Pokémon Master Trainer (1999)

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Pokémon Master Trainer (1999)

American cover of Pokémon Master Trainer

Canadian cover of Pokémon Master Trainer
Release date 1997 Japan
1999 Americas, Europe
Publisher(s) Hasbro
Milton Bradley
Age 7+
Players 2 to 6
External Links

Pokémon Master Trainer was originally created and produced by Tomy in Japan in 1997 under the name Pocket Monsters Board Game (ポケットモンスターボードゲーム). It was translated into English for release outside of Japan in 1999 by Hasbro and Milton Bradley. The object of the game is to travel the Kanto region, capture and battle Pokémon (in the form of cardboard chips), and reach Indigo Plateau to battle one of the Elite Four members. All Generation I Pokémon (excluding Mew) are able to be caught in this game.

In the United States, the game was in English only. A fully bilingual (English and French) version of the game was released in Canada. It was also made available in other English-language countries, such as New Zealand.

Pokémon Master Trainer received two sequel games in 2000 (2001 outside of Japan) and 2005. The former is an iterative improvement over the original, featuring every Pokémon from the first two Generations (except for Celebi), while the latter is a different game altogether and only features 204 out of all 386 creatures available at the time.

Blurb

Can you catch the most powerful Pokémon™ and become the new Master Trainer™?

On your quest, travel from Pallet Town to Indigo Plateau, battling and defending every other trainer you meet on the way. You'll search for rare Pokémon in the Unknown Dungeon, and use Poké Balls to catch'em. Special cards will quickly change your fate. Catch an entire Pokémon Evolution Group for maximum Attack Strength. When you collect the ultimate Pokémon team and beat a Pokémon Master, you'll be the new Master Trainer!

Contents

Game includes:

  • 1× Gameboard map of Pokémon World
  • 150× Pokémon chips
  • 5× Rival Cards
  • 1× Storage tray
  • 54× Item Cards
  • 54× Event Cards
  • Ash movers
  • 2× Dice

Object

Be the first player to collect 20 Power Points worth of Pokémon, defeat a Pokémon Master, and become the World's Greatest Pokémon Trainer!

Setup

The 6 different kinds of Pokémon Chips that exist in the game.

Pokémon chips are stored in the storage tray, each color in a separate bin, facing away so players can't see which Pokémon they have on the other side. Some chips are taken from the tray and are placed in all of the big circular spaces on the board, matching the color of the chips to the color of the spaces. Only 37 chips can be placed at any given time, not counting the 4 yellow chips that should be mixed up and placed in the Unknown Dungeon at the bottom right of the board; the rest are kept in the storage tray.

The 6 Starter Pokémon chips (the ones with spiky edges) are Bulbasaur, Charmander, Squirtle, Pikachu, Clefairy, and Meowth. They are placed facedown next to the gameboard and mixed up. Each player chooses one chip and turns it over. Every player keeps their starter Pokémon near where they're sitting and if there are fewer than 6 players, the remaining Starter Pokémon chips are put away in the storage tray (they cannot be placed on the board).

The 5 Pokémon Rival Cards are shuffled and placed facedown in the center of Indigo Plateau on the gameboard. These cards will be used at the end of the game. Event Cards and Item Cards are shuffled and placed in two piles next to the board.

Each player picks an Ash mover. If wanted, they can be matched to the color from the Starter Pokémon chip they chose: Green mover - Bulbasaur; Orange mover - Charmander; Blue mover - Squirtle; Yellow mover - Pikachu; Pink mover - Clefairy; Beige mover - Meowth.

Gameplay

Pallet Town.

The game starts by placing all Ash movers in the Pallet Town space, at the lower left corner of the board. The Power Points of the Starter Pokémon each player chose determines who goes first. The player with the weakest Pokémon (lowest Power Points number) goes first and play passes to the left. In case of a tie for the weakest Pokémon, each trainer rolls a die and the highest roll goes first.

