A party within your budget
Start with 1–6 Pokémon costing 0–5 points each. Your starting party can spend up to 15 points. Before each fight, deploy 1–3 living companions. You always act first.
POCKET EXPEDITION 01
FIELD NOTES / 001
Build momentum one encounter at a time. Choose your companions, manage mana, and survive the trail.
Start with 1–6 Pokémon costing 0–5 points each. Your starting party can spend up to 15 points. Before each fight, deploy 1–3 living companions. You always act first.
See all 25 nodes from the start. Choose from three lanes, with occasional connections to an adjacent trail. A chosen route visits 11 stops; other nodes are alternative branches. Preview any node, then travel along a glowing connection. Once you enter a stop, finish it before continuing.
Normal wins grant a Common pack or better. Elite opponents are stronger and guarantee at least an Epic pack. Mystery stops usually help: healing, extra packs, or a lasting charm. Sometimes the trail deals damage.
Click spells to cast or drag them onto the highlighted target. Escape cancels a drag. Start with three cards and 1 mana; gain 1 mana (up to a maximum of 10) and draw one card each round. Living companions attack when you end your turn, then the enemy retaliates if it survives. Armor reduces damage.
Each completed stop grants a pack. Common, Rare, and Epic packs contain three cards of that rarity and 8–14, 18–28, or 35–50 PokéCoins respectively. Legendary packs contain two Legendary cards and 65–90 coins. Cards join this run’s deck; played cards reshuffle when the draw pile empties.
Spend PokéCoins on packs, specific spells, or charms with effects that last for this run. Each item can be purchased once per shop. You get a trail pack when you leave, even if you buy nothing. Pack purchases return you to the shop after opening.
After ten completed stops, a mandatory boss interrupts your route. Win a Legendary pack and permanently unlock the guardian in your collection. Add it to the party or replace a companion if all six slots are full. Captures ignore the starting point budget.
Health carries between encounters. Winning a fight lets the whole party recover 25% of maximum HP, including fainted companions. Healing spells target the first living deployed companion. If every deployed companion faints, the run ends. PokéCoins and guardian unlocks are saved to your account; cards and charms reset with each run.
YOUR FIRST TURN
Reach the far clearing to complete the expedition. Create an account with a username, email, and password. Your collection, wallet, and expedition are saved on the server. Continue a saved run from the main menu on any device. Leaving during a fight restarts that node with the party health and deck you had on arrival; your hand, mana, turn, and battle damage are not saved. Rewards, shop purchases, and captures save as soon as the server confirms them.