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Geekmon Capture

Geekmon Capture Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Components
    • Geekmon Card Anatomy
  • Game Setup
  • How to Play
    • Starting a New Round
    • A Luminous Geekmon Appears!
    • Throwing the Geekcubes
    • Verifying the Capture
      • The Geekcubes
      • Critical Catch
      • Is This Geekcube Touching the Card? The Golden Rule
    • Capture Check Tiebreaker
    • End of Round
  • Scoring the Geekmons
  • Special Geekmons
  • End of the Game
    • End Game Tiebreaker
  • Modifying Wild Geekmon Sets
  • Team Wicked Variant
    • Capturing an Opponent's Geekmon
  • Expansion - Arena Contest
    • Components
    • The Geekmon Arenas
    • Arena Setup
    • Arena How to Play
  • Solo Mode - Arena Trials
    • Game Objective
    • Game Setup
    • Solo How to Play
    • End of the Solo Game
    • Geekmon Ranking
  • Fast Guide
    • Game Setup
    • How to Play

Game Objective

In Geekmon Capture, players use their aiming skills to throw cubes and hit wild Geekmon cards to capture them. At the end of each round, each Geekmon is captured by the player with the most cubes on that card.

Captured Geekmon are worth points, and you can earn bonus points by collecting multiple Geekmons from the same evolutionary line. At the end of the game, the player with the most points becomes the winner and earns the title of Geekmon Master!

Components

  • 78 Geekmon cards
  • 2 luminous encounter cards
  • 1 double-sided game board
  • 36 cubes: 24 opaque (Geekcubes) and 12 translucent (Hypercubes)
  • 1 rulebook

Geekmon Card Anatomy

  • A - The Geekmon unique number and name
  • B - Type. May have one or two types.
  • C - Special Geekmon icon. Present only on specific Geekmons (see Special Geekmons below)
  • D - Evolutionary line. Shows the Geekmon's evolutionary stages, indicated by their illustration and number (1 stage, 2 stages, or 3 stages).
  • E - Critical catch icon
  • F - Central target
  • G - Geekmon illustration
  • H - Weakness
  • I - Wild Geekmon set icon
  • J - Scoring zone (see Scoring the Geekmons below)
  • K - Luminous variant (back of card)
  • L - +3 points (luminous Geekmon)
  • M - Special ability icon (present in some Geekmons)

Game Setup

  1. Set aside all starter Geekmon cards (indicated by a heart icon in the top-right corner of the card), including its evolutions. Each player selects one starter Geekmon to begin the game and takes a set of 6 Geekcubes in the same color (4 opaque and 2 translucent). Unchosen starter Geekmons will not be used and return to the game box.

  2. Form the wild Geekmon deck:

    • 2a. Separate one set of wild Geekmon per player. For example, in a three-player game, choose three sets. Combine the chosen sets to form a single deck. Return any unchosen sets to the game box.

    Wild Geekmons are grouped into sets of 10 cards, identified by matching icons in the bottom-left corner of the cards. These icons are used only during setup to simplify deck formation and allow for varied combinations in each game. During gameplay, you can ignore these icons.

    • 2b. Add the evolution cards of the selected starter Geekmons to this deck. Players keep their starter Geekmon's first stage.
    • 2c. Add the two luminous encounter cards to the deck.
    • 2d. Shuffle the deck thoroughly and place it with the luminous variants face down (card back face down) within reach of all players. This is now the wild Geekmon deck.
  3. Choose one side of the double-sided game board and place it in the center of the table. The environments depicted on each side are for aesthetic purposes only and do not affect gameplay.

  4. The first player is the youngest player at the table. Place the board with the first player icon facing this player.

Example of a 4-player game: the board is set in the center, with each player's starter Geekmon placed in front of them, and the first player icon marked on the board.

How to Play

Starting a New Round

  1. Wild Geekmons appear. At the start of each round, draw six cards from the wild Geekmon deck and place them around the board. Begin placing the cards at the position marked with the first player icon and continue clockwise from there. These cards represent the wild Geekmons for this round.

  2. Geekmon, I choose you. After revealing the wild Geekmons, each player selects one of their Geekmons to be their active Geekmon for the round. Place your chosen active Geekmon adjacent to the wild Geekmon directly in front of you. Players must remain in the same position throughout the game and always place their active Geekmon in the same location.

