3D Expanding Adventure Series: Pokémon Tower Game

3D Expanding Adventure Series: Pokémon Tower

Box art

Contents of the game
Release date 2000
Publisher(s) Hasbro / Milton Bradley Company
Age 2 to 4
Players 7+
External Links

Official Instruction Manual on Hasbro.com

The 3D Expanding Adventure Series: Pokémon Tower Game is a 2000 board game produced by Hasbro and Milton Bradley as part of the Pokémon 3D Expanding Adventure Series. The board game is loosely based on the storyline of the Pokémon Tower from Pokémon Red and Blue as well as featuring various characters from the Pokémon animated series.

The S.S. Anne game can be played together with the other Pokémon 3D Expanding Adventure Series games, the S.S. Anne and Silph Co. games, to create one interconnected board game.

Contents

Below is a list of the contents of the board game:[1]

  • x7 piece cardboard Pokémon Tower
  • x26 black Mini Pokémon cards
  • x24 orange Mini Pokémon cards
  • x30 Pokémon Trainer cards
  • x17 Tower Encounter cards
  • x5 battle dice
  • x1 Poké Ball label sheet for dice
  • x4 cardboard Pokémon Trainer pawns
  • x4 pawn stands
  • x4 plastic clips
  • x1 red-and-white numbered die
  • x1 Team Rocket card

Blurb

Fuji has the Poké Flute you need, but you have to battle your way to the top of the Pokémon Tower to get it! Roll the dice and move through the rooms. Collect cards, battle other players, and catch Pokémon along the way. But beware! Ghost Pokémon may attack you. When you get to the top, you have one last challenge... be the first player to defeat Team Rocket! If you do— you win![1]

Gameplay

Setup

First, players must assemble the game board using the ten cardboard pieces and white plastic clips according to the steps in the enclosed instruction manual. The dice must also have their proper labels applied from the provided Poké Ball label sheet. Next, the Trainer cards and Tower Encounter cards must be shuffled in two separate face-down piles. Additionally, the Pokémon Mini cards must also be shuffled into piles, separated into orange and black piles. Finally, Team Rocket's card must be placed face-up on the Fight Team Rocket space. Each player must then select their Pokémon Trainer pawn and place it on START in order to being the game.

Each player is given a total of three Pokémon Mini cards at the start of the game. One is predetermined based on which Pokémon Trainer pawn you choose, shown in the table below. The other Pokémon Mini cards are drawn at random depending on their Mini Card color so that each player has at least two orange cards and one black card. For example, players that choose Brock would draw one Mini Card from the orange Mini Card pile and another from the black Mini Card pile. Players that choose Blaine would draw from only the orange Mini Card pile for their starting lineup. Next, players must draw two Trainer cards to keep in their hands, hidden from other players. Finally, player order is determined with the youngest going first, with play passing to the clockwise afterwards.

Trainer Starting Pokémon Mini Card Color
Brock Graveler Orange
Lorelei Slowbro Orange
Blaine Growlithe Black
Erika Vileplume Black

Progression

Players move using the red-and-white dice provided. Players can either choose to move the amount rolled on the dice, or to stay in their current position. Landing on a Pokémon Tower space means players must draw from the Tower Encounter card. If a player lands on a space already occupied by another player, they may engage in a Pokémon battle. If a battle is initiated on a Pokémon Tower space, players do not draw a Tower Encounter card.

Special Spaces

On the Pokémon Tower board, there are a variety of spaces that players can land on:

  • START— The space where players start their journey. Players who return to this space can heal all of their fainted Pokémon Mini Cards. Players cannot battle each other on this space.
  • Pokémon Tower space— Allows a player to draw a Tower Encounter card. If a player decides not to move, they are unable to redraw a Tower Encounter card.
  • Draw 2 Trainer Cards space— Allows a player to draw 2 Trainer Cards. If a player decides not to move, they are unable to redraw a 2 more Trainer Cards.
  • Life & Light space— When a player lands here, heal any fainted Mini Pokémon cards by turning them face up. Players cannot battle on this space.
  • Fight Team Rocket space— Allows players to fight Gary. If the player is successful in defeating Gary, they are declared the winner. If they lose, they are sent back to START and are allowed to draw three Trainer cards.