Traveling the land

During their turn, each player rolls one die. The Ash mover is moved that number of spaces along the board (cities count as spaces too). After leaving Pallet Town and until Cerulean City, players can only move in one direction. But once they reach Cerulean City, the road splits and they can choose between Lavender Town or Saffron City. Alternatively they can move backward towards a city they already passed, but "double back" onto any space is not permitted during the same turn.

Gameboard spaces

On the road to Indigo Plateau there are three main types of board spaces:

  1. City or Town—Most of these allow players to draw Item Cards when they land on them. There are two cities that have special Pokémon Centers that revive the player's knocked-out Pokémon.
  2. Catch'em!—When a player lands in one of these spaces, they may flip the Pokémon chip and try to catch it.
  3. Draw Event Card—The player takes the top card off of the Event Card deck and shows it to the other players.
Cerulean City, Catch'em space and Draw Event Card space

Occupying spaces

If the die roll would have the player land on a space already occupied by another player's Ash mover, then they have to land on the next available empty space ahead on the road. Only the Cinnabar Island space can have more than one mover at the same time. However, if the player passes another Ash mover—by itself on a space—during any turn, they may instead choose to stay in that trainer's space to offer a Pokémon trade or fight a Trainer Battle. If there is more than one Ash mover on a space the player passes, they can't trade or fight any of those players. If the player chooses to trade or battle with another player during their turn, they do not follow the directions on that space (e.g. they wouldn't take a card if the space says "Draw Event Card").

Pokémon Trainer Skills

Each player has three skills they can make use of during their gameplay: Catch Pokémon, Trade Pokémon and Fight in a Trainer Battle.

Skill One — Catch Pokémon

From the moment players leave Pallet Town, they can start catching Pokémon. When the player lands on a Catch'em space, they have to flip the Pokémon chip to reveal the Pokémon. Each Pokémon chip has one or more dice symbols. The player must roll one of those numbers, using one die, to catch this Pokémon and make it part of their team.

Players may also use special Poké Ball Item Cards to help them catch Pokémon. These are played before rolling the die and can only be used once for each Pokémon, even if the player has multiple Poké Ball cards.

  • Great Ball: The player decides whether to add or subtract 1 from their roll.
  • Ultra Ball: The player can add 1 or 2 to their roll.
  • Master Ball: The player can add 1, 2, 3 or 4 to their roll.

If the Pokémon is caught, the player takes it off the board and puts it wit the rest of their team's chips. If the player reaches at least 20 by adding all the Power Points in their team, they can go immediately to Cinnabar Island. A Pokémon chip of the same color is taken from the storage tray and is placed facedown on the empty space on the gameboard. If there are no Pokémon chips left of that color in the storage tray, the gameboard space remains empty.

If the player didn't roll the number needed to catch the Pokémon, the Pokémon chip is left faceup in its space on the board where it was found. The same player or another one may try to catch it later.

Skill Two — Trade Pokémon

If the player's die roll has them pass another Ash mover, they have the chance to stop in that trainer's space and offer to trade Pokémon (as well as other incentives such as Item Cards). If the other player is not interested in the trade proposal, then the player continues and lands on the space they were headed for, based on the die roll. If the other player accepts the trade offer, the Pokémon chips are exchanged and both Ash movers stay on the same space on the board; the turn ends here.

Notes about trading:

  1. Starter Pokémon cannot be traded.
  2. If a player draws a Trade Pokémon Event Card, a trade with another player must take place.

Skill Three — Fight in a Trainer Battle

There are two ways a battle can take place. During a turn, if a player passes another Ash mover, they can stop in that player's space and challenge them to a Trainer Battle. The other way is by drawing a Let's Fight! Event Card, in which case the player must offer a challenge to any other player they choose. In either case, the challenged player has two options:

