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Players: 2 - 6
Created by Levatius Playtime: 1.5 - 2 Hours per Player
Welcome to Pokémon
Legends of Sinnoh, an
open world Pokémon
Master Trainer game made
exclusively for Tabletop
Simulator.
THE
Good luck and have fun!

CAMPAIGN

Base Game

THE

CAMPAIGN

Co-op Expansion
The base game plays through the “Heart of Sinnoh Campaign” with the You may move up to 3 tiles per turn at the start of the game. The only
following objectives split over three acts: restriction to movement is that you cannot move onto tiles that are 2 or
1. Liberate your home village. more full elevations higher or lower than your current tile.
2. Obtain the three Shards.
3. Restore the Heart of Sinnoh and reach the Temple of Sinnoh for the You may interact with things on the map whilst standing on their tile:
final confrontation.
The first trainer to conquer all the objectives may claim victory. When you are on the same tile as another trainer, you can freely
trade with them or challenge them to a battle (if they are outside of
a village, the challenge cannot be denied).
You may continue to interact with things on the map until all of your
1. Ensure all trainers have selected a seat. movement for the turn runs out, but your turn immediately ends
2. The first trainer to choose a home village card is the last person to have after any battle.
seen a friend or relative from where they call home. This continues
anti-clockwise until all trainers have selected a card:

a. Choose one of the two starter Pokémon and add it to your party. You may take each of these actions once per turn whilst at any village:
b. Find the corresponding trainer token and place it on your village.
c. Place your home village card in your hand and it will automatically Fully restore your entire party: Remove all damage and status
change your hand colour to the correct one. effects from your Pokémon.
d. Important: Now change your player colour to the new colour of the
seat where your home village card is. Exchange your Apricorns with the Ginkgo Merchants according to
one or both of the current Ginkgo Trades being offered (top-right of
3. Select the “Heart of Sinnoh Campaign” and click “Start Game”. the map). Shuffle the Ginkgo Trade deck afterwards.
4. Draw the “Prologue” card from the acts deck and follow its instructions.
5. The trainer who was last to choose their home village card takes the Fly to another village by discarding 1 Apricorn (there must be no
first turn of the game. Turns then continue clockwise. Team Galactic Grunts on either village).
Pokémon Type(s)
To search for a Pokémon, have your trainer token stand on an Apricorn Tree
or Apricorn Reef and press the “Search” button on the Pokédex.

Health The Pokédex will return ····· 3 / ····· 2 / ····· 1 Pokémon. Once you decide to
Initiative search, you must choose one of the Pokémon to battle but you may still
craft items like Poké Balls before the battle begins.
Held Item Slot Biome | Climate
····· Legendary Pokémon can be encountered in two ways:
Learnable Move Types Evolve Cost
▪ Artifact Legendary Pokémon: Can only be encountered at their home
Move Type Move Attack Strength location if you are holding the matching Artifact [see Artifacts].
The number of attack ▪ Shrine Legendary Pokémon: Can only be encountered at their home
dice to roll. shrine after their event card is drawn from the Shrine Events deck [see
Legendary Events].

Move Effect
Each Pokémon has a signature move. After rolling the attack dice for a
move, check to see if the Move Effect applies to the result of the roll. Apricorns are your primary crafting resource [see Crafting] and are
obtained by defeating or capturing the wild Pokémon that guards them.
Weak Moderate Strong Legendary Apricorns Trees provide up to 3 Apricorns of one type whereas Apricorn
Encounter Tier Reefs provide up to 3 Apricorns of usually a variety of types [see Rewards].
Higher encounter
tiers are tougher to
defeat and capture Journey Point
but grant more Rewards 1 2 3 4
Journey Points. Capture Rate 3+ 4+ 5+ 6+ Apricorn Tree Apricorn Reef Tier 1 Tier 2 Tier 3
During a battle with a wild Pokémon, you may use one of During your turn and whilst outside of battle, you may evolve your Pokémon
your Poké Balls instead of attacking on your turn. by discarding ····· Journey Points equal to the Evolve Cost of the Pokémon.

The quality of the Poké Ball determines how many dice Fully restore the Pokémon, place it in the slot above the “Evolve” button on
to roll. For example, the standard Poké Ball lets you roll Poké Ball the Pokédex and then press the button. Take the evolution card from the
3 Typeless attack dice during a capture roll. [see Crafting] Pokédex and place it in your trainer area (if there is a choice, like with
Eevee, choose one and return the rest to the deck). Items and taught moves
To successfully capture the Pokémon, the result of your roll needs to be are carried over to the evolved Pokémon.
equal to or greater than the Capture Rate of the wild Pokémon.
You may teach the move of the old Pokémon to the newly evolved Pokémon
Capture Accuracy: If the Pokémon you are trying to (regardless of the types it can learn) by flipping the old card over and
capture has been inflicted with any status effects, placing it under the new card. Otherwise discard the old card.
replace 1 status symbol with 1 regular hit.

If successful, place the Pokémon along with any damage, status effects and
items on it into an empty Pokémon slot in your trainer area. If you do not
have an empty slot, you may release an existing Pokémon in your party to
make room (discard the released Pokémon along with any moves it knows).

Additionally, place the Poké Ball used to capture it in the Poké Ball slot
beneath the Pokémon (cannot be used again to capture more Pokémon):
▪ This can be used to transport your Pokémon (and anything on it) to the
top or bottom side of the arena [see Automation]. Budew with just the
move Grass Whistle.
▪ Also can be flipped over to indicate your Pokémon has fainted.
Secondary evolution has
If unsuccessful, discard the Poké Ball and the battle continues (you may get its own move plus the
a chance to throw another Poké Ball on your next turn). move from Budew.
Legendary Pokémon act differently to regular Pokémon in two ways: Certain Pokémon have multiple forms that are accessible by changing the
state of their cards.
1. Legendary Pokémon flee the battle after defeating all your Pokémon
instead of defeating just one.
2. Legendary Pokémon get access to their own special tactics by default.