    • 2a. If this is the first round, the active Geekmon will be the starter Geekmon chosen during setup. In subsequent rounds, players may select any Geekmon they have captured in previous rounds. Selecting the right active Geekmon can make all the difference between victory and defeat. For more details on the impact of your choice, refer to Type Advantage below.

A Luminous Geekmon Appears!

If a luminous encounter card is drawn, discard it immediately and draw a new card. The Geekmon following this card will appear as its luminous variation. Place the luminous Geekmon card on the table with its luminous side (card back) facing up.

If both luminous encounter cards are drawn consecutively, discard them both and position the next two Geekmon cards with their luminous sides face up. Ensure there are always 6 wild Geekmon cards on the table at the start of each round.

Luminous Geekmons are worth +3 points at the end of the game.

Throwing the Geekcubes

After the wild Geekmons have been placed and all players have selected their active Geekmon for the round, starting with the first player and proceeding clockwise, each player throws one of their geekcubes at a time. This continues until all cubes have been thrown.

Players may throw their geekcubes in any manner they wish and can target any wild Geekmon. However, for the throw to be valid, the geekcube must first touch the card of the active Geekmon before coming to rest on a wild Geekmon card. If the geekcube does not touch the active Geekmon card before landing, the move is invalid, and the cube is discarded.

Thrown geekcubes remain exactly where they land until the end of the round, even if they do not hit a wild Geekmon card. Players may attempt to push their own or other players' cubes onto a wild Geekmon card or even knock them off by carefully aiming subsequent throws.

Verifying the Capture

After all players have thrown all their cubes, it's time to determine who captured each wild Geekmon. Captured Geekmons cannot be captured again by other players during the following rounds.

In general, a wild Geekmon is captured by the player who has the most cubes on its card. However, there are a few exceptions that may affect the outcome:

The Geekcubes

There are two types of cubes in Geekmon Capture:

  • Opaque cubes are known as geekcubes, the standard cubes of any Geekmon trainer. Each geekcube is worth 1 point during the capture check.
  • Translucent cubes are known as hypercubes, special cubes with enhanced power. Each hypercube is worth 2 points on the capture check.

Each player has 4 geekcubes and 2 hypercubes to be thrown each round. Throwing a hypercube at the right time can catch your opponents off guard and guarantee you the capture of a Geekmon!

Example of capturing a Geekmon: at the end of the round, the blue, green, and red players have cubes on Clownit. The blue player has 2 geekcubes (opaque). The green player has 1 hypercube (translucent). The red player has 1 geekcube (opaque) and 1 hypercube (translucent). As hypercubes are worth 2 points, the red player wins the capture with 3 points and captures Clownit!

Critical Catch

If a cube lands on the critical catch icon, the Geekmon is immediately captured by that player, regardless of how many cubes are on the card. Remove all cubes from the card and place the captured card in the player's personal collection.

The space left by the captured Geekmon is not replaced. If the active Geekmon was adjacent to the captured card, do not reposition it; it remains as the guide for the cube throws.

Important: If a geekcube is thrown onto the critical catch icon by another cube, the player whose cube lands on the icon will be the one to capture the Geekmon.

Is This Geekcube Touching the Card? The Golden Rule

Any cube that is touching a card is considered valid for the capture check, even if it is only touching the tip of the card. In rare cases where a cube touches two cards simultaneously, it only applies to the card with the largest contact area.

The same rule is valid for the critical catch. If a cube touches the critical catch icon, even by the edge, the Geekmon is immediately captured!

Capture Check Tiebreaker

It is not uncommon for two or more players to tie on the capture check for a wild Geekmon. In such cases, the following tiebreaker criteria determine who captures the Geekmon:

1. Type Advantage

Every Geekmon has one or two associated types, and each type is weak against another specific type.

There are 8 types in Geekmon Capture: fire, water, plant, magnetic, mystical, twilight, earth and beast.

If the weakness of a wild Geekmon matches one of the types of your active Geekmon, you automatically win the tiebreaker for that Geekmon (as long as you have at least one cube on it). This is known as Type Advantage.

You don't need to memorize the weaknesses of the Geekmon types, as the weakness is clearly indicated on the bottom-right of the wild Geekmon card by a type icon next to a downward-pointing arrow.

Type advantage is only applied to wild Geekmon cards, and does not apply to your active Geekmon.

