Pokemon Trading Card Game - Other rules
- Special Conditions
- Effective January 17, 2002, the Special Conditions comprise Sleep, Confusion, Paralysis, Poison, and Burn. A Pokemon afflicted by a Special Condition cannot use Pokemon Power.
- Pokemon Power
- The older Pokemon Power is to be read as also comprising the newer Poke-POWERs and Poke-BODYs. Poke-POWERs cannot comprise Pokemon Powers. If a Pokemon Power reads, "This power works even if X is Asleep, Confused, or Paralyzed", it will still function in case of Burn or Poison as well. A Poké-Power is an ability that you can choose to use, and that cannot function when the Pokemon is affected by a Special Condition (the notable exception is "Baby Evolution"). A Poké-Body is an ability that functions as soon as the Pokemon is put in play and until it leaves play.
- Burn
- When a Pokemon is Burned, place a burn marker on it. At the end of each player's turn, flip a coin. If tails, place two damage counters on the Pokemon. When your opponent burns your Pokémon again, it isn't doubly burned. Your Pokémon remains burned until you retreat it.
- Confusion
- When a Confused Pokemon wants to attack, flip a coin. If heads, the attack works normally. If tails, place three damage counters on the Pokemon (the attack fails). A Confused Pokemon may retreat normally.
- Retreat
- A player may make only one retreat per turn.
- Darkness and Metal Energy
- The special Energy cards Darkness and Metal Energy give their effects only to Darkness or Metal Pokemon, respectively. They may be attached to other Pokemon, though.
- Stadium cards
- A player may play only one Stadium card per turn.
- Mutual exclusivity of Special Conditions
- The conditions Confusion, Sleep, and Paralysis are mutually exclusive, as they require that you turn the Pokemon card to show its effect.