To access the special tactics, place the Legendary Pokémon in the arena. Cherrim after Shaymin whilst
using the move holding the
When captured, you can add/remove moves to overwrite/reveal these Sunshine
Cherrim Gather Sunlight Shaymin Gracidea Flower Sky Form
Form
tactics (Alpha Strike is always overwritten before Beast Boost).
Form changes during battle by using a move:
▪ Alpha Strike (Attack): Provides an attack that ▪ Neither battle fatigue or the current turn order is affected when
can be any learnable type of the Legendary changing form.
Pokémon. However, its attack strength is ▪ When the battle ends, the Pokémon returns to its default form (State 1).
decreased to 2 if this move was used last turn. ▪ If a form changing move has been taught to a Pokémon without the
form it specifies, ignore the form change.
▪ Beast Boost (Ability): Triggers whenever the
Pokémon battling the Legendary Pokémon Form changes outside of battle by holding an item:
faints. Its battle fatigue is decreased by 3 whilst ▪ You may change to the form specified by the item whilst outside of
increasing the attack strength of the next attack Special tactics that battle.
it uses by 1. Legendary Pokémon ▪ If the Pokémon is no longer holding the item, it returns to its default
can use in battle. form (State 1).

Alpha Pokémon, Ultra Beasts and the If you defeat a wild Pokémon with different signature moves on its forms,
Ultra Burst are special types of you can teach any of the signature moves to your Pokémon.
Legendary Pokémon (the last two are
Alpha Ultra The Ultra
exclusive to the Ultra Burst campaign). Pokémon Beasts Burst
Before continuing with the rules, this section will hopefully inform you of all
the automation features available in Legends of Sinnoh.
Pokémon in this game can end up with many objects on them as they learn
new moves, hold items and take damage/status effects. To move all of
these objects together easily, you can instead use the Poké Ball token of
Apricorns and Journey Points can be the Pokémon to move them about.
moved to and from your bag using the
buttons provided in your trainer area. Left
click will put the item into your bag, right
click will discard the item.

The thematic way to get around, you can


click the centre of a village to have a
Staraptor transport your trainer token to
that village [see Villages for rules].

Each of the Dice Roller panels in the arena


calculate the bonus/penalty damage from
type effectiveness automatically when Poké Ball token in your trainer area Poké Ball token moved to the arena, Infernape
selecting a move type. linked to Infernape. along with any moves, items and dice are moved
to the arena also.
By having the small green button toggled
on, you can search through all move types Important: Make sure to increase your lift height in Tabletop Simulator if
instead of just the ones your currently you are having trouble with the Poké Balls linking to other Pokémon in your
active Pokémon can learn. party accidently when moving them around.
The trainer who initiated the battle sends out their first ▪ When the opposing Pokémon faints: You may switch out before your
Pokémon before the other trainer but gets to claim the opponent sends in their next Pokémon. Turn order is reset, initiative
Initiative Advantage token in exchange. The Initiative values are then compared to see which Pokémon goes first.
Advantage token
▪ When you use a move effect that allows you to switch out: Turn order is
maintained, your opponent always takes their turn next.
Both Pokémon compare their initiative values. The Pokémon with the
higher initiative takes the first turn. Turns then continue back and forth
between the two until a Pokémon faints.
Any battle can be ended early by conceding after one of your Pokémon
If there is a tie for initiative, the trainer with the Initiative Advantage token
faints. All damage and status effects remain after battle.
may use it to win the tie but the token is then passed to the other trainer. If
the token is not used, the other trainer automatically wins the tie.
▪ A trainer is out of usable Pokémon or concedes: Their opponent is
declared as the winner of the battle if they still have usable Pokémon,
otherwise it is considered a draw.
Choose one of your moves. Roll attack dice equal to the attack strength of
▪ The wild Pokémon has been captured or faints: Captured Pokémon are
the move and then resolve any effects of the move. Deal damage equal to
added to your party, fainted Pokémon are discarded. You still get the full
the dice result plus any effects/bonuses.
rewards even if your Pokémon faints at the same time.

▪ The wild Pokémon flees the battle: Wild Pokémon that have not fainted
Type effectiveness is considered as positive/negative bonus damage and during battle are returned to their deck.
▪ ··· Weak, ··· Moderate and ··· Strong wild Pokémon flee the battle
fully stacks when attacking a Pokémon with two types:
▪ Super Effective: +2 damage after defeating one of your Pokémon.
▪ ··· Legendary wild Pokémon flee the battle after defeating all your
▪ Not Very Effective: -2 damage The “Typeless” type, ignores
▪ Not Effective: -4 damage type effectiveness Pokémon.
After winning a battle against another trainer: ▪ All status effects are persistent until a Pokémon can heal them (through
▪ You may take 1 Artifact of your choice from them or take up to 2 of their fully restoring, fainting or effects that heal statuses).
Change of Fate cards from them at random. ▪ A Pokémon that already has a status effect cannot be afflicted with any
▪ You and the other trainer may not be challenged again until the start of further status effects (however two status effects can be inflicted
your next turns. through special moves that inflict them simultaneously).