Why Type Advantage Matters: The number of Geekcubes thrown each round is limited, so having an active Geekmon with a type advantage over a wild Geekmon can give you the edge and ensure your opponents need to land more Geekcubes to outdo you.

Trainer's tip: Remember, at the start of each round, players choose their active Geekmon only after the wild Geekmons are revealed. The right choice of active Geekmon with a type advantage could be the key to victory!

Example of type advantage tiebreaker: The blue and red players are tied for capturing Snabul. The blue player has 2 geekcubes (opaque) on the card, while the red player has 1 hypercube (translucent), which is worth 2 points. The red player's active Geekmon is Broscoon (Fire type). The blue player's active Geekmon is Magihat (Magnetic and Mystical types). Since the blue player has the Magnetic type, which is Snabul's weakness, the blue player wins the tiebreaker and captures Snabul.

2. Bull's Eye

If the tie persists even after the Type Advantage tiebreaker, the next criterion is based on proximity to the center of the central target. The player who has their cube closest to the center of the central target wins the capture, regardless of whether the cube is opaque or translucent. In the previous example, if there was no tiebreaker due to Type Advantage, the red player's hypercube would win since it is closest to the center of the target.

Trainer's tip: If it's hard to determine which cube is closest to the center of the target, check which cube is furthest from the outer circle within the target. The furthest cube is automatically considered the closest to the center.

End of Round

At the end of the round, players collect all the Geekmon cards they managed to capture during the round. Any Geekmons that were not captured by any player will flee and be removed from the game. They do not return for future rounds. If the wild Geekmon deck is empty, the game ends and players move on to the Endgame.

If there are still cards left in the wild Geekmon deck, the game continues: players retrieve all their Geekcubes and rotate the board clockwise so that the first player icon faces the next player on the left. Start a new round as described in Starting a New Round. Each player will be the first player twice during the game.

Scoring the Geekmons

At the end of the match, the number of points each player has will determine the winner. In general, each captured Geekmon is worth points based on its evolutionary stages:

  • Each 1-stage Geekmon is worth 6 points.
  • Each 2-stage Geekmon is worth 4 points if you have only one Geekmon in its evolutionary line; or 8 points if you manage to capture both stages in its evolution. A complete set of the 2 stages is worth 16 points (8 + 8).
  • Each 3-stage Geekmon is worth 4 points if you have only one Geekmon in its evolutionary line; 7 points if you managed to capture two stages (regardless of which stages they are), totaling 14 points (7 + 7); or 10 points if you managed to capture all the stages, totaling 30 points (10 + 10 + 10).
  • Geekmons captured in their luminous form are worth an additional +3 points on top of their final score.

Each Geekmon's evolutionary line is represented below its name. If you're unsure whether two Geekmons belong to the same evolutionary line, check their number. If a Geekmon's number appears in another Geekmon's evolutionary line, then they are part of the same family. (For example, Maskcoot 003 is shown with the line 001, 002, 003.)

Special Geekmons

In addition to the common Geekmons, there are rare Special Geekmons with unique abilities and scoring methods. These Geekmons are marked with a symbol in the upper right corner of their cards and have specific scoring or abilities detailed on their card.

Types of Special Geekmons:

  • Starter Geekmons (start of the game) (marked with a heart icon): If you complete the evolutionary line of your starter Geekmon, turn it to its luminous side, making it worth +3 points at the end of the game.

  • Legendary Geekmon (all sets) (marked with a crown icon): They are worth 9 points on their own!

  • Milemoon (sets marked with the two-stage icons): At the end of the game, Milemoon can replace a missing Geekmon in an evolutionary line. If used this way, treat its score as part of the evolutionary line.

    • Important: Milemoon can replace one of your starter's evolutions, but it will not turn the starter to its luminous side.
    • Important 2: You can use more than one Milemoon in the same evolutionary line, but at least one Geekmon in the line must be the original.
  • Hyro and its evolutions (set marked with the Hyro icon): Hyro is a 2-stage Geekmon that can evolve into different forms, all marked with the 2-stage icon on their cards. Its evolution line is treated as a 4-stage Geekmon for scoring purposes: If you only have 1, it is worth 3 points. If you have 2, each is worth 6. If you have 3, each is worth 9, and if you have all 4, each is worth 12 points.

