2026-04-26 – Affton, Missouri, USA

POKÉMON GO – SPIN THAT WHEEL!

Overview

Each round’s CP cap will be determined randomly using a “Wheel of Fortune.” All players compete under the CP cap selected for that round.

Swiss Rounds: Wheel Format

• Before each round, spin the wheel to determine the CP cap.
• Players must build teams to the CP maximum shown on the wheel.
• No additional restrictions apply unless the wheel lands on 1500 CP 👀

1500 CP Special Rule

• A second wheel is spun to determine THREE Pokémon types.
• Players may only use Pokémon that match at least one of the three selected types.
• Dual-type Pokémon are legal if at least one of their types matches.
• This is the only additional restriction for that round.

Top Cut Format (Top 8 / Top 4 / Finals)

Top Cut will be played using the three standard Pokémon GO CP formats:

• 1500 CP (Great League)
• 2500 CP (Ultra League)
• Unlimited CP (Master League)

Each format will be used once during Top Cut.

Procedure:

  1. Spin to determine the CP cap for Top 8.
  2. For Top 4, randomly select from the remaining two CP caps.
  3. Finals will use the last unused CP cap.

No additional type restrictions apply during Top Cut.

POKÉMON VGC – LITTLE CUP

Overview

Little Cup (LC) is a format in which players may only use Pokémon that:

• Have not yet evolved
• Are capable of evolution
• Are obtainable at Level 5 in-game
• Are set to Level 5

This event will follow Smogon Little Cup rules.

Banned Pokémon

Aipom
Basculin-White-Striped
Cutiefly
Diglett
Dunsparce
Duraludon
Flittle
Gastly
Gligar
Girafarig
Magby
Meditite
Misdreavus
Murkrow
Porygon
Qwilfish-Hisui
Rufflet
Scraggy
Scyther
Sneasel
Sneasel-Hisui
Snivy
Stantler
Voltorb-Hisui
Vulpix
Vulpix-Alola
Yanma

 

Banned Moves

Baton Pass
Sticky Web

Banned Abilities

Moody

All standard Smogon-wide clauses apply.

POKÉMON TCG – SPOOKY, I CHOOSE YOU!

Deck Construction/General Rules

• 41-card deck
• 4 Prize cards
• No Pokémon with Rule Boxes
• No more than 2 copies of any non-Basic Energy card
• Standard Pokémon TCG rules apply unless overridden below

Fun Rule 1 – I Choose You!

After determining who goes first:

  1. Each player chooses their opening Active Pokémon directly from their deck.
  2. Shuffle the deck.
  3. Draw 6 additional cards to form the rest of the starting hand.
  4. Bench Basic Pokémon as normal.
  5. Set 4 Prize cards.
  6. Begin play.

There are no mulligans.

Fun Rule 2 – Spooky Ghosts

Each player receives 2 Trick or Trade packs:

• Open both packs.
• Choose TWO Pokémon to serve as Ghost Pokémon.
• These two Ghosts are kept face down in clear sleeves.
• Ghost Pokémon may be used only once per match (Best of 3).
• When a Ghost is Knocked Out, it is placed in the Lost Zone for the remainder of the match.

Deploying a Ghost: At any point during your turn before attacking, you may deploy one or both Ghost Pokémon.

Ghost Pokémon rules:

• Have 0 HP.
• Cannot be Poisoned, Burned, Asleep, or Paralyzed.
• If they receive any damage, they are immediately Knocked Out.
• The opponent does not take a Prize for knocking out a Ghost.
• Knocked Out Ghosts go to the Lost Zone.

Attacking with Ghosts: 

• Your Active Pokémon attacks as normal.
• Each deployed Ghost may use any of its attacks at no Energy cost.
• Ghosts may target the opponent’s Active Pokémon or opposing Ghosts.
• Attacks may all target the same Pokémon or different targets.

After all Active and Ghost attacks resolve, your turn ends.

Recoil Clause: If recoil damage occurs, the attacking player chooses how to distribute recoil damage among their own Pokémon, including Ghosts.

Fun Rule 3 – Ghost Active

A player does not lose if their last remaining Pokémon is a Ghost Pokémon.

A player loses only when:

• They have no Active Pokémon in play,
• They have no deployed Ghost Pokémon, and
• They have no unused Ghost Pokémon remaining for the match.

Fun Rule 4 – Ghost Save

If a player’s only Active Pokémon is Knocked Out and they have an unused Ghost available (not in the Lost Zone from this or a previous game in the match):

• They may immediately deploy that Ghost as their new Active Pokémon.
• The opponent may not immediately attack the Ghost Save Pokémon.
• The player draws one card to begin their next turn.

Play continues as normal.

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