After a wild Pokémon flees: ··· Confused ··· Paralysed ··· Poisoned
▪ You gain ····· 2 / ····· 1 / ····· 0 of the 3 Apricorns it was guarding. When attacking, take 3 Reduce your initiative by 3. At the end of your turns
damage if you use the same Only on your immediate next during battle, take 2
After a wild Pokémon is captured or faints: move as you used last turn. attack, remove all regular damage. Ignore when the
hits from the roll. battle ends. You may no
▪ You gain ····· 1 / ····· 2 / ····· 3 / ····· 4 ····· Journey Points.
longer heal damage.
▪ You gain all 3 Apricorns it was guarding.
Psychic-types are immune Electric-types are immune Poison-types are immune

Additionally, only after a wild Pokémon faints:


▪ You gain an extra 2 ····· Journey Points. ··· Burned ··· Frozen ··· Drowsy
▪ You may teach its move to a Pokémon in your party where the Move Type When attacking, reduce the When attacked, increase the When attacking, replace 1
matches one of the Learnable Move Types: total damage you deal by 2. attack strength of moves regular hit with 1 status
against you by 2. You may no symbol. When attacked,
▪ Moves that are Typeless can be taught to any Pokémon. longer switch out or flee the replace 1 regular hit with 1
▪ Pokémon can only have 3 moves in total, but the signature move battle. critical hit.
cannot be changed. Existing moves can be replaced by discarding
Fire-types are immune Ice-types are immune Dark-types are immune
them.

If you are out of usable Pokémon:


▪ You are immediately returned to your home village and your party is
automatically fully restored at the start of your next turn. ▪ During battle, a Pokémon becomes fatigued after 5 dice rolls in a row.
▪ Draw 1 Change of Fate card when you start your next turn. ▪ Whilst fatigued, deal 3 damage to it every time its dice roller is used.
▪ When a Pokémon switches out, it resets its battle fatigue back to 0.
In this example, we will be battling the wild Pokémon Leafeon with our We choose to use Fire Blast against Leafeon:
Flareon. First, we compare initiative and see that both Flareon and Leafeon ▪ On the dice roller, we set the number of dice to
have 10 initiative each. Since we initiated the battle, we start with the roll to 5 as this is the attack strength of this
Initiative Advantage token and use it to go first. move.
▪ Also, on the dice roller, we set the type of the
move to ··· Fire as this is the type of this move.
We get a +2 damage bonus from being super Dice Roller set to 5 Dice
effective against the ··· Grass-type of Leafeon. and the Fire type.
Their Dice
Roller
After clicking Roll, we get a below average result:
▪ 2 status symbols (0 damage each)
▪ 2 regular hits (1 damage each)
▪ 1 critical hit (2 damage each)
Damage Dice

Wild Leafeon The dice result adds up to 4 damage. By including


Attack Dice
our super effective bonus (+2), we will do a total of 6 Dice roll result adds up to
damage to Leafeon (place a Damage Dice with value 4 damage.
Your Flareon set to 6 on Leafeon).
Status Dice
However, lets also read the effect of Fire Blast:
“If 2 or more status symbols
are rolled: Inflict the Burned
Your Dice status on the target.”
Roller
Since we rolled 2 status symbols, Leafeon is now Damage Dice set to 6 and
Burned as a result (place a Status Dice with value set Status Dice set to Burned.
to ··· Burned on Leafeon also).
Now Leafeon gets to attack and can only use Leaf Flareon finishes the battle with another Fire Blast (no matter the dice
Blade: result, the super effective damage is enough to remove the remaining 2
▪ Because ··· Grass is not very effective against health of Leafeon).
the ··· Fire-type of Flareon, total damage will be
reduced by 2. The trainer may now claim the rewards for defeating Leafeon as well as
teach Leaf Blade to a Pokémon in their party if they wish to.
After hitting roll, they get an above average result: Dice Roller set to 4 Dice
▪ 3 regular hits (1 damage each) and the Grass type.
▪ 1 critical hit (2 damage each)

The dice result adds up to 5 damage.

But by including type effectiveness (-2), the reduced


damage from Leafeon being Burned (-2) and the
effect of Leaf Blade on critical hits (+1) this means
Flareon only takes 2 damage (place a Damage Dice Dice roll result adds up to
with value set to 2 on Flareon). 5 damage.

Damage Dice set to 2.


Flareon card for reference. Leafeon card for reference.
You may trigger a Swarm Battle by clicking “Search” on
the Pokédex whilst you are at a Distortion Gate.

There are 4 Distortion Gates found across the region:


▪ Snowdrift Gate (Plains Biome Pokémon)
▪ Lilly Gate (Mountain Biome Pokémon)
▪ Westbreeze Gate (Ocean Biome Pokémon)
▪ Deepmarsh Gate (Forest Biome Pokémon) The Distortion Gates

Swarm Battles follow these rules:

▪ They may be triggered in both campaigns at active and inactive


Distortion Gates. Swarm Battles count as wild encounters. Example of a Swarm Battle at the Deepmarsh Gate.

▪ The battle consists of a ····· Weak Pokémon, a ····· Moderate Pokémon and
a ····· Strong Pokémon. The Pokémon enter the battle in this same order
(manually move their cards instead of using the “Battle!” buttons).

▪ The wild Pokémon form their own party and only flee after defeating all
your Pokémon.