Battling other Players

Battles can only be initiated if either the player lands on a space with another player, or a player chooses to stay on the same space with another player. Battles can also be started by drawing Teleport cards. Players may not initiate a battle on certain specified spaces such as START or Draw 2 Trainer Cards spaces.

Once a battle has begun, players must select one of their Pokémon Mini Cards to play. Both players will then roll colored die that correspond with the colors found on each Mini card. Both players can use any Battle cards they have obtained over the course of the game. Once these Battle Cards are used, they are discarded from the player's hand and placed back in the Battle cards pile. Whoever rolls the higher number wins the battle and the losing player must turn the losing Pokémon Mini card face-down, signifying that it has "fainted". Fainted Pokémon cannot no longer be used in the battle between these two players. The winning player can either choose to use the same Pokémon or choose a different Pokémon from their party. Battles continue into one side has all their Pokémon Mini cards face-down. Losers are sent back to START where all of their Pokémon will be "healed". The winning player's fainted Pokémon can only be restored if sent back to START or a Battle card is used to restore them. As a reward, the winning player also draws three new Trainer cards.

Battling Encounters

If the player lands on a Pokémon Tower space and draws an Encounter Card, the player must use their Pokémon Mini Cards in order to win the battle against the Pokémon on the Encounter card. They function similarly to battling with other players, where you choose an opponent to roll for the Encounter card. If the player has a higher roll with their corresponding colored dice then their opponent, they win the battle. The opposing player cannot use any Battle cards during these encounters, while the player can. The encounter ends once every Pokémon on one side is defeated. Encounter Cards must be defeated from top to bottom. If the player wins, they get to draw the amount of Trainer cards stated on the Encounter card. If they lose, the opposing player gets to draw those Trainer cards instead.

Winning

In order to win, players must reach the Fight Team Rocket space in order to fight Team Rocket. Once players land on the space, the Gary card is given to another player in order for them to roll for Team Rocket. Then, players must battle each other as if they landed on the same space, with the Team Rocket card determining what Pokémon the challenging player must face against. If the challenging trainer wins against Team Rocket, they have won the game. If they are defeated, the losing player is sent back to START and draws three Trainer cards.

Expanded Game Rules

If the players have the two other board games in the 3D Expanding Adventure Series, the S.S. Anne game and Silph Co. games, they are able to combine all three boards into one massive board game. The instructions for the modified game is the same along with some additional rules:

  • All the players begin on the S.S. Anne START space.
  • Once the game has started, if a player is on a START space on any board, they are allowed to move between any other START space as they wish before they roll.
  • The Trainer Cards are all shuffled together and played as one universal pile.
  • The first player to defeat 2 out of the 3 villains is declared the winner.

Cards

There are a variety of cards that players use throughout the board game:

Pokémon Mini Cards

Pokémon Mini Cards— Represents Pokémon in the player's "party". Players can obtain more Mini Cards from drawing certain Trainer Cards. Below is a list of every Pokémon Mini Cards included in the game.

# Name Mini Card Color Color Dice
#009 Blastoise Black Black Purple
#012 Butterfree Black White Purple
#016 Pidgey Orange Green
#017 Pidgeotto Orange Green Orange
#018 Pidgeot Black Black Orange
#020 Raticate Black Black
#023 Ekans Orange Green
#027 Sandshrew Orange Purple Orange
#028 Sandslash Orange Green Orange
#029 Nidoran♀ Orange Orange
#030 Nidorina Orange Green Orange
#032 Nidoran♂ Orange Green Orange
#037 Vulpix Orange White
#041 Zubat Orange White
#042 Golbat Orange White Orange
#045 Vileplume Black Green Orange
#048 Venonat Orange Purple
#049 Venomoth Black Black Orange
#050 Diglett Orange Orange
#052 Meowth Orange Green Orange
#054 Psyduck Orange White
#055 Golduck Black White Purple
#058 Growlithe Black Green Purple
#059 Arcanine Black Black Orange
#063 Abra Orange Purple Orange
#064 Kadabra Black White Orange
#065 Alakazam Black White Purple
#074 Geodude Orange Purple
#075 Graveler Orange Green Orange
#079 Slowpoke Orange White Orange
#080 Slowbro Orange White
#087 Dewgong Black Black Orange
#089 Muk Orange Green Orange
#092 Gastly Orange White
#093 Haunter Black White Green
#094 Gengar Black Black White
#095 Onix Black Black
#096 Drowzee Orange White
#097 Hypno Black White Green
#104 Cubone Orange Green Orange
#105 Marowak Black Black Orange
#109 Koffing Black Green Purple
#126 Magmar Black White Purple
#130 Gyarados Black Black Orange
#131 Lapras Black White Purple
#133 Farfetch'd Black Black Orange
#137 Porygon Black White Purple
#141 Kabutops Black Black Purple
#149 Dragonite Black Black Green
#150 Mewtwo Black Black Orange
White

