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:
- Spin to determine the CP cap for Top 8.
- For Top 4, randomly select from the remaining two CP caps.
- 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:
- Each player chooses their opening Active Pokémon directly from their deck.
- Shuffle the deck.
- Draw 6 additional cards to form the rest of the starting hand.
- Bench Basic Pokémon as normal.
- Set 4 Prize cards.
- 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.