▪ If every Pokémon in the wild Pokémon party has been defeated or


captured, you gain 7 ····· Journey Points as the total reward for this battle.
You do not gain any Journey Points if you lose.
What is considered as the damage from an attack? Is initiative just speed from the console games?
Attacks deal their damage to the opposing Pokémon by adding together: Not quite, Pokémon in this game take it in turns to use attacks rather than
▪ The result of the dice roll after all dice modifications are resolved. doing so simultaneously. Initiative determines which of the two Pokémon
▪ The type effectiveness bonus/penalty damage. gets to have their turn first. When initiative is rechecked, the turn order is
▪ Any extra damage from the effect of the move itself. completely reset.

How do attacks that deal double damage work? Do effects that add dice to another attack count for the effect of that
Take the damage from the attack (see above) and multiply it by 2. Status attack?
effects like being Burned or the armour effect from Prism Armour only Yes, for example, I can use Bubble Beam which adds 2 status symbols to the
affect the total damage being dealt, so are applied after the attack damage next attack against the target and then use a move like Blizzard which
is first doubled. inflicts the Frozen status on the target if 2 status symbols are rolled to
guarantee the effect triggers.
In what order is damage/healing applied?
During a turn, all damage and healing effects are applied simultaneously. Can a move be reduced to 0 attack strength?
Any effects that state they occur at the end of a turn are considered No, all moves have a minimum of 1 attack strength.
separately to those during the turn and are also applied simultaneously.
If a move has a maximum attack strength in its effect, can its attack strength
Does the damage bonus from type effectiveness still apply even if my dice be increased by other effects?
result deals no damage? Yes, the maximum attack strength only applies to the effect of the move
Yes, the type effectiveness bonus is always applied with the attack even if itself. However, all moves have a maximum of 9 total attack strength.
you would otherwise deal no damage. The same applies to any extra
damage from the effect of the move. Can the effect of a move stack with itself?
No, this is most notable for effects that apply until the user switches out.
In a battle between two trainers, who sends out their next Pokémon first if
both Pokémon faint simultaneously?
The trainer who currently has Initiative Advantage does so. If you were unable to find the answer to your question here, I encourage you
to use your best judgement before asking in the #help channel of the
Discord server. The channel is not a replacement for reading the rules.
During your turn and whilst outside of battle, you may craft items from the
Apricorns you have collected on your journey so far.
Attach to a Pokémon in your party. All held items other than Alpha Pokémon
tokens can be moved around your team whilst outside of battle.

Required for catching Pokémon [see Capturing Pokémon].


x3 x2 x3 x2 x3 x2

x2

Blast Crystal Star Shield Lucky Egg


Only on the first attack Only on the first attack When the user attacks,
Poké Ball Greater Ball Ultimate Ball Keystone Ball against the user, deal 1 against the user, the user replace 2 status symbols
Roll 3 dice when Roll 4 dice when Roll 5 dice when Roll 6 dice when damage to the attacker takes 2 less damage and is with 1 critical hit if
rolling to capture. rolling to capture. rolling to capture. rolling to capture. and prevent them from immune to any status possible.
switching out this turn. effects inflicted this turn.

Instant effect. Each type of stew can only be crafted once per turn.
x3 x2 x3 x2 x3 x2

Eviolite Swiftness Sash Choice Band


Restoring Stew Alluring Stew Zesty Stew Infused Stew When the user is attacked, Increase the initiative of Increase the attack
Fully restore your Replace any 1 status Move 3 additional Discard only half of remove 2 regular hits. Only the user by 2 but decrease strength of a move by 1,
entire party. symbol with 1 tiles this turn whilst the Journey Points works on Weak/Moderate the attack strength of but the user may only use
regular hit once preventing Alpha needed to evolve 1 Pokémon or Pokémon that your moves by 1. Minimum this move until switched
during your next Pokémon from Pokémon this turn, are not fully evolved. 1 attack strength. out.
wild encounter. battling you. rounded down.
Journey Stamps are collected as you experience certain aspects of the
game and grant you rewards for doing so. Once a stamp is received, it is
kept for the remainder of the game. Use the button at the
bottom-right of the stamp
sheet to flip over to the
rewards side to see what
Found at the bottom-right you get when you reach
of your trainer area, the each milestone.
stamp sheet can be filled
using the … Decal tool in Stamp rewards may be claimed immediately after reaching each milestone:
Tabletop Simulator.
1. Gain 1 Red, 1 Blue and 1 Yellow Apricorn.

2. Randomly draw 5 ··· Weak Pokémon cards, store them next to your
Stamps can be claimed in any order and are immediately awarded upon trainer area. You may teach these cards as moves to your Pokémon.
their condition being met. The conditions for each stamp are as follows:
3. Gain 1 Pink, 1 Green and 1 White Apricorn.
Top row, left to right:
▪ You fail to capture a wild Pokémon 2 turns in a row during a battle. 4. Randomly draw 5 ··· Moderate Pokémon cards, store them next to your
▪ You win a battle against another trainer or an Ultra Beast. trainer area. You may teach these cards as moves to your Pokémon.
▪ You have at least 1 of every Apricorn type in your bag.
▪ You have captured a Legendary Pokémon. 5. Gain 3 Black Apricorns.