Tower Encounter Cards

Tower Encounter cards— Cards that are drawn when landing on a Silph Co. Encounter space. There are four types.

  • Encounter cards— Cards with one or two Pokémon on them. Players must defeat every single Pokémon on the card in order to proceed. If the player is defeated, the player is sent back to START. The Pokémon on these cards use the same dice as listed on their corresponding Pokémon Mini cards.
  • Massive Confusion cards— Sends the player immediately back to the START space.
  • Teleport cards— Cards that can be used to immediately move to a space occupied by another player in order to initiate a battle. They can also be used to draw one Trainer card instead. Battles cannot be initiated on spaces where battles are disallowed. Players cannot draw another Silph Co. Encounter card if they teleport to a Silph Co. space.
Name Encounters Description Amount
Teleport Card N/A Move to an opponent's space to battle. If you defeat your opponent, draw 3 Trainer cards. Or draw 1 Trainer card 4
Massive Confusion Card N/A Go Immediately to START 1
Encounter Card Gastly If you defeat Gastly, draw 2 Trainer cards. 6
Encounter Card Gastly, Cubone If you defeat both, draw 3 Trainer cards. 3
Encounter Card Gastly, Gengar If you defeat both, draw 3 Trainer cards. 1
Encounter Card Marowak, Gengar If you defeat both, draw 3 Trainer cards. 1
Encounter Card: Gary Pidgeotto, Gyarados, Growlithe, Kadabara, Gastly, Blastoise If you defeat all Gary's Pokémon, draw 3 Pokémon Trainer cards. 1

Trainer Cards

Trainer cards— Cards that are given to players upon certain conditions. Each player can hold up to 8 cards at once. If the player already has 8 cards, they can not draw any more additional Trainer cards. After a Trainer card is used, they are placed back in a pile next to the Trainer card pile. Once the unused Trainer card pile is depleted. The already used Trainer cards are reshuffled to create a new draw pile. They come in two types:

  • Special cards— Cards that can be used at the end of a player's turn. They have a variety of different effects such as drawing additional Pokémon Mini Cards.
  • Battle cards— Cards that can only be used in battles. Players must have at least one active Pokémon Mini Card in order to use one.
Name Type Description Amount
Draw Pokémon Special Card At the end of your turn, draw 1 black Mini card. 4
Draw Pokémon Special Card At the end of your turn, draw 1 orange Mini card. 4
Trade Card Special Card At the end of your turn take any 1 Pokémon from an opponent and give them one of yours 3
Team Rocket Strikes Again Special Card At the end of your turn take any 1 Trainer card from any opponent. Discard it. 3
Bicycle Special Card Play at the end of your turn to take another turn 2
Revive Battle Card Play this card to heal 1 fainted Pokémon. Turn it faceup. 7
Max Revive Battle Card Heal all your fainted Pokémon. Turn them faceup 3
Growl Battle Card After you and your opponent roll, force your opponent to reroll 2
X Accuracy Battle Card Play to roll an additional die of any color 2

Team Rocket Card

Once players reach the Fight Team Rocket space, they must use the Team Rocket card to see which Pokémon they must defeat in order to win. Below is a description of that card. Each Pokémon on the Team Rocket card rolls based on the corresponding Pokémon Mini card.

Name Encounters Description Amount
Team Rocket Meowth, Koffing, Onix, Cubone, Gastly, Gengar If you defeat all Team Rocket's Pokémon, you win! 1

References

  1. 1.0 1.1 PokemonTowerGame.pdf | Instruction Manual on Hasbro.com. Retrieved February 11, 2026.
This article is part of Project Merchandise, a Bulbapedia project that aims to write comprehensive articles on all Pokémon toys, dolls, books, and collectible merchandise.