  1. Accept the challenge, or
  2. Stop the fight with a Poké Doll Item Card.

How to fight

  1. Players have to select a Pokémon from their team to battle.
  2. Players can select up to two Attack Bonus Item Cards to add Attack Strength to their Pokémon. They have to say how many cards they are using as bonus, if any, but they keep them secret and off to the side until after the die is roll.
  3. Each player rolls one die.
  4. Players turn over their Attack Bonus Item Cards. The following formula is applied to determine the battle total: Attack Strength + die roll + Attack Bonus Item Card(s) = Battle total
    • In case of a tie, both players roll again
  5. The player with the highest Battle total is the winner. The winner takes two Item Cards at random from the loser of the battle. If the loser has only one Item Card, then the winner may draw a second Item Card from the top of the Item Card deck. If the loser doesn't have any Item Cards, then they both have to be taken from the Item Card deck.
  6. The Pokémon the loser fought with is now knocked out. The player has to turn this Pokémon chip facedown. Until it is revived, this knocked-out Pokémon:
    • Cannot fight, or
    • Add its Power Points toward the player's goal of 20.
    • However, they can be traded for other Pokémon during a regular trade.
Trainer Battle example

Reviving Pokémon

A knocked-out Pokémon can only be revived in these three ways:

  1. Play a Potion Item Card, or
  2. Draw a Pokémon Center Event Card, or
  3. Land on Cerulean City or Vermilion City. When a player lands on either of these spaces, they have two choices:
    • Revive one of their knocked-out Pokémon
    • If they have more than one knocked-out Pokémon on their team, they may take the Dice Challenge: Rolling 1 or 6 with one die revives all of their team's knocked-out Pokémon, but if they don't roll any of these numbers, then none of their Pokémon are revived.

Once a Pokémon is revived, it can again be used to fight and to add its Power Points toward the player's goal of 20.

Item Cards

Back of an Item Card

Players may earn Item Cards during their gameplay, either by winning them in Trainer Battles or when drawing an Event Card. There are several Item Cards that can be used for their advantage.

Item Card Description Picture
Attack Bonus 1 It adds 1 to the Pokémon's Attack Strength during a battle. These cards cannot be used to add to the player's regular game movement roll (to land on a certain space). These are only used with rolls when in a battle.
Attack Bonus 2 It adds 2 to the Pokémon's Attack Strength during a battle. These cards cannot be used to add to the player's regular game movement roll (to land on a certain space). These are only used with rolls when in a battle.
Attack Bonus 3 It adds 3 to the Pokémon's Attack Strength during a battle. These cards cannot be used to add to the player's regular game movement roll (to land on a certain space). These are only used with rolls when in a battle.
Attack Bonus 4 It adds 4 to the Pokémon's Attack Strength during a battle. These cards cannot be used to add to the player's regular game movement roll (to land on a certain space). These are only used with rolls when in a battle.
Attack Bonus 5 It adds 5 to the Pokémon's Attack Strength during a battle. These cards cannot be used to add to the player's regular game movement roll (to land on a certain space). These are only used with rolls when in a battle.
Great Ball Adds or subtracts 1 from the player's roll when trying to catch a Pokémon.
Ultra Ball Adds 1 or 2 to the player's roll when trying to catch a Pokémon. The player makes their decision after they roll.
Master Ball Adds 1, 2, 3 or 4 to the player's roll when trying to catch a Pokémon. The player makes their decision after they roll.
Time Machine The player can use this card to re-roll one of the dice. It must be used immediately after a die roll happens. This card can be used on anyone's roll, including the player that is using it. For example, this card can be played to re-roll the die when a player rolls to move, or when trying to attack, catch or revive a Pokémon. This can also be played to force any other player to re-roll at any of these times.
Fly This card is used to move immediately to any city or town. It might be useful when in need to go to a Pokémon Center to revive a Pokémon.
Potion Used to revive one of the player's knocked-out Pokémon.
Poké Doll A player may use a Poké Doll to stop another player from challenging them to a Trainer Battle or focing a trade with them.


Important notes about Item Cards:

  • Item Cards can be collected and played when needed.
  • An Item Card is used only once and then it's placed facedown at the bottom of the Item Card pile.
  • A player may never have more than 7 Item Cards. If a player ends up with more than 7 Item Cards at the end of their turn, they must immediately discard (or play) the card(s) of their choice so that they end up with only 7.
  • Some Item Cards can be used in conjunction with each other and played at the same time. Most Item Cards can only be played during the player's turn, but some can be played at other times during the game.
  • A player can use as many Item Cards as they want during their turn, but only a maximum of two Attack Bonus cards can be used per battle.