  • Mouselet and its evolutions (set marked with the Mouselet icon): Mouselet has two different evolution lines. If it is male it evolves into Sorcerat and then into Enchantail. If female it evolves into Faecharm and Blazesprite. The evolution lines are treated separately for scoring. In other words, Sorcerat and Enchantail score separately from Faecharm and Blazesprite. However, both use the same Mouselet card as the initial stage (represented by the male and female icons). There is only one Mouselet card in the game, but you can use it in both evolutions to count the score. See the example below.

End of the Game

At the end of the last round, players will tally the points of the Geekmons they have captured. The player with the highest score wins the game.

Example of end game scoring: At the end of the game, the red player captured the following Geekmons:

  • A - Crawling [066], Crawler [067], and Behecrawl [068]: These Geekmons complete their evolution line, so each one is worth 10 points, totaling 30 points.
  • B - Luminous Bombroci [062]: The luminous variation adds +3 points to its original 6 points, giving a total of 9 points.
  • C - Broscoon [004] and Brostar [006]: The red player chose Broscoon as their starter Geekmon and captured Brostar, but failed to capture Brostache [005]. As a result, Broscoon and Brostar are worth 7 points each, totaling 14 points. Since the evolution line is incomplete, Broscoon did not turn to its luminous side.
  • D - Zapstrum [044], Thunderslash [046], and Milemoon: The red player could not capture Voltariff [045] but used Milemoon to replace the missing Voltariff, completing the Zapstrum evolution line. Therefore, each Geekmon is worth 10 points, totaling 30 points.
  • E - Magihat, Mermelody, and Malepillar: Since the player was unable to capture other Geekmons from their evolution lines, each one is worth 4 points, totaling 12 points.

After adding up the points from all captured Geekmons, the red player finishes with 95 points.

End Game Tiebreaker

If the game ends in a draw, the player who has captured the most Geekmons wins. If the tie persists, the player who has captured the most Legendary Geekmons wins. In the rare case that a tie still exists, both players are considered winners.

Modifying Wild Geekmon Sets

Wild Geekmons are divided into pre-assembled sets of 10 Geekmons, identified by matching icons of the same color in the bottom left corner of their cards. These sets are designed to be quick and easy to prepare, offering a unique experience for each game session, without worrying about breaking the game's balance.

However, if you want to go further, you can modify wild Geekmon sets and form new combinations, further increasing the replayability of your game. The structure of a wild Geekmon set follows a simple rule, and once you understand it, it is easy to rearrange the decks to form new combinations.

Each set has:

  • A - 1 three-stage Geekmon evolutionary line (3 cards)
  • B - 2 two-stage Geekmon evolutionary lines (4 cards)
  • C - 2 one-stage Geekmons (2 cards)
  • D - 1 legendary Geekmon (1 card)

Totaling 10 cards per set.

You can make adjustments to the wild Geekmon set in the following ways:

  • Replace a Complete Evolution Line: You can replace an existing evolution line with a different one with the same number of stages. For example, you can swap a 3-stage evolutionary line with another 3-stage line, as long as the number of evolutions is the same.
  • Add New Evolution Lines: You can remove the one-stage Geekmons from the set to make space for complete new evolution lines. One-stage Geekmons are versatile and can be swapped around to enhance the diversity of the set. These one-stage Geekmons act as wildcards, making them valuable for customization.

Just be careful when balancing the types, so you don't end up removing all the Geekmons with weaknesses to a certain type or all the Geekmons of a particular type. For example, be careful not to end up with many Water-type Geekmons and none with a weakness to that type in the deck.

Team Wicked Variant

Muahahahaha... let's see who will stop us now! Play as one of the members of Team Wicked in this variant, where you have the power to capture your opponents' Geekmons.

The game setup proceeds as usual, but the following rule is added to the match:

Capturing an Opponent's Geekmon

During the match, you can capture your opponents' active Geekmons as if they were wild Geekmons.

The capture check happens at the end of the round, just like with wild Geekmons. However, you must beat the active Geekmon's owner in the capture check to capture it. In the case of a tie, the Geekmon owner automatically wins.

If there is a tie between other players, the usual tiebreaker criteria apply between them (first type advantage, then bull's eye).

Special Geekmon - Munchkey and Munchkong (set marked with the Munchkey icon): If Munchkey or Munchkong is your active Geekmon, you win tiebreakers against your opponents' active Geekmon.

If you score a critical catch, capturing your opponent's Geekmon immediately, you take it for yourself and add it to your collection. The player whose active Geekmon was captured places their starter Geekmon as a replacement (the first stage).

