DECK BUILDING & STRATEGY

RULES / Q&A / TIER LISTS

Written by Aidyn Moye — Top 2% North American Tournament Competitor

FIELD DIRECTIVE 01: VICTORY CONDITIONS

A Syndicate operative secures victory on the field through one of three distinct tactical advantages. To win a game, you must execute one of the following:

  • Prize Claims: Successfully take all 6 of your designated Prize Cards.
  • Board Wipe: Knock out all of your opponent's Active and Benched Pokémon, leaving them with no combatants in play.
  • Deck Out: Control the tempo until your opponent runs out of resources and cannot draw a card from their deck at the start of their turn.

FIELD DIRECTIVE 02: THE BATTLE STATION

Your tactical theater consists of an exact 60-card Deck, a discard pile, an Active position, and a Bench that can support up to 5 reserve Pokémon at a time. During setup, 6 Prize Cards are reserved facedown to track your progress, and occasionally, cards may be permanently exiled to the Lost Zone.

PRIZES
ACTIVE POKÉMON
BENCH 1
BENCH 2
BENCH 3
BENCH 4
BENCH 5
DECK
DISCARD PILE

Engaging Protocol: Flip a coin to seize the initiative. Both operatives draw 7 cards and deploy a Basic Pokémon to the Active spot. Establish your Bench, set your 6 Prizes, and the opening maneuver begins.

FIELD DIRECTIVE 03: ASSET CATEGORIZATION

Your arsenal is rigidly categorized into three distinct operational assets:

1. Pokémon (Combatants)

Basic Pokémon deploy directly to the Bench (maximum 5). To evolve a combatant, it must have been actively deployed in play for at least one full turn sequence before advancing to a Stage 1 or Stage 2 asset.

2. Trainer Assignments

Rely on tactical support. Items can be deployed infinitely per turn. Supporters are powerful but restricted to one per turn. Tools permanently attach to Pokémon to alter attributes. Stadiums alter the environmental state for both players (one active at a time, deployed once per turn).

3. Energy (Fuel)

Combatants require strict Energy attachment quotas to launch offensives. You are restricted to attaching one Energy card from your hand per turn. Special Energy provides auxiliary tactical buffs beyond base fuel.

FIELD DIRECTIVE 04: TURN SEQUENCE (DBAA PROTOCOL)

Every turn follows a strict operational sequence. Memorize the DBAA Protocol:

D

DRAW

Draw one card from the top of your deck. This is mandatory — you must do this.

B

BENCH

Play any Basic Pokémon from your hand onto your Bench (optional, no limit per turn).

A

ATTACH

Attach one Energy card from your hand to one of your Pokémon (optional, once per turn).

A

ATTACK

If your Active Pokémon has enough Energy, declare an attack. Your turn ends immediately.

Between Draw and Attack, you may also: play Trainer cards, evolve Pokémon (that have been in play since your last turn), retreat your Active Pokémon by paying its Retreat Cost, and use Abilities. These actions can be performed in any order.

FIELD DIRECTIVE 05: ENERGY MECHANICS

Energy is the fuel system that powers your Pokémon's attacks. Master these rules:

Grass
Fire
Water
Lightning
Psychic
Fighting
Darkness
Metal
Colorless
  • One attachment per turn — Attach exactly one Energy from your hand to any of your Pokémon (Active or Benched).
  • Type matching — Each attack requires specific Energy types. Fire attacks need Fire Energy, Water attacks need Water Energy. Colorless requirements can be fulfilled by any Energy type.
  • Energy stays attached — Once attached, Energy remains on that Pokémon until discarded (by attack cost, retreat, or card effect).
  • Special Energy — Cards like Double Turbo Energy provide 2 Colorless Energy at once, or Rainbow Energy provides one Energy of any type. Each has unique restrictions.
  • Retreat Cost — To switch your Active Pokémon to the Bench, you must discard Energy equal to its Retreat Cost.

FIELD DIRECTIVE 06: EVOLUTION PROTOCOLS

Evolution transforms your Pokémon into stronger forms with higher HP, more powerful attacks, and new Abilities.

BASIC
Foundation
STAGE 1
Advancement
STAGE 2
Full Power
  • Timing rule: A Pokémon cannot evolve on the same turn it was played, or on your first turn of the game.
  • Stacking: Place the Stage 1 card directly on top of the matching Basic. The Basic's Energy and damage counters carry over.
  • Healing effect: Evolution removes all Special Conditions (Poisoned, Burned, Asleep, Confused, Paralyzed).
  • Rare Candy shortcut: The Trainer card "Rare Candy" lets you evolve a Basic directly to Stage 2, skipping Stage 1 entirely.
🪙

SYNDICATE REWARDS: DOUBLOONS

The Privateer Syndicate rewards loyalty and tactical excellence. A robust ledger system tracks an operative's Doubloons—our proprietary loyalty currency.

  • Procurement Bounties: Accumulate Doubloons passively by procuring sealed product, singles, and tactical gear through our verified commerce hub.
  • Tournament Placements: Prove your operational superiority by placing high in officially sanctioned online Syndicate Tournaments to earn massive Doubloon payouts.

*Quartermaster Note: Stack your Doubloons. Exclusive physical bounties and high-end aesthetic upgrades are locked behind the Syndicate vault doors.*

ENTER THE BOUNTY BOARD

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