Bottom row, left to right: 6. Randomly draw 5 ··· Strong Pokémon cards, store them next to your
▪ You have 3 or more held items equipped in your party. trainer area. You may teach these cards as moves to your Pokémon.
▪ You have been victorious at a Swarm Battle.
▪ You have 3 different Change of Fate cards in your hand. 7. Gain a ····· Scroll of Nobility that allows you to use the Noble Form (State
2) of any fully evolved Starter Pokémon when held.
Scattered across the Sinnoh region you will find both ····· Regular Hidden
Spots and ····· Special Hidden Spots that you may interact with when you
pass over them. Flip the Hidden Spot token over to reveal what it is and When revealed, you are forced to battle an Alpha
resolve its effect. Pokémon. Since the Alpha Pokémon is the initiator, they
start with Initiative Advantage. Alpha Pokémon
[6 in total]
Stand on the token and use the Pokédex to “Search” for
Gain 1, 2 or 3 Apricorns of the type and quantity shown the Pokémon to attach this token to as a held item.
on the token. These stashes are a great way to progress
quickly, especially if you find the elusive Black The token increases the health of the user by 4 and
Red Apricorn Stash
Apricorns. Discard Apricorn Stash token afterwards. [3 of each type]
reclassifies the user as a ····· Legendary Pokémon. This
means it gains access to the move Alpha Strike and the
ability Beast Boost as well as requiring a 6+ roll to
capture and rewarding 4 Journey Points by default.
Campsites allow you to fully restore your party and
trade with the Ginkgo Merchants once per turn like You keep the token if you capture the Alpha Pokémon,
but the token cannot be unequipped. The token is The health of Floatzel
villages do [see Villages], however you cannot fly to or is increased to 11
from them. Campsite tokens remain on the map after Campsite discarded when the Pokémon holding it is discarded or when equipped with
being found. [6 in total] returned to the deck. This means it does not remain on the Alpha Pokémon
the map if you lose the battle. token.

Draw 2 Change of Fate cards when revealed. Place the


token on an empty Fallen Star spot afterwards (where
the Change of Fate cards are).
For every 4 Fallen Stars collected: All trainers draw 1 Fallen Star
Change of Fate card at the start of their turns for the [8 in total]

rest of the game.


Artifacts boost the attack strength of certain move types and allow you to
battle their corresponding Legendary Pokémon (click “Search” whilst at the
correct location, you do not lose the Artifact when doing this). Rockice Core Icesteel Core Steelrock Core
Increases the attack Increases the attack Increases the attack
strength of ····· Rock and ····· strength of ····· Ice and ····· strength of ····· Steel and ·····
Ice type moves by 1. Steel type moves by 1. Rock type moves by 1.

Seafarer Egg Odd Keystone Magma Stone


Regirock at Valley Ruins and Regice at Westbreeze Ruins and Registeel at Firelilly Ruins and
Increase the attack strength Increase the attack strength Increase the attack strength Regice at Westbreeze Ruins Registeel at Firelilly Ruins Regirock at Valley Ruins
of ····· Psychic and ····· Water of ····· Dark and ····· Ghost type of ····· Fire and ····· Ground
type moves by 1. moves by 1. type moves by 1.

These Artifacts provide a fragment of control over each God of Sinnoh


Manaphy at the Temple of Spiritomb at the Hallowed Heatran at the Magma
the Sea Tower Chamber improving your chances of survival against them [see Celestial Aura].

Secret Key Gracidea Flower Legendary Forms Adamant Artifact Lustrous Artifact Griseous Artifact
Increase the attack strength Increase the attack strength Certain Artifacts allow their Prevents the effects of Prevents the effects of Prevents the effects of
of ····· Ghost and ····· Electric of ····· Grass and ····· Flying corresponding Legendary Celestial Aura when Dialga Celestial Aura when Palkia Celestial Aura when
type moves by 1. type moves by 1. Pokémon to access their is encountered. is encountered. Giratina is encountered.
alternate forms when held.

Shaymin at the Garden of


Rotom at the Grand Chateau
Gratitude Alternate form 3D model is not available Alternate form 3D model is not available
Once per turn, you may discard an Apricorn whilst at any Shrine to A special type of Legendary Event where all trainers
draw 1 Shrine Event card. Resolve the effect of the card once gain 1 Change of Fate card instead of any Apricorns.
drawn.
Each trainer may change their Follower token in secret
Offering an Apricorn from a higher tier will usually increase the strength of (flip your token face-down and then change the state).
the event (look for text separated by “/” on the card). If the deck is out of
cards, shuffle the discard pile back into the deck. After revealing all Follower changes, place the God of
Sinnoh token (Dialga, Palkia or Giratina) with the most
Celestial Fractures
By additionally discarding 7 ····· Journey Points, you may draw 3 cards in total Followers on the Origin Shrine (you choose if tied, upset the balance of
and choose 2 of them (immediately discard the card not chosen). replaces any God of Sinnoh token already there). power across Sinnoh.

When there are 4 or more trainers, Shrine Blessing effects are also given to
another trainer. You always get to apply the effect of the event first.
The Gods of Sinnoh radiate with powers far greater than those of the lesser
Legendary Pokémon:

All trainers gain the Apricorns specified on the card. ▪ When encountered at the Origin Shrine, if you do not posses their
matching Celestial Artifact: They require a roll of 7 to capture and after
Find the corresponding Legendary Pokémon token and their first form is defeated, they proceed to their second form (State 2)
place it on the Shrine specified on the card. fully restored.

