Pokemon Master Trainer
Pokemon Master Trainer
Adventure Edition
Created by Cisqoe
Including:
Modified Content from ‘Ultimate
Edition’ created by Deikkan
‘Gym Leaders’ Expansion created
by Deikkan
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Contents
Introduction
Objective
General Rules
Components
Setup
Playing the Game
Catching
Trading
Battling
Card Anatomy (!)
Evolution (!)
Pokemon Tokens
Double Battles
Flying/Teleporting
Leveling Up
Gym Leaders / Team Rocket
Elite Four
Additional Notes
Card Type Clarifications (!)
Game End
Final Thoughts
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Introduction
G’day, you’ve found Pokemon Master Trainer: Adventure
Edition. This is my rework to the original 1999 Pokemon
Master Trainer that I made out of a desire to get more of
an ‘adventure/rpg’ type feel out of the game.
The game will offer some fun decisions to make that will
affect your journey but random events will still happen.
I mean, you can plan an adventure as best you like but
random incidents will always occur!
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Objective
Become the Master Trainer of course!
This will require earning enough gym badges to walk along
Victory Road and reach the Indigo Plateau. There you’ll need
to beat a member of the Elite 4, then finally your Rival to
become a Pokemon Master!
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Components
● x1 Pokemon Master Trainer Adventure
Edition Game Board (this is a heavily
modified ‘Ultimate Edition’ board and is
necessary to play ‘Adventure Edition’. It
cannot be used with UE and UE board
cannot be used with AE)
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Setup
1. Separate the ‘Bulletin Board’ World Card from the deck and display nearby.
It can be located by its unique World Card backing.
2. Shuffle and pile the Events Card, Items Card, Key Items Card and Quest
Card decks and place them anywhere face-down.
3. Pile (no need to shuffle) the World Card, Victory Road Supply Store
Card, and Bulletin Board Quest Card decks anywhere face-down.
4. Grab one of each of the 6 unique Gym Cards and make a deck for each
player. Each player will have a deck of 6 unique Gym Cards identical to all
other players' decks. Each player then shuffles their deck separately and
places it face-down somewhere nearby.
5. Separate the Snorlax Pokemon Token from the Red Token stack and place
it face-up on the Snorlax space.
6. Fill all Catch ‘Em spaces with face-down Pokemon tokens of the respective
color. Create face-down stacks with all leftover tokens.
8. All players draw a Quest Card at random and place it face-down beside
their player board without looking at the card. Your Quest will be revealed
to you at a later point.
10. Decide a game length, this will determine how many badges you will
need to complete the game. 20 points, 32 points or 52 points for a short,
medium and long game respectively.
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Playing the Game
Each player takes their turn one at a time, starting with a player at
random then moving in a clockwise direction.
A turn consists of 3 parts:
1. Start of Turn
2. Movement
3. Explore Area (also referred to as an action or taking an
action)
Start of Turn:
If you have a reusable Item or World Card that is not ready to use,
rotate it 90 degrees as per the card instructions. (Explained later)
Movement:
Roll a D6, pick a direction, then move your trainer figure that
many number of spaces along the game path (black line). You
can only move in one direction per movement roll.
If you move over a town/city space you may choose to end your
movement early and explore the town/city, taking your action
there.
You must move every turn unless you are currently at
a location that has the blue ribbon symbol. If you are
on a space that has this symbol, you can skip
movement and proceed directly to Explore Area.
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Explore Area
Take an action on the space you ended your movement phase on.
The different types of actions are outlined below:
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Other spaces
There are some other spaces in the game that have special rules:
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Other spaces continued
Shortcuts: You can only use shortcuts if you have the Ranger’s
Permit World Card. You travel along the hidden pathways just as you
would any other path in the game world. They can be identified by a
half-transparent black line. Two have been circled below.
Special Paths:
Some paths are dotted, these are unique parts of the world that can
only be visited if your adventure takes you there. You’ll know when
you are able to use these paths IF the opportunity arises.
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Catching Pokemon
Catching Pokemon occurs when you land on a Catch ‘em
space. You only get one attempt to catch a Pokemon per turn
so give it your all and plan accordingly!
