PRIZE MAPPING

MASTERS · PLAYER GUIDE

PRIZE MAPPING

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Prize mapping is choosing knockouts so the sum of prize cards reaches six in the fewest safe steps. Multi-prize Pokémon (ex, V, and other promoted mechanics) change the geometry of that path: three-prize targets can jump you halfway to a win but also give your opponent huge tempo when they answer.

A "seven-prize" mindset — planning as if the board will need an extra exchange — keeps you from locking yourself into lines that only work if your opponent cooperates. You are always asking which prizes you give away when you swing, not only whether damage is efficient.

Every attack should advance a deliberate prize plan, not just maximize printed damage.

Scenario: Three-prize pressure

Your opponent leaves a three-prize threat alive while setting up a two-prize backup. Taking the three now might end the game next turn if you have follow-up; leaving it might mean eating a revenge knockout that reverses the prize trade. Map both futures before you declare the attack.

Count

Before you commit, say the sequence out loud: "This swing puts them to X prizes, I go to Y." If you cannot finish the sentence, pause and re-check the board.

Ask the cruel follow-up: If they heal or promote a different attacker next turn, does my prize map still exist? Masters games rewrite themselves after single cards — your plan should survive at least one realistic reply.

Two-prize and three-prize Pokémon are not just faster clocks; they change who is allowed to take the last swing. Map who closes the game so you are not stranded needing a specific attacker that is already prized.