Event Cards

Back of an Event Card.

A variety of Event Cards can affect the course of the game. After an Event Card is drawn, it is placed facedown at the bottom of the Evnet Card pile. Unlike Item Cards, Event Cards cannot be saved.

Event Card Description Picture
Unknown Dungeon Pokémon This card allows the player to fly to the Unknown Dungeon to try to catch one of the legendary Pokémon: Articuno, Zapdos, Moltres or Mewtwo.

How to catch an Unknown Dungeon Pokémon:

  1. Player chooses one yellow Pokémon chip from the dungeon. The chip is flipped over to reveal which Unknown Dungeon Pokémon has been discovered.
  2. The player rolls to catch it as they would with any Pokémon. A Poké Ball Item Card can be used to help with the attempt of capture, but it must be played before the player rolls the die.
  3. If the player catches the Pokémon, they put it with the rest of their team.
  4. If the player doesn't roll the number needed to catch it, the chip is flipped back over and all the yellow chips are mixed up.
Chance Card When a player draws this card, they choose one Pokémon of the color they landed on. They don't need to roll to catch it. For example: if the player landed on a blue Draw Event Card space, they may take any blue Pokémon chip on the board, including blue Pokémon that are faceup on the board. If there are none of that color left on the board, the player may choose any Pokémon on the board except yellow.
Pokémon Center It's used to revive any knocked-out Pokémon.
Trade Pokémon The player that draws this card must give one of their Pokémon to any other player and take any one of their Pokémon (except Starter Pokémon) in return. The other player must accept this trade unless they have a Poké Doll Item Card to stop it. If all the other players only have Starter Pokémon, the Trade Pokémon Event Card cannot be used and is discarded. Similarly, if the player that draws the card only has a Starter Pokémon, the card cannot be used and is discarded.
Let's Fight! The player has to challenge any other player to a Trainer Battle. They don't have to be near each other on the gameboard. The other player must accept the challenge or stop the fight with a Poké Doll Item Card.
Take Item Card 1 The player draws 1 card from the top of the Item Cards deck.
Take Item Card 2 The player draws 2 cards from the top of the Item Cards deck.
Take Item Card 3 The player draws 3 cards from the top of the Item Cards deck.

Evolution Bonus

Example of some Evolution Groups from the box cover of the game.

If the player collects all of the Pokémon in an Evolution Group, the highest Pokémon gets an Evolution Bonus. This Evolution Bonus will increase the Pokémon's strength in battle. The game box cover can be used for reference to see all of the Pokémon in their Evolution Groups.

Set of Two

If a player collects both of the Pokémon in a set of two, they have to add 3 to the more evolved (stronger) Pokémon's Attack Strength. For example, if the player has a Pokémon in both of its two Evolution Group forms, such as Pikachu and Raichu, then the Raichu chip gets an automatic Evolution Bonus of +3.

Set of Three

If a player collects all of the Pokémon in a set of three, they have to add 5 to the most evolved (strongest) Pokémon's Attack Strength. For example, if the player has a Pokémon in all of its three Evolution Group forms, such as Bulbasaur, Ivysaur and Venusaur, then the Venusaur chip gets an automatic Evolution Bonus of +5.

Evolution Bonus examples.

Beginning the Final Battle

Cinnabar Island.

Cinnabar Island

A player doesn't need an exact roll to land on Cinnabar Island space and collect 2 Item Cards. For example, if the player rolls a 5 but they're less than 5 spaces away, they can advance to Cinnabar Island if they choose to. Even though players may land on Cinnabar Island during the course of the game, they may not continue on to Indigo Plateau unless they have the required 20 Power Points worth of Pokémon.

Indigo Plateau.

Indigo Plateau

When a player has at least 20 Power Points worth of Pokémon at the end of their turn, they immediately move to Cinnabar Island. They follow the directions on the Cinnabar Island space and on their next turn, they can enter Indigo Plateau, roll the dice and prepare fo the battle with one of the Pokémon Masters: Lorelei, Bruno, Agatha, Lance or Gary.

