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Pokémon Jr. Adventure Game: Pokémon Emergency!

Pokémon Jr. Adventure Game: Pokémon Emergency! Rulebook

Table of Contents

Table of Contents

  • Note to Parents
  • Contents
  • Object
  • Setup
  • Gameplay
  • Pokémon Power Cards
  • Pokémon Checklists
  • Pokémon Contest Rules
    • How To Run a Contest
  • Power Effects
    • Using the Pokécoin
  • Damage
  • Switching Pokémon
  • Fainting
  • Running Away
  • Pokémon Contest Example
  • Telling Stories with Pokémon Jr.

Note to Parents

In Pokémon Jr., you and your children tell a story together. More important, your children have an active role in determining what happens and how the story ends. Through this storytelling game your children exercise their minds and flex their imaginations. The game stresses reading and math skills as well as imagination and creativity, but it does so in a fun and exciting way. Plus, it features the popular characters from the Pokémon animated series and video games that many children know and love.

Talk with children before playing. Let them see how much they already know about Pokémon, and let them share that knowledge with you.

Encourage questions and interaction. This storytelling game works best when everyone contributes to the tale.

Praise all efforts. There are no right or wrong answers when creating a Pokémon story.

Finally, have fun. Enjoy this time with your children. It's a story—act in character and use different voices to describe the tale. It's a game—encourage involvement and don't take it too seriously.

Contents

This game contains: 26 Pokémon Power Cards, 6 Pokémon Trainer Checklists, 1 Story Book, 2 Pokécoins, 48 Hit Tokens, 1 Die.

Object

Kids play Pokémon Trainers, trying to catch Pokémon and solve problems presented in each episode. A parent or other adult is the Narrator for each episode, using this Story Book as a guide.

Setup

  1. Carefully punch out all of the Hit Tokens. Discard any cardboard waste.

  2. Place the Pokémon Power Cards, the Pokécoins, the Hit Tokens, and the die to the side. Each Trainer gets a Pokémon Checklist in Episode 2 (see page 18).

  3. The Narrator keeps this Story Book and follows the directions for the episode being played.

  4. If this is your first game, you're about to play Episode 1: I Choose You! Find the following six Power Cards and place them where all the Trainers can see them: Bulbasaur, Charmander, Pikachu, and Squirtle. (There are two Bulbasaur and two Pikachu cards.)

    If you've already played Episode One, give each Trainer the Power Cards that match the Pokémon they've checked on their Checklists. These are the Pokémon a Trainer has caught and added to his or her team.

Gameplay

You're the Narrator. You select an episode from the Story Book and follow the directions. You read part of a story to the Trainers. The Trainers add details to the story by answering questions, describing actions, and selecting Pokémon from their teams to participate in Pokémon Contests.

  • The Trainer to the left of the Narrator always acts first, followed by the other Trainers in order, left to right.
  • When it's time for a Contest, refer to the Pokémon Contest rules described on the following pages.
  • An episode ends when the Trainers have overcome the obstacle, or otherwise achieved the goal of the episode, or when all of the Pokémon on each Trainer's team have fainted.

Pokémon Power Cards

The Pokémon Power Cards show each Pokémon's Hit Points and its power. The card is labelled with these parts:

  • Name of Pokémon
  • Power (the name of the power)
  • Die Roll Needed (to use power)
  • Power Effect
  • Pokémon Hit Points (shown in the upper corner of the card as HP)

Pokémon Checklists

Each Trainer gets a Pokémon Checklist in Episode 2 (see page 18). Whenever a Trainer catches a Pokémon, he or she checks the box next to its name. The checked boxes show which Pokémon are on a Trainer's team.

Whenever you start a new episode, give each Trainer the Power Cards that correspond to the boxes checked on his or her Checklists.

Pokémon Contest Rules

Pokémon are good at all sorts of things. They have special powers that let them fight and help their Trainers solve problems as they occur in episodes.

Whenever a Pokémon uses its special powers, you run a Pokémon Contest. A Contest helps determine the winner of a challenge, or is used to see if a Pokémon accomplishes some other kind of task. (You'll see examples of this in the story episodes.)

How To Run a Contest

  1. Each Trainer selects one Pokémon Power Card from his or her team. (Trainers can switch cards at the start of every round; see page 9.)
  2. Each Trainer places the Power Card so that one power is face up. That's the power a Pokémon is going to use this round.
  3. Everyone involved in the Contest rolls the die. (The Narrator rolls for opponents described in the story episodes.)
  4. If a Trainer rolls a number listed on his or her face-up Power Card, the Pokémon succeeds.
  5. Apply the power's effect. (See page 8.)
  6. Play additional rounds (steps 1 to 5) until one side's Pokémon have all fainted or run away. (See page 10.)

Power Effects

Different Pokémon have different powers. Here are the effects these powers have:

  • Hits—The most common power effect is a Hit. A Hit causes damage to an opponent. Use the Hit Tokens to keep track of damage. (Sometimes Pokémon must solve a problem by causing a certain amount of Hits. This is explained in the appropriate story episodes.)
  • Heal—Some powers heal Hit Points. In this case, return that number of Hit Tokens to the Hit Token pile.
  • Attack Again—If a Pokémon gets to attack again, roll the die for the power that's face up.

Using the Pokécoin

Some powers show an additional effect based on a flip of the Pokécoin. If a Trainer rolls a number on the Power Card and the Power Card also says to flip the Pokécoin, that Trainer flips the Pokécoin.

