TURNS COMPANION
TURNS COMPANION
Chapter 5 introduces the 4-step turn sequence: Draw, Bench, Attach, Attack. This is the heart of the game loop.
What Your Child Is Learning
- Procedural memory — internalizing a repeating sequence
- Decision-making — "Which Pokémon should I give Energy to?"
- Self-regulation — waiting for their turn, following the sequence patiently
💡 Coaching Tip
Create a simple mnemonic: "D-B-A-A" (Draw, Bench, Attach, Attack). For the first few games, say it together at the start of each turn. Once it becomes automatic, your child can take turns independently.
Following a fixed sequence of steps mirrors the 'following directions' skills tested in early elementary classrooms. The turn structure also builds impulse control — your child must wait through each step rather than rushing to the attack phase.
Gentle Correction Scripts
If they skip Draw, try: "Pause — what is Step 1 every time?" If they try to attach two Energy without a card that allows it, ask: "How many attachments do most turns get?" Questions beat lectures.
🎲 Try This at Home
Use four sticky notes labeled D-B-A-A on the table. After each step, flip the note face-down. When all four are flipped, the turn "unlocks" the attack phase.