Pokemon Board Games: family board game

Pokemon Master Trainer Board Game: Rules and How a Turn Works

In the 1999 Pokemon Master Trainer Board Game, 2 to 6 trainers travel from Pallet Town to Indigo Plateau, rolling dice to catch Pokemon chips, trade and battle. It’s a roll-and-move game with a collecting twist for families with players aged 7 and up.

  • 1999
  • 2-6 players
  • 45 minutes
  • Ages 7+
  • family board game
  • Milton Bradley / Hasbro

Designers: Bill Sabram and Koichi Ooyama

Roll, catch, trade and battle. Collect 20 Power Points, then face a Pokemon Master.

Pokemon Master Trainer ratings

Difficulty
Time to explainabout 8 min
Player experience
Geek Level5 / 10Quotes the best lines
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You’ll need to tell a Pikachu from a Raichu, but the box cover lists every evolution group. No Pokedex study needed.

A turn is quick: roll, move, and follow the space’s instructions. The seven steps below cover a standard turn. The rules for catching, trading and fighting follow. Comparing Pokemon games? The Pokemon board games page lays them out side by side.

Starter Pokemon can never be traded.

A quick look at one turn of Pokemon Master Trainer

A turn has up to seven steps, though most use only the first three. Trading and battles happen when you pass another trainer.

Play a Poke Ball card before rolling to catch, not after.

  1. Step 1:

    Roll one die and move your Ash mover that many spaces along the road. Cities and towns count as spaces. You can’t double back during one turn.

  2. Step 2:

    If you land on a space someone occupies, move to the next empty space. Cinnabar Island is the exception: several movers can share it.

  3. Step 3:

    On a Catch ’Em space, flip over the Pokemon chip and roll. You catch it if your roll matches one of the numbers at the chip’s bottom.

  4. Step 4:

    Before rolling, you can play one Poke Ball Item Card for a bonus. If you miss, leave the chip face up for the next trainer.

  5. Step 5:

    On a Draw Event Card space, take the top Event Card, show everyone and follow its instructions. In a city or town, draw two Item Cards instead.

  6. Step 6:

    Pass another trainer’s mover and you may stop there to offer a trade or start a Trainer Battle. Your turn ends afterward.

  7. 7Step 7:

    At the end of your turn, discard Item Cards until you have seven or fewer.

This quick guide leaves out setup, Poke Ball cards and the Final Battle, where many first games hit a snag. The next section covers those, along with the two rules that decide the winner: the Evolution Bonus and the Item Card limit. Since it’s a roll-and-move game, grab a die.

Pokemon Master Trainer rules, made clear

Setup

  1. Punch out the chips, sort them by color and put each color in its own storage tray bin. Keep the Pokemon facing away from the players.

  2. Place a facedown chip on each large circle on the board, matching the circle’s color. Mix the four yellow chips and put them in the Unknown Dungeon at the bottom right.

  3. Mix the six facedown Starter Pokemon chips (with spiky edges) and let each trainer choose one. Turn yours faceup in front of you, and return any extra Starter chips to the tray.

  4. Shuffle the five Rival Cards facedown in the center of Indigo Plateau. Shuffle the Event Cards and Item Cards, then place each deck beside the board.

  5. Each trainer chooses an Ash mover and places it on Pallet Town in the lower left corner. The trainer whose Starter has the lowest Power Points goes first; ties are settled with a die roll. Play passes to the left.

Turn by turn

  • Moving along the road

    Roll one die and move that many spaces. After leaving Pallet Town, you can go only one way until Cerulean City. Beyond that, choose any direction, but don’t go back over spaces you just crossed.

  • Catching Pokémon

    Land on a Catch ’Em space, flip the chip, then roll one of the numbers shown at its bottom. Remove the caught chip from the board and refill the space with a chip of the same color from the tray, if any remain.

  • Trading

    When you pass another trainer, you can stop and offer a trade. Add Item Cards to sweeten the deal if you like. The other trainer can refuse. Starter Pokémon can never be traded, and trading ends your turn.

  • Trainer Battles

    Each trainer chooses a Pokémon and secretly decides whether to play up to two Attack Bonus cards. Both roll a die. Add Attack Strength, the roll, and any bonus for each total. The higher total wins; ties mean another roll.

  • After a battle

    The winner takes two random Item Cards from the loser, or draws from the deck if the loser has fewer than two. The loser’s Pokémon is knocked out and turned facedown. It cannot fight or count toward your 20 Power Points until revived.

  • Reviving Pokémon

    Play a Potion, draw a Pokémon Center Event Card, or land on Cerulean City or Vermilion City. In either city, revive one Pokémon or try the Dice Challenge: if you have two or more knocked out, roll a 1 or 6 to revive them all.

  • Cinnabar Island and Indigo Plateau

    Once your team has 20 Power Points at the end of a turn, head straight to Cinnabar Island. On your next turn, roll to enter Indigo Plateau, then travel clockwise around the hexagonal track until you land exactly on the Enter Final Battle space.

End of the game and scoring

The game ends when a trainer beats a Pokémon Master in a Final Battle. The other trainers roll, and the highest roller draws a Rival Card in secret and plays the Master, who uses no Item Cards. The Master’s Attack Strength plus a bonus from the Master’s die roll is the total to beat. Win, and you take the game. Lose, and your Pokémon is knocked out and sent back to Cinnabar Island.

