How the game is played
Rules
Six cards, three rounds of dice and a bank of XP both sides want. Everything the server checks before it awards a win.
6
Cards per squad
1.5x
Main card power
3×3d6
Dice per side
200
XP to Stage 1
450
XP to Stage 2
900
XP to Mega
Step one
Build your six
Your squad is six cards from the vault. A fresh team is five Basic cards plus one lead that may be Basic or Stage 1.
Stage 2 and Mega Evolution cards can never be picked from the vault. The only way into your line-up is by evolving one of your own.
Step two
Crown a main card
One card leads the squad and counts at 1.5 times its power rating toward your team power. It is the biggest lever you control before the dice.
Only a Basic or Stage 1 card can lead, and you can change it any time before you roll.
Step three
Roll the duel
A duel is three rounds. Each round both squads roll three six-sided dice and add their bonus: team power divided by 30, rounded, plus any type edges.
Win two of the three rounds and you take the duel. If the rounds are level, the higher aggregate score wins; if that is level too, the squad with the higher main-card power rating takes it.
The wheel
Type edges are worth 7
Every card that has an edge over a type on the other side adds 7 to your bonus. Six cards lined up against a single-typed squad is a 21-point swing before a die is thrown.
The edge bonus is capped at 21 per side so matchups can tilt a duel but never decide it alone.
Progression
XP, evolution and the hold
Winning an arena duel banks XP for the whole team; losing drains it. XP lives with the roster, so changing your six resets the bank.
Spend 200 XP to evolve a Basic, 450 to evolve a Stage 1, and 900 to push a Stage 2 into Mega Evolution. Each evolution keeps a hold worth half of what it cost.
Lose a duel, drop under a hold, and that evolution snaps back to its previous form. Win, and the bank and the evolution both survive.
A card climbs the whole ladder — Basic, Stage 1, Stage 2, then Mega Evolution, which is the end of the line — and the chart below covers every Pokémon in the vault.
Standing
Points, streaks and member duels
Every trainer starts at 1,000 points. Arena wins pay points and losses cost them, and the total never drops below zero. Streaks are tracked alongside your best run.
Member duels are zero-sum. Send a callout from the Challenges page, and when it is accepted both squads roll on the server. The winner takes team XP and ranking points from the loser bank, so losses can break evolutions.
Every member duel is played for keeps, and the main card is never at risk. The winner picks one card from the beaten squad's other five and takes it into their own six — a full squad releases its weakest card to make room, and a squad is never stripped below one card. Duels against an AI trainer never cost you a card.
Economy
Earning coins
Coins are a win purse: your first ten wins pay 20 coins each, so a new trainer reaches the Gift Shop quickly.
After that a win pays 10 coins in a member duel and 5 against an AI trainer. A loss pays nothing, and no match ever takes coins away.
Coins buy packs in the Gift Shop: 300 for a Starter, 800 for a Trainer and 1,500 for a Master.
Rules are enforced server-side, so the rolls you see are the rolls that counted.
Try a duel