Starter Geekmons (first stage) cannot be captured by other players and do not have critical catch icons.

If a starter Geekmon would be captured, the capturing player can instead choose any other Geekmon from that player's personal collection. If the player has no other Geekmons, no Geekmon is captured.

Expansion - Arena Contest

Get ready to take the capture contests into the Geekmon Arenas and prove your worth to the Geekmon Confederation!

Components

  • 4 double-sided Geekmon arena game boards

The Geekmon Arenas

Geekmon Arenas introduce a new dynamic to the game, transforming the central board into an interactive space where players can recover their incorrectly thrown cubes to try again. However, this also adds an element of danger, as players must be cautious not to bring their opponents' cubes back into the game.

Arena Setup

Follow the standard game setup, making the following changes:

Select one of the Geekmon Arenas to replace the central game board, positioning the Arena type icon facing the first player. This icon marks the position of the first player in each round. The selection of the Arena can be done by mutual agreement or randomly and must be done after players have chosen their starter Geekmons.

Arena How to Play

All game rules remain the same, with the addition of the following rules:

Energized Geekmons: All Geekmons that share at least one type with the selected Arena are energized by the Arena and are worth 1 extra point at the end of the game.

Elemental zones: Each Arena has 3 elemental zones that are activated when a cube lands on them: when a cube lands in an elemental zone, the owner of that cube may immediately pick it up and throw it again.

  • If a cube is pushed into an elemental zone by another player's cube, the owner of the cube that landed in the elemental zone has the right to immediately pick it up and throw it again, even if it is not their turn.
  • If cubes from multiple players land in elemental zones at the same time, each player retrieves and throws all the activated cubes in order, starting with the active player and proceeding clockwise.

Elemental zones are delimited by dotted lines and follow the same golden rule as the rest of the game: if the cube is touching the zone, even just at the tip, it counts as activated.

The Arena expansion rulebook shows the elemental zones of each Geekmon Arena in a diagram.

Solo Mode - Arena Trials

Game Objective

In this mode, you must prove your worth to join the Geekmon Confederation by overcoming the trials of the arenas. If you succeed, you will tally your final score to determine your rank within the Geekmon Confederation.

Game Setup

Follow the standard game setup, making the following changes:

  1. You will use 12 cubes - 8 opaque (geekcubes) and 4 translucent (hypercubes) - instead of 6. Set aside 2 sets of 6 cubes of the same color (e.g., green and red).

  2. The wild Geekmon deck is formed using 3 sets of wild Geekmons, the evolutions of your starter Geekmon, the two luminous encounter cards and 4 more wild Geekmon cards from other sets of your choice.

    Important: If you choose a Geekmon with more than one evolutionary stage, remember to include its complete evolution line.

  3. Choose one of the Geekmon Arenas to be used in this match. Take three additional opaque cubes of the same color and place them in the center of the elemental zones of this arena. These cubes are called elemental cubes.

Solo How to Play

All game rules remain the same, with the following additional rules:

The elemental cubes: At each round, you must remove the elemental cubes from the 3 elemental zones by hitting them with your cubes.

  • If an elemental cube leaves one zone but ends up in another, you must still remove it from the new zone.
  • If an elemental cube lands on top of a wild Geekmon card, it counts as a regular geekcube for that Geekmon's capture check.

The round continues until all 12 cubes are thrown.

If you fail to remove the 3 elemental cubes before the end of the round, you lose the game.

At the end of the round, if there are no cubes in the elemental zones, collect the captured Geekmons, rotate the board clockwise so that the next side is facing you, place the elemental cubes back into the center of the elemental zones, and proceed to the next round. The game lasts 6 rounds, until the cards in the deck run out and the board has turned completely around.

Important: The elemental zones still activate normally if one of your geekcubes lands on them, allowing you to pick it up and throw it again.

Trainer's Tip: Try to remove an elemental cube from its zone while landing your geekcube inside the zone. This way, you can use the geekcube again to attempt capturing a wild Geekmon or try to remove another elemental cube.

Strengthened Geekmons: All Geekmons are strengthened by the arena, making them more difficult to capture:

  • All Geekmons need at least 2 points on the capture check to be captured (2 geekcubes or 1 hypercube).
  • Legendary Geekmons and/or those that share at least one of their types with the selected arena require 1 extra point to be captured, totaling 3 points; or 4 if the legendary Geekmon is also the same type as the arena.
  • Geekmons with weakness against your active Geekmon require 1 less point on the capture check to be captured. Thus, "normal" Geekmons once again only need 1 point to be captured.

