Fan-made table game

UNO energy, Pokémon logic.

Pokémon Party Game turns a pile of real Pokémon cards into a fast matching game: play a card if its type or HP matches the discard pile, throw down Trainer wilds when stuck, and interrupt with adjacent evolution chains when the table least expects it.

Example round

Watch one messy table turn make sense.

A four-player sample game: cards get shuffled and dealt, play starts left of the dealer and moves clockwise, then matching HP, drawing, Trainer wilds, evolution interrupts, and a Stall Battle all show up in one little storm.

Mara7 cards
Sol7 cards
Nico7 cards
You7 cards
  1. Shuffle the deck and deal seven cards to each player. The player to the dealer's left starts.
  2. Flip the top card to start the discard pile. In this example, it is Pikachu.
  3. You play Paras. The type is different, but 40 HP matches.
  4. Sol plays Squirtle. The type is different, but 40 HP still matches.
  5. Mara and Nico both have no match, so each draws one card and passes.
  6. Back to you: no Water or 40 HP, so play Pokémon Flute as a wild.
  7. Cover the Trainer with any Pokémon: Tangela becomes the new top card.
  8. Sol plays Bulbasaur on Tangela because Grass matches Grass.
  9. You spot Ivysaur. Adjacent evolution interrupt jumps the turn to you.
  10. After the interrupt resolves, play resumes clockwise with the player to your left.
  11. Later, a full lap passes with no cards played. The table is stalled.
  12. Stall Battle: each player reveals from the draw pile until they reveal a Pokémon.
  13. Charizard has the highest HP, so you win the battle and choose Staryu as the new top card.
  14. Discard the other revealed cards. Play resumes clockwise from the battle winner.
01

Deal seven

Each player starts with seven cards. Flip one card to begin the discard pile, then the player to the dealer's left starts clockwise play.

02

Match type or HP

Fire can go on Fire. 60 HP can go on 60 HP. If you cannot play, draw one card; if it still does not fit, your turn ends.

03

Use wilds and interrupts

Trainer cards are wild one-ofs. Adjacent evolution-family interrupts can jump the turn to you, including your own chain plays.