The token is removed from the game once the ▪ Whilst a God of Sinnoh token is at the Origin Shrine: All of their Followers
Legendary Pokémon is defeated or captured. You gain 1 extra movement per turn.
cannot make a Shrine Offering at their Shrine whilst the
A Song of Frost
token is there. heralds the arrival of A God of Sinnoh token is removed from the game once it is defeated or
Articuno. captured. You cannot make a Shrine Offering at the Origin Shrine whilst it is
there (this is relevant for Act III of the Heart of Sinnoh campaign).
Giratina
Each trainer starts with a face down Follower token (on Dialga: Individually reroll 1 dice. The Play 3 effect allows you to individually
their bag). Once face up, the token has 3 states reroll any of the dice rolled, once each.
indicating which God of Sinnoh you are a Follower of.
Palkia: Instantly move to any tile up to 3 tiles away, regardless of elevation.
Flip your Follower token face up as soon as you become The Play 3 effect allows you to instantly move to any tile on the map.
a Follower of any God of Sinnoh (this will be when the Dialga Palkia
first Celestial Fracture event is drawn). Giratina:
▪ Before attacking, deal 2 damage to your active Pokémon to increase the
When any two trainers are Followers of the same God of Sinnoh: attack strength of their next move by 1.
▪ They may trade remotely. ▪ The Play 3 effect deals damage equal to your active Pokémon’s current
When any two trainers are Followers of different Gods of Sinnoh: health to increase the attack strength of their next move by half the
▪ They may battle remotely (these remote battle requests can be denied). damage taken, rounded down.
▪ Your active Pokémon gets to use their next move even if they faint to
either Sacrifice effect. Maximum attack strength of all moves is 9.

You may keep up to 5 Change of Fate cards in your Arceus: Counts as any 1 card towards all other Play 3 effects. This Play 3
hand. During your battles and during your turn outside effect grants you 1 Blessing of Arceus during the Ultra Burst campaign.
of battle, you may play 1 effect per turn.

Each card has a Play 3 effect which can be used if 3 of Equivalent Exchange: You may search the deck or discard pile. All moves
the same card are played together. Your Follower token are kept even if the new Pokémon cannot normally learn these moves.
is always counted as 1 of the cards needed for the Play 3 Notably, any Alpha Pokémon tokens are kept.
effect matching your God of Sinnoh.
A Follower of Dialga Splendid Banquet: When giving this effect to another trainer, they can
Discard all played cards. If the Change of Fate deck is only needs to play 2
choose the Apricorn Stews they want when it is their turn (place the event
Dialga cards to use
out of cards, shuffle the discard pile back into the deck. the “Reroll Any” effect card in front of them so they remember).
In the future, a pivotal battle for the fate of the world has been lost. Team Galactic get access to special tactics in battle by placing their
Pokémon in the arena:
By harnessing the powers of the legendary Pokémon Dialga and Palkia,
Team Galactic have travelled to our own time to shatter the Heart of Sinnoh, ▪ Plan B (Attack): A Typeless attack that allows the
a primordial jewel that embodies the spirit of the world. Team Galactic trainer to strike at more
opportune time by adding 1 damage to their
To prevent retribution whilst their plans are finalised, grunts have been Galactic Retribution ability.
dispatched to subdue the villages of the region.
▪ Galactic Retribution (Ability): During a battle,
allows Team Galactic to strike back by storing
damage dice on this ability whenever their
Pokémon faint. When one of their Pokémon is Special tactics that
attacked, you may move all the stored damage Team Galactic can use
dice to the target. in battle.

In battles with Team Galactic:


▪ Have another trainer control the Pokémon of Team Galactic (if playing
solo, this is left up to you to decide).
▪ As the initiator, you start with Initiative Advantage.
▪ Each time a Team Galactic Pokémon faints, the trainer controlling them
Place one “Team Galactic Grunts” token on the home villages of each trainer may then choose which Pokémon to send in next from the remaining
face-up. non-fainted Pokémon they have available.
▪ Team Galactic Pokémon are unable to switch out after defeating one of
To progress with your journey and ultimately win the game, you will need to your Pokémon (this can be overruled if you want more challenging
defeat Team Galactic in a series of battles determined by the act cards battles).
(found on the Heart of Sinnoh campaign base).
At the start of Act I, you gain 3 Red Apricorns. During Act II, you will need to collect the three Shards. To achieve this,
battle the Team Galactic Commander stationed at each lake around the
Your first objective is to defeat the Team Galactic Grunts at your home Sinnoh region. You can collect the Shards in any order:
village. Other trainers cannot liberate your village for you.

You cannot fly to or from your home village whilst the Grunts occupy it, but
you can still heal your Pokémon and exchange Apricorns there.
Shard of Emotion Shard of Knowledge Shard of Willpower
Battle Commander Mars Battle Commander Jupiter Battle Commander Saturn
at Lake Verity. at Lake Acuity. at Lake Valor.
When ready, return to your home village to start the battle:
▪ Shuffle the Team Galactic Grunts deck and randomly draw 2 of them
face-up.
▪ If you defeat both Pokémon (whilst still being able to battle), you are
When ready, travel to one of the lakes to start the battle:
victorious:
▪ The trainer controlling the Commander chooses 2/3/4 (increases for
▪ Gain +2 movement per turn for the rest of the game.
each Shard you already have) of the 5 Pokémon for that Commander
▪ Remove the Team Galactic Grunts token from your village.
(from the Team Galactic Commanders deck) and displays them face-up.
▪ If you defeat all their Pokémon (whilst still being able to battle), you are
If you are the first trainer to have liberated their home village, draw the Act
victorious:
II card. Other trainers still must finish Act I.
▪ Gain the corresponding Shard.
▪ Each Shard increases your maximum party size by 1.