Once a player enters Indigo Plateau, they continue to travel clockwise, in the direction of the little arrows, around and around the hexagonal track until they land on an "ENTER Final Battle" space. Other players may catch up too. If they land on a "Catch [Red, Blue or Green] Pokémon" space, they have to choose any Pokémon chip of the matching color from the board, including ones that are faceup. Then they follow the usual rules for trying to catch a Pokémon.

When a player lands on "ENTER Final Battle" by exact count, all the other players roll one die. Whoever gets the highest roll (or the other player, if there are only two players) should then draw a Rival Card from the top of the pile and secretely look at it. That player will become one of the Pokémon Masters, for the duration of this battle only. Usually, one or two Attack Bonus Item Cards are needed to beat a Pokémon Master.

Back of a Rival Card.

The Final Battle

If a player has entered the Final Battle, they must now choose a Pokémon from their team to fight with. They may also use up to two Attack Bonus Item Cards, just like in a regular Trainer Battle. Once they have revealed which Pokémon they have chosen for battle, the other player (who is roleplaying as the Pokémon Master) shows the Rival Card so the player knows who they're fighting. Each trainer rolls one die and adds the Attack Bonus, applying the same formula as in Trainer Battles. The Pokémon Master's Attack Bonus is determined by the die roll, shown at the bottom of the Rival Card. For example, if "Lance" rolls a 2, the Attack Bonus is 7, bringing the Battle total to 23 (Lance's Attack Strength of 14 + Attack Bonus of 7 + roll of 2 = 23). Pokémon Masters cannot use any Item Cards. In the case of a tie, both trainers roll again.

If the player beats one of the Pokémon Masters, the game is over and they win. If they lose, then the Pokémon that they chose to fight with is knocked out, and they must return to Cinnabar Island. Since knocked-out Pokémon don't add to the player's 20 Power Point target, they might have to revive that knocked-out Pokémon or catch more Pokémon before they can re-enter Indigo Plateau to challenge the Pokémon Masters once again.

The player that rolled for the Rival and won gets to draw two Item Cards from the deck as a reward. Then, all of the Rival Cards are shuffled and set back to the center of the Indigo Plateau. The next time someone enters a Final Battle, they roll again to see who will play as the Pokémon Master. The game continues until one of the players wins the Final Battle.

Example of Rival Card (Lance).


Rival Cards

There are 5 different Rival Cards based on the Elite 4 and champion from the Pokémon Red and Blue Versions: Lorelei with Lapras, Bruno with Machamp, Agatha with Gengar, Lance with Dragonite and Gary with Arcanine.

Pokémon Chips

Diagram showing the two types of Pokémon Chips in the game

As players traverse the board, they have the option to battle or catch different species of Pokémon, represented by cardboard chips. All Kanto Pokémon up to Mewtwo are available, and are classified into five categories based on power:

The different classes of Pokémon can be found in different areas of the game board.

Starter Pokémon chips

There are six Starter Pokémon chips, which have spiky edges unlike the rest of the chips in the game. They are based on the Starter Pokémon from the Pokémon Red and Pokémon Blue games along with Pikachu, Clefairy and Meowth. They don't need a particular Dice Roll number to catch them since they are picked at the beginning of the game by each player. While their coloration is pink, they have higher Power Points and Attack Strength than the average Pink Pokémon chip.

List of Starter Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#01 Bulbasaur 4 Leech Seed 4 -
#04 Charmander 4 Ember 5 -
#07 Squirtle 5 Water Gun 4 -
#25 Pikachu 3 Thundershock 3 -
#35 Clefairy 3 Pound 3 -
#52 Meowth 3 Bite 3 -

Pink Pokémon chips

Pink chips include most of the unevolved Pokémon in the game. Their Power Points and Attack Power range between 1-3 and the Dice Roll needed to catch them is ⚂ ⚃ ⚄.

