Winning the Prize race
Count Knock Outs, not damage, and choose the attack that brings your last Prize card closer.
6 min read
After this guide you can
- Count the Knock Outs each player needs to win.
- Choose the attack that wins the Prize trade.
Count Knock Outs, not damage
- 6
- Prize cards to win
- 3
- Knock Outs of Pokémon ex take six
- 6
- Knock Outs of one-Prize Pokémon take six
A Pokémon ex gives two Prize cards, so three Knock Outs of Pokémon ex win the game. A deck of one-Prize Pokémon makes the opponent take six Knock Outs.
A player wins by taking all of their Prize cards, when the opponent has no Pokémon in play, or when the opponent cannot draw a card at the start of their turn.
Rulebook: How to Win the Game, p. 8; Turn Actions, p. 14
A Knock Out gives 1 Prize card, 2 for a Pokémon ex, and 3 for a Mega Evolution Pokémon ex.
Rulebook: Turn Actions, p. 14; Appendix 5: Pokémon ex, p. 26; Appendix 1: Mega Evolution Pokémon ex, p. 23
Worked example: Ana trades one Prize card for two
CharmeleonPokemon — Stage1
Miraidon exPokemon — Basic
Charizard exPokemon — Stage2
Charmeleon, Obsidian Flames, illustrated by Ryota Murayama. Miraidon ex, Scarlet & Violet, illustrated by 5ban Graphics. Charizard ex, Obsidian Flames, illustrated by 5ban Graphics. Card images from TCGdex. Pokémon is a trademark of Nintendo, Creatures and GAME FREAK. BinderLoot is unofficial and is not endorsed by them.
- 1Ana attacks with Charmeleon, which gives 1 Prize card when it is Knocked Out. Ben attacks with Pokémon ex, which give 2 each.
- 2Ana Knocks Out Miraidon ex and takes 2 Prize cards. She has 4 left.
- 3Ben Knocks Out Charmeleon and takes 1 Prize card. He has 5 left.
- 4If the trade goes on, Ana needs 3 Knock Outs in all and Ben needs 6. Ana is ahead, because each of her Knock Outs is worth more.
A Pokémon with damage at least equal to its HP is Knocked Out. Its owner discards it with its attached cards, and the opponent takes Prize cards.
Rulebook: Turn Actions, p. 14
Plan this turn and the next
Advice, not a rule
- Name the attack of this turn and the Pokémon that attacks next.
- Find what stops you: an attacker, an Evolution, Energy, a switch, or a way to bring the right Pokémon of your opponent into the Active Spot.
- Attach Energy to the Pokémon that moves the plan forward, which can be on the Bench.
- Finish everything useful before you attack, because the attack ends your turn.
Your turn: count the Knock Outs
You have 6 Prize cards left.