  • If the Pokécoin lands with the back side (red, with Pikachu) face up, there is no additional effect.
  • If the Pokécoin lands with the front side (yellow, with Pikachu) face up, the power's additional effect is added to the result.

The Pokécoin can also be used to determine other kinds of results. The story episodes tell you how when appropriate.

Damage

A Pokémon Contest usually pits one Trainer's Pokémon against another Trainer's Pokémon. In these Contests, Hits damage opposing Pokémon.

A Pokémon Power Card shows how many Hit Points the Pokémon has. When an opponent hits a Pokémon, place Hit Tokens next to the card. Place one Hit Token for every Hit received.

If a Pokémon is Healed, return the appropriate number of Hit Tokens to the Hit Token pile.

A Pokémon faints when the number of Hit Tokens it receives equals or exceeds the Pokémon's Hit Point total.

At the end of a Contest, return the Hit Tokens of any Pokémon that didn't faint back to the Hit Token pile.

Switching Pokémon

At the beginning of each round in a Pokémon Contest, a Trainer can switch to another Pokémon on his or her team. Follow these rules:

  • The Pokémon in play has not yet fainted;
  • The Pokémon being brought into play has not yet fainted;
  • The switch must take place at the beginning of the round.

Fainting

When a Pokémon gets hit during a Contest, it receives Hit Tokens. The Pokémon faints when the number of Hit Tokens it receives equals or exceeds the Pokémon's Hit Point total.

When a Pokémon faints, return all of its Hit Tokens to the Hit Token pile.

A Trainer loses a Contest if his or her Pokémon faints.

A fainted Pokémon can't be used until it is revived at a Pokémon Center.

Running Away

A Trainer's Pokémon never run away. Some of the opponents controlled by the Narrator will run away when the Trainers have caused a certain amount of Hits. This is explained in the episodes.

Note: Pokémon Jr. can also be played without the story-telling elements. Kids can play Pokémon Contests on their own, when no adult is available to narrate the story.

Pokémon Contest Example

Ash and Misty decide to have a practice Contest. Ash selects Bulbasaur (with 9 Hit Points) from his team. Misty chooses Poliwag (who has 8 Hit Points).

Ash decides to use Tackle to start, so he places the Power Card with the Tackle power face up. Misty wants to use Bubble, so she places that power face up.

Ash rolls the die. The card tells him he needs to roll a 4 or 5. He rolls a 3. That's a miss!

Misty rolls the die. The card tells her she needs to roll a 4, 5, or 6. She rolls a 4. That's a hit! Bubble causes 3 Hits, so Ash takes 3 Hit Tokens and places them beside Bulbasaur's Power Card.

In the second round, both Trainers decide to use their Pokémon's other power. They flip the cards over so that the other power is face up.

Ash rolls for the Leech Seed power. He needs to roll a 3, 4, 5, or 6. He rolls a 6, for 1 Hit (Misty takes a Hit Token). The card also says to flip the Pokécoin, so he does. It lands on the front (yellow) side, so Ash Heals 1 Hit Point. He returns one of his Hit Tokens to the Hit Token pile.

Misty rolls for the Water Gun power. She needs to roll a 3, 4, 5, or 6. She rolls a 5, for 1 Hit (Ash takes a Hit Token). She also gets to flip the Pokécoin. It lands on the front (yellow) side up, so Ash's Pokémon takes 3 more Hits.

At the end of the second round, Bulbasaur has 6 Hit Tokens and Poliwag has 1 Hit Token.

In the third round, Ash tries Tackle again. He rolls a 5 and delivers 4 Hits to Poliwag. Misty takes 4 Hit Tokens.

Misty liked the Water Gun performed, so she uses that power again. She rolls a 4 for 1 Hit (Ash takes a Hit Token) and flips the Pokécoin. It lands on the back (red) side up, so there is no additional effect.

Now Bulbasaur has 7 Hit Tokens and Poliwag has 5. If Bulbasaur gets 2 more, he'll faint. Poliwag needs 3 more Hit Tokens to faint.

In the fourth round, Ash calls for Tackle again. He rolls a 3 and misses! Misty calls for the Bubble attack and rolls a 4. Bulbasaur takes 3 Hits!

Now Ash's Pokémon has 10 Hit Tokens. That's more than its 9 Hit Points, so Bulbasaur faints. Misty and Poliwag win this hard-fought Pokémon Contest!

Telling Stories with Pokémon Jr.

As Narrator, you get to use this Story Book to present exciting Pokémon episodes to the Trainers. Encourage the Trainers to participate and make stuff up. You follow along, make stuff up too, and have fun!

Each episode is divided into two sections: read-alouds and gameplay.

  • Read-Alouds: This text starts with the Narrator symbol. Read it out loud to the Trainers. Pause often to let the Trainers ask questions, provide additional details, and otherwise participate in the storytelling fun. There are no right or wrong answers to these questions. Instead, they help the Trainers imagine the Pokémon world and add to the story.
  • Gameplay: This text is colored so that you know it is different from the read-aloud text. Don't read this text out loud. Instead, follow the gameplay advice it provides. It tells you when to run Pokémon Contests and describes other game-related events.

The stop-hand symbol means you've reached the end of an episode.

Whenever you and the Trainers are ready, turn the page and start playing Episode 1: I Choose You!