Key rules

  • Evolution Bonus

    If you hold every Pokémon in an evolution group, the most evolved one gets extra Attack Strength: +3 for a group of two and +5 for a group of three. The box cover shows the groups.

  • Item Card limit

    You can hold up to seven Item Cards. If you end your turn with more, discard or play cards until you have seven. You can use no more than two Attack Bonus cards in a battle.

  • Poké Ball cards

    Play one before rolling to catch a Pokémon. A Great Ball adds or subtracts 1 after the roll, an Ultra Ball adds 1 or 2, and a Master Ball adds 1 to 4. These cards never affect a movement roll.

  • Poké Doll

    This Item Card stops another trainer from forcing you into a battle or trade. Discard it after use, so hang on to it until a trainer with a strong Pokémon comes by.

  • Unknown Dungeon Pokémon

    An Event Card lets you choose one of the four yellow chips and roll to catch it. Miss, and mix the yellow chips again. These are the legendary Pokémon: Articuno, Zapdos, Moltres and Mewtwo.

Tips for your first game

  • Pick up Item Cards early. Attack Bonus cards can swing most battles, and you’ll want one or two for the Final Battle.
  • Keep a Potion or a Fly card in hand. Revival spaces are far apart, and a knocked-out Pokémon doesn’t count toward 20.
  • Check the box cover for evolution groups before trading. Complete a set to give your strongest Pokémon +3 or +5.
  • Don’t rush to Cinnabar Island with 20 Power Points and a weak team. Lose the Final Battle, and your Pokémon gets knocked out and sent back.

Keep no more than seven Item Cards at the end of your turn.

The rules explain how to play. Here’s the backstory: a Japanese board game from 1997, an English release two years later, and a Kanto setting borrowed from the first Pokemon games and anime. A later Pokemon Monopoly plays differently.

The game and its Kanto journey

A knocked-out Pokemon doesn’t count toward your 20 Power Points.

The game

  • Design and release

    Milton Bradley and Hasbro released this English edition in 1999. It’s based on Pocket Monsters, a Japanese board game from Tomy released in 1997.

  • Editions and reprints

    Hasbro released another game with the same name in 2005. It features Pokemon from later games and has a different design, so the rules on this page don’t apply. The 1999 game is out of print.

The film or series it covers

The Kanto region from the first Pokemon games, as seen in the anime that follows Ash Ketchum through it. The series is usually identified as the first season, Indigo League.

The board traces a Kanto route from Pallet Town to Indigo Plateau, with trainers moving Ash movers along the way. In the Final Battle, Rival Cards feature the Pokemon Masters Lorelei, Bruno, Agatha, Lance and Gary. They come from the first games, not any one episode.

Scenes and story beats in the game

What’s inside the Pokemon Master Trainer box

  • 1 game board
  • 150 Pokemon chips: 6 Starter, 35 pink, 41 green, 38 blue, 26 red and 4 yellow
  • 6 Ash movers
  • 5 Rival Cards (Lorelei, Bruno, Agatha, Lance and Gary)
  • 54 Item Cards and 54 Event Cards
  • 2 dice and 1 storage tray

Two Hasbro games share this name, and they are not the same game. The first is the 1999 version described on this page; the second came in 2005. Check the year and the Pokemon chips in the box before you follow any rules online.

Starter Pokemon can never be traded.

Pokemon Master Trainer editions

  • Pocket Monsters board game (Tomy, Japan) 1997

    The Japanese original that the 1999 English game is based on.

  • Pokemon Master Trainer (Milton Bradley and Hasbro) 1999

    The English release described on this page, for 2 to 6 players.

  • Pokemon Master Trainer (Hasbro) 2005

    A separate game with the same name and a different design. Its rules differ from this page.

Pokemon Master Trainer questions and answers

Is Pokemon Master Trainer still in print?

No. The 1999 Pokemon Master Trainer (Milton Bradley and Hasbro) is out of print, so you’ll have to look on the secondhand market. Check that the box includes all 150 chips before buying.

How do you win the Pokemon Master Trainer game?

Collect 20 Power Points of Pokemon, reach Indigo Plateau and beat a Pokemon Master in the Final Battle. The first trainer to pull it off wins.

Can you trade Starter Pokemon in Pokemon Master Trainer?

No. Starter Pokemon, the ones with spiky edges, can never be traded, even with a Trade Pokemon Event Card.

What happens when a Pokemon is knocked out?

Turn it facedown. It can’t fight or count toward your 20 Power Points. A Potion, a Pokemon Center card or a visit to Cerulean City or Vermilion City brings it back.

What is the Evolution Bonus in Pokemon Master Trainer?

Collect every Pokemon in an evolution group to add Attack Strength to the most evolved one: +3 for a set of two and +5 for a set of three.

Is the 2005 Pokemon Master Trainer the same game?

No. Hasbro’s Pokemon Master Trainer (Hasbro) came out in 2005 with a different design. Its rules don’t match the 1999 version.

Play a Poke Ball card before rolling to catch, not after.

Keep no more than seven Item Cards at the end of your turn.