List of Pink Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#10 Caterpie 2 String Shot 1 ⚂ ⚃ ⚄
#13 Weedle 2 Poison Sting 2 ⚂ ⚃ ⚄
#16 Pidgey 2 Gust 2 ⚂ ⚃ ⚄
#19 Rattata 2 Quick Attack 2 ⚂ ⚃ ⚄
#21 Spearow 2 Peck 3 ⚂ ⚃ ⚄
#23 Ekans 3 Bite 3 ⚂ ⚃ ⚄
#27 Sandshrew 3 Scratch 2 ⚂ ⚃ ⚄
#29 Nidoran♀ 2 Tackle 2 ⚂ ⚃ ⚄
#32 Nidoran♂ 2 Horn Attack 3 ⚂ ⚃ ⚄
#37 Vulpix 3 Ember 1 ⚂ ⚃ ⚄
#39 Jigglypuff 3 Sing 2 ⚂ ⚃ ⚄
#41 Zubat 2 Leech Life 3 ⚂ ⚃ ⚄
#43 Oddish 2 Absorb 2 ⚂ ⚃ ⚄
#46 Paras 3 Scratch 1 ⚂ ⚃ ⚄
#48 Venonat 2 Tackle 2 ⚂ ⚃ ⚄
#50 Diglett 2 Dig 3 ⚂ ⚃ ⚄
#54 Psyduck 3 Scratch 2 ⚂ ⚃ ⚄
#60 Poliwag 2 Bubble 2 ⚂ ⚃ ⚄
#63 Abra 3 Teleport 2 ⚂ ⚃ ⚄
#69 Bellsprout 2 Vine Whip 1 ⚂ ⚃ ⚄
#72 Tentacool 2 Acid 1 ⚂ ⚃ ⚄
#74 Geodude 2 Tackle 1 ⚂ ⚃ ⚄
#79 Slowpoke 3 Confusion 2 ⚂ ⚃ ⚄
#81 Magnemite 2 Thundershock 2 ⚂ ⚃ ⚄
#84 Doduo 2 Peck 3 ⚂ ⚃ ⚄
#88 Grimer 3 Poison Gas 3 ⚂ ⚃ ⚄
#90 Shellder 2 Clamp 2 ⚂ ⚃ ⚄
#92 Gastly 2 Lick 2 ⚂ ⚃ ⚄
#98 Krabby 2 Vice Grip 3 ⚂ ⚃ ⚄
#100 Voltorb 3 Sonic Boom 3 ⚂ ⚃ ⚄
#102 Exeggcute 2 Barrage 1 ⚂ ⚃ ⚄
#116 Horsea 2 Bubble 1 ⚂ ⚃ ⚄
#118 Goldeen 2 Peck 2 ⚂ ⚃ ⚄
#120 Staryu 3 Water Gun 2 ⚂ ⚃ ⚄
#129 Magikarp 2 Tackle 1 ⚂ ⚃ ⚄

Green Pokémon chips

The second tier is the Green Pokémon chips. They include some unevolved Pokémon, but the vast majority are Pokémon that have evolved once. Their Power Points are either 4 or 5 and their Attack Strength ranges between 3-5. The Dice Roll needed to catch them is ⚃ ⚄.

