The goal: take your 6 Prize cards
Two Trainers battle with their Pokémon. Each time you Knock Out one of your opponent's Pokémon, you take one of your Prize cards. Take them all and you win.
Two players battle with decks of 60 cards. You attach Energy to your Pokémon, attack to knock out the other player's Pokémon, and take Prize cards each time you do.
Box says 6+
We suggest 7+ with an adult helping, 9+ on their own.
Every card has its own text, so a child needs to read well or have a grown-up read for them. The starter set is built for 6 and up, but full decks have many more rules. Nine-year-olds who read confidently can play on their own.
Players can hurt each other's plans directly. Content: Cartoon creatures battle; no gore
Rated from the rulebook, checked 2026-10-08
Rules as of the Pokémon Trading Card Game Battle Academy Rules Reference, the publisher's starter-set rulebook.
Checked against the Pokémon Trading Card Game Battle Academy Rules Reference, the publisher's starter-set rulebook. Page numbers are the printed page numbers in that book. Its own first page says to finish the tutorial game in the box before you use these rules, so play the tutorial game first if you have the Battle Academy set (page 1). The cards in the lesson and practice battle below are invented for this site, but the rules are the real ones.
Scroll through the lesson while the mat follows along, and tap any card on the mat to see it up close. Every card on this page is invented for the lesson, so there are no real Pokémon here, just stand-ins with the real rules. Then play a short battle against a simple opponent.
Two Trainers battle with their Pokémon. Each time you Knock Out one of your opponent's Pokémon, you take one of your Prize cards. Take them all and you win.
Everything has a place. Tap a zone to find it on the mat, then meet the three kinds of cards.
A real deck is exactly 60 cards.
Flip a coin: the winner decides who goes first. Each player shuffles and draws 7 cards. No Basic Pokémon in your hand? That's a mulligan: show your hand, shuffle it back and draw 7 again.
Tap any part of this card. The mat shows the same Pokémon in your Active Spot.
Every turn has three parts:
Two limits for the opening turns: the player who goes first can't attack or play a Supporter on their first turn, and nobody can evolve a Pokémon on their own first turn. You also can't evolve a Pokémon the turn it came into play. Try breaking each rule below.
Your hand
The rules check Weakness and Resistance against your opponent's Active Pokémon. Try some matchups.
A Pokémon whose damage reaches its HP is Knocked Out. The attacker takes Prize cards, and the Knocked Out player moves a Pokémon from the Bench to the Active Spot.
| Knock Out a regular Pokémon | 1 Prize |
| Knock Out a Pokémon ex | 2 Prizes |
Retreating: discard Energy from your Active Pokémon equal to its Retreat Cost, then swap it with a Benched Pokémon. You can do it once per turn, and you can still attack with the new Active Pokémon.
Some attacks leave a Special Condition on the Defending Pokémon. Tap one to see it on the mat.
Between every turn comes Pokémon Checkup. Conditions resolve in this order, then any Pokémon whose damage has reached its HP is Knocked Out:
Moving to the Bench or evolving clears every Special Condition. Only Asleep and Paralyzed stop a Pokémon from attacking and retreating.
Pick a deck and battle a simple opponent. Decks are 30 cards and each side takes 3 Prize cards, so a battle is short, about 6 turns each in our test games. You'll land in a good or bad type matchup, because Fire, Grass and Water beat each other in a loop: Fire hits Grass for double, Grass hits Water, Water hits Fire. Tap a card in your hand, then a glowing Pokémon on the mat. Special Conditions, Abilities and Stadiums are left out.
Set up two decks, then teach the first turn by playing it. The publisher's product page suggests ages 6 and up for the Battle Academy set, so a 9-year-old and an 11-year-old are both in range.
Every turn, every game.
There are no points in this game. You win by taking Prize cards, so the tracker counts Prize cards left for each player and the damage counters on each Pokémon. Each counter is 10 damage (page 8). Type in a Pokémon's HP and the tracker tells you when its damage reaches that HP and it is Knocked Out. Use Swap with Active when a Pokémon retreats or is promoted, so each Pokémon keeps its own damage.
For the table. The front is your turn, the back is the numbers.
Going first? No attack and no Supporter on turn 1.
| Energy attachment | 1 |
| Supporter | 1 |
| Stadium | 1 |
| Retreat | 1 |
| Weakness | ×2 |
| Resistance | less damage, as printed on the card |
| 1 damage counter | 10 damage |
| Regular, ex | 1, 2 Prizes |
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