If you are the first trainer to have collected all three Shards, draw the Act III
card. Other trainers still must finish Act II.
The final test for you and your team. Head to the Origin Shrine (at the top of The trainer that defeats Cyrus gets to choose whether to be the Hero of
the central mountain) and make a Shrine Offering there to restore the Heart Sinnoh or the Traitor of Sinnoh.
of Sinnoh from your three Shards (the Shards are not discarded).
If you choose the Hero of Sinnoh option, you are immediately crowned as
If there is a God of Sinnoh token on the Origin Shrine, you cannot make your the winner of the game.
Shrine Offering until they are defeated or captured.
If you choose the Traitor of Sinnoh option:
To prevent any stalemates with other trainers, if you are victorious against ▪ Turns stop and all trainers have their parties fully restored.
a God of Sinnoh in this campaign, you may immediately take another turn. ▪ You must now challenge each of your fellow trainers to battle in any
order you choose (as the initiator, you start with Initiative Advantage).
▪ Each time you defeat a trainer, fully restore your party and return any
Change of Fate cards used to your hand.
When the Heart is restored, you gain the Heart of ▪ If any of the trainers defeat you, the game ends with them as the winner
Sinnoh held item which is required to battle Cyrus. of the game instead.
▪ If you defeat all the other trainers, you win the game and are crowned as
Whilst held, it increases the attack strength of moves The Heart of Sinnoh the undisputed strongest trainer!
that are the same type as the user by 1. [1 per trainer]

Note from the Game Designer

If time allows, it is recommended that trainers always choose the Traitor of


Proceed to the Temple of Sinnoh to start the battle with Cyrus:
Sinnoh option after their first playthrough of the game.
▪ The trainer controlling Cyrus chooses 6 of his 8 Pokémon (from the Team
Galactic Boss deck) and displays them face-up.
Once you know what Pokémon Cyrus has, it becomes easier to counter him
▪ If you defeat all 6 Pokémon (whilst still being able to battle), you are
from the start. However, your fellow trainers are not so predictable. This
victorious:
leads to a more rewarding team building and endgame experience, whilst
▪ Draw the Ending card.
giving everyone a chance at victory!
10 years have passed since the events that saw the Heart of Sinnoh
restored and Team Galactic forced to retreat.
The Ultra Burst Campaign adds a new area to the map, the Distortion World,
With the light of the Heart emanating across the region, a time of prosperity with Necrozma residing at its centre.
has descended upon Sinnoh. This has attracted new trainers from regions
afar but also the attention of mysterious entities from beyond the bounds The Ultra Beasts, represented by 9 figurines, are scattered across Sinnoh at
of this dimension… the start of the game. Each time all trainers have taken a turn, click the
button tracking “Breach Strength” next to the Distortion World to allow the
Ultra Beasts to take their movement turn.

Your only objective is to defeat Necrozma before the breach reaches its
critical threshold (70%), otherwise you lose. It is recommended that you
defeat the majority of the Ultra Beasts first to weaken Necrozma!

Unlike the Heart of Sinnoh campaign, you start with 3 Red, 3 Blue and 3
Yellow Apricorns and all 6 Pokémon slots unlocked. Furthermore, this
campaign has several difficulty levels that determine how many Blessings
of Arceus you as a group start with:
Without warning, a beast of pure light bursts through into the Distortion
World, the counterbalance to our world, threatening to cast Sinnoh into
total darkness. As the breach becomes increasingly unstable, more beasts
Blessing of Arceus
spew forth wrecking havoc across the land. Use to skip a movement turn
New Trainer Veteran Trainer Master Trainer
3 Blessings of 1 Blessing of 0 Blessings of of the Ultra Beasts or revive
Trainers from across the region must now work together to draw power Arceus Arceus Arceus an eliminated trainer.
away from the Ultra Burst and defeat the beast at its core before the light of
Repeat the same setup steps as in the base game but toggle the selected
our world is consumed forever.
campaign to the “Ultra Burst Campaign” before pressing “Start Game”.
Necrozma and the Ultra Beasts protect themselves As the breach grows stronger, Pokémon start to
using Prism Armour. For every 2 Prism Armour tokens: experience strange effects that have seeped out from
Reduce the total damage taken per turn by 1. the Distortion World.

▪ Self-inflicted damage, fatigue damage and status At every increment of 10% breach strength, trainers will
effect damage (notably Poison) are examples of Prism Armour tokens be dealt a random Distortion Breach card that they
damage that may be reduced during their turns. are found on the must attach to a Pokémon in their party.
▪ Attack damage is the primary example of damage campaign board.
that may be reduced during your turns. These cards are attached to the Pokémon like a move
Distortion Breach
but grant a passive ability instead (like Galactic card with the
At the start of the game, place all 9 Prism Armour tokens on the Ultra Burst Retribution and Beast Boost). If it is not possible to Reckless Assault
side and no tokens on the Ultra Beast side of the Prism Armour areas. So to attach the card when it is dealt, keep the card in your ability.
begin with, Necrozma takes 4 less damage per turn whereas the Ultra hand and attach it as soon as possible.
Beasts take no less damage per turn.
Any action that leads to a Distortion Breach card leaving
When an Ultra Beast is defeated, move a Prism Armour token from the Ultra your party is not allowed. However, when an Ultra Beast
Burst side to the Ultra Beast side. is defeated, all trainers may discard or move 1 Distortion
Breach card.

Ultra Burst side Ultra Beast side


now starts with starts with 0
9 Prism Armour Prism Armour
but now has 8 but now has 1
after an Ultra after an Ultra
Beast is Beast is
defeated. defeated. Reckless Assault
ability added to a
Roselia.
The Ultra Beasts start with 4 tile moves per turn shared between all of To initiate a battle with an Ultra Beast or Necrozma, click “Search” whilst
them. Additionally, Necrozma will remotely target a number of tiles at standing on one of their tokens. They are treated like any other Legendary
random based on the number of players in the game: Pokémon for tactics and rewards but cannot be captured.