List of Green Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#11 Metapod 4 Harden 3 ⚃ ⚄
#14 Kakuna 4 Harden 3 ⚃ ⚄
#17 Pidgeotto 4 Whirlwind 4 ⚃ ⚄
#28 Sandslash 4 Slash 5 ⚃ ⚄
#30 Nidorina 4 Bite 5 ⚃ ⚄
#33 Nidorino 5 Fury Attack 5 ⚃ ⚄
#36 Clefable 5 Doubleslap 4 ⚃ ⚄
#40 Wigglytuff 5 Disable 4 ⚃ ⚄
#42 Golbat 4 Confuse Ray 4 ⚃ ⚄
#44 Gloom 4 Acid 5 ⚃ ⚄
#47 Parasect 5 Spore 5 ⚃ ⚄
#51 Dugtrio 4 Slash 4 ⚃ ⚄
#56 Mankey 4 Karate Chop 5 ⚃ ⚄
#58 Growlithe 5 Ember 4 ⚃ ⚄
#61 Poliwhirl 4 Water Gun 4 ⚃ ⚄
#64 Kadabra 5 Psybeam 4 ⚃ ⚄
#66 Machop 4 Karate Chop 5 ⚃ ⚄
#70 Weepinbell 4 Wrap 3 ⚃ ⚄
#73 Tentacruel 4 Constrict 4 ⚃ ⚄
#75 Graveler 4 Rock Throw 4 ⚃ ⚄
#77 Ponyta 5 Stomp 5 ⚃ ⚄
#80 Slowbro 5 Water Gun 3 ⚃ ⚄
#82 Magneton 4 Thunder Wave 4 ⚃ ⚄
#85 Dodrio 5 Tri Attack 5 ⚃ ⚄
#86 Seel 5 Aurora Beam 5 ⚃ ⚄
#89 Muk 4 Sludge 4 ⚃ ⚄
#91 Cloyster 4 Spike Cannon 5 ⚃ ⚄
#93 Haunter 5 Night Shade 4 ⚃ ⚄
#96 Drowzee 4 Confusion 4 ⚃ ⚄
#99 Kingler 4 Crab Hammer 5 ⚃ ⚄
#101 Electrode 4 Explosion 5 ⚃ ⚄
#104 Cubone 4 Bone Club 3 ⚃ ⚄
#108 Lickitung 5 Slam 4 ⚃ ⚄
#109 Koffing 5 Sludge 4 ⚃ ⚄
#114 Tangela 4 Bind 3 ⚃ ⚄
#117 Seadra 4 Hydro Pump 5 ⚃ ⚄
#119 Seaking 4 Horn Attack 4 ⚃ ⚄
#121 Starmie 4 Swift 4 ⚃ ⚄
#132 Ditto 5 Transform 5 ⚃ ⚄
#133 Eevee 5 Bite 3 ⚃ ⚄
#137 Porygon 5 Tackle 4 ⚃ ⚄

Blue Pokémon chips

The third tier is the Blue Pokémon chips. This is the most varied group as it includes unevolved Pokémon, Pokémon that have evolved once, fully evolved Pokémon and single stage Pokémon. Their Power Points are either 6 or 7 and their Attack Strength ranges from 5-7. The Dice Roll needed to catch them is ⚂ ⚃.

List of Blue Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#02 Ivysaur 7 Razor Leaf 7 ⚂ ⚃
#05 Charmeleon 7 Flame Thrower 7 ⚂ ⚃
#08 Wartortle 7 Skull Bash 7 ⚂ ⚃
#12 Butterfree 6 Sleep Powder 5 ⚂ ⚃
#15 Beedrill 6 Twineedle 5 ⚂ ⚃
#18 Pidgeot 6 Wing Attack 6 ⚂ ⚃
#20 Raticate 6 Hyper Fang 6 ⚂ ⚃
#22 Fearow 6 Drill Peck 5 ⚂ ⚃
#24 Arbok 6 Acid 5 ⚂ ⚃
#26 Raichu 6 Thunder Wave 6 ⚂ ⚃
#31 Nidoqueen 7 Body Slam 5 ⚂ ⚃
#34 Nidoking 7 Thrash 6 ⚂ ⚃
#38 Ninetales 7 Quick Attack 5 ⚂ ⚃
#45 Vileplume 7 Stun Spore 5 ⚂ ⚃
#49 Venomoth 6 Psybeam 5 ⚂ ⚃
#53 Persian 7 Fury Swipes 6 ⚂ ⚃
#55 Golduck 6 Confusion 5 ⚂ ⚃
#57 Primeape 7 Seismic Toss 7 ⚂ ⚃
#62 Poliwrath 6 Water Gun 7 ⚂ ⚃
#67 Machoke 6 Submission 7 ⚂ ⚃
#71 Victreebel 6 Slam 6 ⚂ ⚃
#76 Golem 6 Earthquake 6 ⚂ ⚃
#83 Farfetch'd 6 Fury Attack 5 ⚂ ⚃
#97 Hypno 7 Psychic 6 ⚂ ⚃
#105 Marowak 6 Bonemerang 6 ⚂ ⚃
#106 Hitmonlee 6 Mega Kick 7 ⚂ ⚃
#107 Hitmonchan 6 Mega Punch 7 ⚂ ⚃
#110 Weezing 6 Self Destruct 5 ⚂ ⚃
#111 Rhyhorn 6 Horn Drill 6 ⚂ ⚃
#122 Mr. Mime 7 Confusion 6 ⚂ ⚃
#124 Jynx 6 Ice Punch 5 ⚂ ⚃
#127 Pinsir 6 Guillotine 5 ⚂ ⚃
#134 Vaporeon 7 Hydro Pump 6 ⚂ ⚃
#135 Jolteon 7 Thunder 6 ⚂ ⚃
#136 Flareon 7 Flame Thrower 6 ⚂ ⚃
#138 Omanyte 7 Horn Attack 5 ⚂ ⚃
#140 Kabuto 7 Slash 5 ⚂ ⚃
#147 Dratini 7 Wrap 6 ⚂ ⚃

