison Status Marker takes a turn, it must roll the 20-sided die: On a roll of 1-8, that figure takes one wound. On a roll of 9-18, nothing happens. On a roll of 19 or higher, remove the Poison Status Marker. Confusion Status Marker Before moving a figure with a Confusion Status Marker, you must roll the 20-sided die. On a roll of 1-10, the opponent to your left must choose a straight-line direction away from the Confused figure. Move that figure it's maximum movement, if possible, in that direction. That figure may not move or attack that turn. Figures moved by Confusion never take leaving engagement attacks. On a roll of 11-15, the figure may move and attack as normal. On a roll of 16 or higher, remove the Confusion Status Marker.

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