To decide which moves they use in battle, you can have another player
1–2 3–4 5–6 control them or you can follow these principles in order:
1. Prioritise trying to use their signature move if it makes sense to.
At every increment of 10% breach strength, the number of tile moves the 2. Use the move that gives the highest value when you add together:
Ultra Beasts have in total increases by 1. Attack strength + Type effectiveness bonus + Move effect damage

What we have observed so far about how the Ultra Beasts interact with the If a trainer is defeated by Necrozma, they are eliminated from the game.
world around them: The Ultra Beasts and Necrozma are fully restored between battle attempts
and phases.
▪ Hidden Spots: These are sent into the Distortion World (or are discarded
if there are no more free tiles).

▪ Apricorn Trees/Reefs and Shrines: These are destroyed preventing all Necrozma has 3 phases that can be selected by changing the state of the
further interactions with those tokens by trainers (the tokens Pokémon card. When a phase is successfully defeated, the battle ends and
themselves become darker in colour when this happens). Necrozma proceeds to its next phase permanently.

▪ Villages and Legendary Locations: They seem to steer clear of these


places for unknown reasons.

▪ The breach grows in strength when Apricorn Trees/Reefs or Shrines are Use the
Sun/Moon coin
destroyed by the Ultra Beasts or Necrozma. Phase 1 to determine Phase 2 Phase 3
which form to
battle
You can now travel to the Distortion World using the 4 The Lake Guardians (Mesprit, Uxie, Azelf) can now be
Distortion Gates found across the map. battled independently at each Lake Cavern.

Each Distortion Gate links to its exact counterpart and However, they are immune to capture attempts and all
Lake Verity Cavern
does not cost a tile move to use (for example, you can One of the two
damage until the turn after their trials are overcome:
freely travel between the two Deepmarsh Gates). Deepmarsh Gates.

▪ Trial of Emotion: Mesprit must take damage from battle fatigue.

▪ Trial of Knowledge: Uxie must be attacked with 2 different types that are
The Ultra Megalopolis allows you to fully restore your super effective.
party and trade with the Ginkgo Merchants once per
turn like villages do, however you cannot fly to or from ▪ Trial of Willpower: Azelf must be attacked with 2 or more critical hits
there. over your last 2 turns.

The Ultra Megalopolis can be selected as a home village Ultra Megalopolis After each Lake Guardian is defeated or captured, all trainers gain +2
and has its own trainer token that starts there. movement per turn for the rest of the game.

These act like normal Apricorn Trees but offer a mixed Arceus is understandably wary of getting involved again
selection of both Pokémon and Apricorns. after the events that occurred a decade ago.

The rewards are based on the encounter tier of the He has however sent another Pokémon in his stead to
Pokémon you choose to battle. Warped Apricorn Tree the Temple of Sinnoh. Defeating or capturing this The Temple of Sinnoh
Pokémon grants 1 ····· Blessing of Arceus.
Do I get all 3 Apricorns from an Apricorn Tree/Reef if no wild Pokémon Can I release my Pokémon?
appear during the Pokédex search? Yes, if it is not your last Pokémon, any Pokémon can be released.
You may, however your turn ends after doing so.
Can I transfer my moves around my team?
What happens when I teach a Pokémon a compatible move before it evolves, No, however you can replace or discard already learnt moves.
but after it evolves the move is no longer compatible?
Keep the move but you cannot learn any more moves of the incompatible Can I send out another Pokémon if a wild Pokémon defeats one of mine?
type. Not unless the wild Pokémon is a Legendary Pokémon or you have used an
effect that prevents the wild Pokémon from fleeing.
How many Poké Balls can I carry?
As many as you like (you can use the Poké Ball slot on your bag to store How do I change my player colour ?
them), although you cannot convert them back into Apricorns. Once you have selected a home village card, put this card in your hand area
and it will automatically change your hand colour to match the card. You will
How many Held Items can I carry? need to reselect your seat after doing so (make sure that another player has
As many as you like (you can use the Held Item slot on your bag to store not already selected your colour as well).
them), although you cannot use the effect of any Held Items that are not
attached to a Pokémon. Why does my Poké Ball keep changing its occupant when I hover over other
Pokémon?
What happens if it is not feasible for either Pokémon to do damage to the You likely need to increase your lift height in TTS, otherwise the Poké Ball
other? will clip the other Pokémon zones when being moved around.
After 5 rolls in a row, battle fatigue starts taking effect dealing 3 damage
each time the dice are rolled. This should end the battle. In case it does not,
you may invoke a final clause that causes both Pokémon in the battle to
faint from exhaustion.

Can continue interacting with Hidden Spots on my turn? If you were unable to find the answer to your question here, I encourage you
Yes, battling is the only thing that ends your turn early. to use your best judgement before asking in the #help channel of the
Discord server. The channel is not a replacement for reading the rules.
I hope you enjoyed your playthrough of Pokémon: Legends of Sinnoh, I
appreciate you taking the time to play it!

Workshop Assets
▪ Hexagon Tile: Workshop Link
▪ Pokémon Models: Workshop Link
▪ Poké Ball Model: Workshop Link

Music Cartridges
The Pokémon Company and Braxton Burks @braxtonburks.

Art, Scripts and Game Design


Created by me, Lev.

Beta Testers
Shoutout to my friends A2.0, Dongoboy, Just-, Lord O’Chocolates and
TheOMega for their feedback and suggestions, they have experienced the
worst forms of this game so that you do not have to!

I would also like to thank our amazing Legends of Sinnoh Discord


community for their feedback and ongoing support of the game.

This game is a non-profit fan-made creation, all Pokémon are trademarks


of: © 2022 Pokémon, © 1995–2022 Nintendo/Creatures Inc./GAME FREAK

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