Red Pokémon chips

The next tier is the Red Pokémon chips. It includes mostly fully evolved Pokémon with the exception of Dragonair. Their Power Points are either 6 or 7 and their Attack Strength ranges from 6-8. The Dice Roll needed to catch them is .

List of Red Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#03 Venusaur 7 Solar Beam 8
#06 Charizard 7 Fire Spin 8
#09 Blastoise 7 Hydro Pump 8
#59 Arcanine 6 Take Down 7
#65 Alakazam 6 Psychic 7
#68 Machamp 7 Submission 8
#78 Rapidash 6 Fire Spin 7
#87 Dewgong 6 Ice Beam 7
#94 Gengar 7 Dream Eater 7
#95 Onix 6 Slam 7
#103 Exeggutor 6 Stomp 7
#112 Rhydon 6 Horn Drill 8
#113 Chansey 7 Double-Edge 7
#115 Kangaskhan 6 Dizzy Punch 7
#123 Scyther 6 Slash 7
#125 Electabuzz 6 Thunder 8
#126 Magmar 6 Flame Thrower 7
#128 Tauros 7 Take Down 8
#130 Gyarados 7 Dragon Rage 8
#131 Lapras 6 Ice Beam 7
#139 Omastar 6 Hydro Pump 7
#141 Kabutops 6 Hydro Pump 7
#142 Aerodactyl 6 Supersonic 7
#143 Snorlax 7 Body Slam 7
#148 Dragonair 6 Dragon Rage 6
#149 Dragonite 7 Dragon Rage 7

Yellow Pokémon chips

The final tier is the Yellow Pokémon chips. This includes the four legendary Pokémon: Articuno, Zapdos and Moltres whose Power Points are 8 and Mewtwo, with 9 Power Points. All of them have an Attack Strength of 9 and the Dice Roll needed to catch them is .

List of Yellow Pokémon chips:

# Name Power Points Attack Attack Strength Dice Roll Picture
#144 Articuno 8 Blizzard 9
#145 Zapdos 8 Thunder 9
#146 Moltres 8 Sky Attack 9
#150 Mewtwo 9 Psychic 9

Images

Johto Version

At the beginning of the game, each player receives one of the game's six first Pokémon. The Pokémon available are Bulbasaur, Charmander, Squirtle, Chikorita, Cyndaquil, and Totodile. The Pokémon each player receives is selected at random. Using a colored token shaped like Ash Ketchum, players then move around the game board on roughly the same route as in the video games. Some choices in direction can be made. The player tokens are colored lilac, red, blue, green, yellow, and orange.

As players traverse the board, they have the option to battle or catch different species of Pokémon, represented by cardboard chips. All Pokémon up to Ho-Oh are available, and are classed into five categories based on power:

The different classes of Pokémon can be found in different areas of the game board.

In Japan the Johto version was released as Pocket Monsters Board Game 2 (ポケットモンスターボードゲーム2).

Trivia

Related articles

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.