Trading
When trading with other players, you may offer any
combination of Pokecoins, Pokemon, Item Cards, Key Item
Cards and World Cards. Not Gym Cards or Badges.
If both players agree, the trade can be made.
● You cannot trade attachment cards that have already
been attached to a Pokemon.
● You may trade fainted Pokemon, but they remain
face-down after the trade.
● Traded reusable World Cards are reset to ‘Ready to Use’
when traded.
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Battling
Battling can occur in several ways but is resolved in a single
round. The winner is the trainer that outputs the highest
Attack Power in the battle.
Any time a player wins any battle, they gain 3 Pokecoins.
1. Select Pokemon
Players decide on which Pokemon they will use in secret.
Then reveal at the same time.
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Battles with Gym Leaders, The Elite 4, Team Rocket
and your Rival are outlined below:
1. Select Pokemon
The Player decides on which Pokemon they will use.
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Card Anatomy
There are many different types of cards in the game.
The different elements are broken down below.
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Card Anatomy - IMPORTANT
As the title ‘Adventure Edition’ suggests, a big part of this expansion is
the sense of adventure. A big way this is embodied is in the cards
themselves, many have dual purposes.. and some secret.
Many cards will feature this symbol in the card description - (!)
You’ve found a side quest! …or a secret … or both?
(depends on the card you have really)
The reward is written upside down in gray within the black bar below
the card description.
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Evolution
Evolution works differently in Adventure Edition.
You may not use an evolution Pokemon in battle unless you have
the pre-evolution Pokemon first.
Yes, this does mean you will really need to hunt for specific
evolution lines you want to use.
You may still catch evolution Pokemon that you don’t have the
pre-evolution for, but you may not insert them onto your player
board. They sit off to the side ‘inactive’ but still count to your
party’s size of 6.
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Pokemon Tokens
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Double Battles
A double battle occurs when you face Team Rocket, or if two
players agree to it before a Trainer Battle.
Team Rocket are played with the same rules as any Gym
Leader/ Elite 4/ Rival Battle to determine their attack power.
Flying/Teleporting
When using cards that allow you to Fly/Teleport to another
location, you can only travel to locations that you have access
to if you were to move along the game path normally.
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Leveling Up
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Gym Leaders / Team Rocket
Rewards for defeating Gym Leaders (Gym
Badges) and Team Rocket (Master Ball
World Cards) can be found in the top right
of the card.
If you win, keep the Elite Four Trainer beside your player
board, you can now verse the Rival without having to battle
the Elite Four again.
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Clarification 1
If it isn’t clear, cards that grant
you access to specific locations
that are consumables are
discarded after use. Discard
them the moment you use them
to access the location.
Plan accordingly!
Clarification 2
My wording is poor on the
Pokeball cards, clarified below.
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Quests
You start the game with a Quest drawn at random, which is
revealed to you when you reach or pass Pewter City.
Additional Notes
● There are many more location actions scattered around
the board, they should all be self-explanatory once the
players understand the rules.
● Some board locations/cards don't have an apparent
purpose at first, this is okay. Their purpose will become
apparent IF your adventure takes you there.
● I have done zero testing in combining Ultimate Edition
with Adventure Edition, so I can’t vouch for how playable
the game will be if you combine both into one Edition.
● Discarded Key Item and World Card’s return to the deck
and can be used again if they are
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Items/Key Items/World Cards
World Cards can only be gained by specific quests, side quests,
(!)’s and completing certain actions. Any time you are told to gain
a reward that is not Pokecoins, ‘Item Card’ or ‘Key Item Card’, it’s
always a World Card. It will always say which one specifically to
gain, referring to the card name. It will sometimes be specified as
‘xxx World Card’ but not always. Typically also in Italic Font.
Game End
The game concludes when a Player Defeats the Rival. They win.
You can determine second, third, ect. place if you wish with a
series of battles amongst the remaining players.
Use Player’s total Gym Badge points to determine which place
they are in for the below battles.
Highest Badge Points = 2nd, then continue in descending order.
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Final Words
I put lots of thought and work into this neat little expansion.
I hope you enjoy discovering all the little secrets and changes
this expansion brings!
If you enjoy this expansion, please reach out and let me know.
I'd love to hear about your experience.
Catch ya later ;)
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