As usual, Geekmons that share at least one type with the Arena are worth +1 point.

Example of a game turn: The player throws their geekcube (green) and hits an elemental cube (blue) with it, removing the elemental cube from its elemental zone. The elemental cube lands on a wild Flygician, and now counts as 1 point on the capture check for this Geekmon. The geekcube that hit the elemental cube lands in the elemental zone, triggering its effect. The player therefore retrieves the geekcube and throws it again, now aiming for Flygician, landing it on the wild Geekmon. Flygician has the Magnetic type, which matches the type of the arena in play, meaning it requires 3 points on the capture check to be captured. However, since the player has Teencoot as their active Geekmon, whose type is the same as Flygician's weakness, the capture check requires 1 less point, reducing the total to 2. The player has now fulfilled the 2 points required to capture the strengthened Flygician: 1 point from the elemental cube and 1 point from the geekcube retrieved through the arena effect.

End of the Solo Game

At the end of the last round, if there are no elemental cubes remaining in the elemental zones, you have successfully overcome the trials of the arena and proven that you are worthy of joining the Geekmon Confederation. It's now time to check your ranking within the Confederation.

Geekmon Ranking

Calculate your final score as usual and check your ranking within the Geekmon Confederation using the table below:

ScoreRank
150 or lessBeginner Trainer Geekmon
151 - 200Veteran Trainer Geekmon
201 - 250Master Geekmon
251 - 300Elite Geekmon
301 - 350Champion Geekmon
351 or moreLegend Geekmon

The Geekmon Legend ranking is a true challenge for players. To achieve this status, you'll need not only sharp aim but also a carefully constructed deck of wild Geekmon that maximizes your score at the end of the game. So, put your Geekmon strategy and knowledge into practice and get ready to become a true Geekmon Legend!

Fast Guide

Game Setup

  1. Each player chooses a starter Geekmon to start the game.
  2. Create a deck of wild Geekmons using one set of wild Geekmon per player, the evolutions of the chosen starters and the two luminous encounter cards.
  3. Place the board in the center of the table with the first player icon facing the youngest player at the table.

How to Play

  1. Draw 6 wild Geekmon cards, distributing them around the board. If a luminous encounter card is drawn, discard it immediately. The next Geekmon in the deck enters the field with the luminous side (back of the card) facing up.
  2. Each player places their active Geekmon against the wild Geekmon in front of them.
  3. Players take turns throwing their Geekcubes until all the cubes have been thrown.
    • Opaque cubes (geekcubes): worth 1 point on the capture check.
    • Translucent cubes (hypercubes): worth 2 points on the capture check.

At the end of the round, each Geekmon is captured by the player with the most cubes on their card.

In cases of a tie in the capture check, pay attention to the two tiebreakers:

  • Type advantage: If a wild Geekmon's weakness is the same as one of your active Geekmon's types, you win the tiebreaker for that Geekmon.
  • Bull's eye: If the tie persists, the player who has the cube closest to the center of the central target among those tied is the player who managed to capture it.

Critical catch: If a cube lands on the critical catch icon, this Geekmon is captured immediately. Such captured Geekmons are replaced only at the end of the round.

  1. At the end of the round, each player takes their captured Geekmons and 6 new wild Geekmons are opened on the table. If there are no more Geekmon in the deck, the game is over.
  2. At the end of the last round, players count the score of their captured Geekmons and the player with the highest score at the end of the match wins.

Example: The purple player captured Mouselet, Sorcerat, Enchantail and Faecharm.

  • Once they have captured Mouselet, Sorcerat and Enchantail: they are worth 10 points each.
  • Once they have captured Mouselet and Faecharm: they are worth 7 points each.

Note that Mouselet was used in both evolution lines, accounting for 10 points for the Enchantail line + 7 points for the Faecharm line. The final score was 44 points: 30 from the Mouselet, Sorcerat and Enchantail set + 14 from the Mouselet and Faecharm set.

  • Munchkey and Munchkong (set marked with the Munchkey icon) - only for Wicked Team variant: If Munchkey or Munchkong is your active Geekmon, you win tiebreakers against your opponents' active Geekmons. See the Team Wicked Variant section for more details on this special ability.