Pokemon Master Trainer Nostalgia Edition
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Transcript of Pokemon Master Trainer Nostalgia Edition
7/25/2019 Pokemon Master Trainer Nostalgia Edition
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CONTENTS: (Printouts for additional content at the end of the document)
All the pieces from the original board game.
The 8 Gym Leader Cards (more to come eventually!) and 48 badge tokens.
6 copies of Attack , Item, Switch and Run cards.
6 Belt sheets, 36 pokéball tokens and 18 negative status markers.
A list of all of the pokémon, their types, and the colors of their correspondin
A Generation 1 "Super Effective!" chart.
OBJECTIVE:
Be the first player to collect all 8 gym badges, defeat the Elite 4, best your rivals and
World's Greatest Pokémon Trainer!
SETUP:
1. Remove some chips and cards. For a balanced, fun and competitive game yo
want a diverse, well-planned and optimal team. This makes some pokémon uIt also makes certain items too powerful to have many of and others less usecomplete list of the chips we use can be found in the addendum. Feel free to
suit your play group. Put all removed cards and chips aside, not in the box a
used to store some of the chips and cards you will be playing with.
2. Fill all of the circular spaces with random pokémon chips of the correspondi
down. Shuffle the yellow chips and place them face down in the 4 corners of
Unknown Dungeon. Place the rest of the chips in the box.
3. Shuffle the rival cards and place them face down in the center of the Indigo
Remove all of the Unknown Dungeon event cards and 4 Let's Fight event cadeck and put them aside (see EVENT CARDS section). Shuffle the rest of th
and item cards separately and place them beside the board. Lastly, place the
cards beside the board.
4.
Each trainer picks an Ash avatar, places it in Pallet Town (at the lower left c board), and gets a Belt sheet of the corresponding color. Shuffle the 6 starter
chips (with spikey edges) and place them face down. Have each player chosevery player has a starter pokémon, reveal them. If any player chose Clefabl
with Caterpie, then remove Clefable from the game. Remove any of the unc
pokémons' evolutions from the game. Put any extra starter pokémon back in
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GAMEPLAY:
WHO BEGINS THEIR JOURNEY FIRST?
Look at the power point number of your starter pokémon - the number in the top rigchip. The trainer whose pokémon has the lowest power point number takes the first
order then progressing in clockwise order around the table. If two or more trainers h
with identical power points, they each roll a die. The player with the highest roll goe
TRAVELLING THE LAND & OCCUPYING SPACES
On your turn, roll one die. Move your Ash avatar that number of spaces along the g
Players may only travel in one direction until they reach a city space (cities, towns a
are considered city spaces), at which point they may decide to take any road branch
space - or even head back from where they just came. However, with the exception
Town and Lavender Town (which do not have gyms) and Viridian City (home of thgym), a player may not pass through a city space until they he or she has earned tha
Whenever a player makes a movement which involves either landing on or passing city with a Gym Leader (other than Viridian City), he or she may choose to battle th
of that city. If that player chooses to battle the gym leader, he or she may not use the
the city grants (i.e. draw 2 item cards, heal a Pokémon, use the PC) this turn and for
of his or her movement for the turn. If a player has not yet acquired the badge of thad t t t t kl th h h t t d d ti i b
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If a player would move past a city space that he or she can travel through, he or she
forfeit the rest of his or her movement and land on that space. A player who does thone of his or her pokémon and may use the PC. A player who naturally lands on a c
do both of those things as well as use the listed benefit of the city (draw 2 item card
heal all pokémon).
If the die roll would have a player land on a non-city space already occupied by ano
Ash avatar, he or she may decide to land on the space past them, or to land on that sinitiate a trainer encounter (detailed later). If a player would pass another player's A
or she may also chose to initiate a trainer encounter by forfeiting the rest of his or heand stopping on that space. A player who chooses to initiate a trainer encounter mayeffects the space his or her Ash avatar lands on (i.e. pokémon encounters, city benef
spaces). Any number of players may be on a city space, and players on a city space
trainer encounters. Note that event cards do not count as trainer encounters.
POKÉMON ENCOUNTERS
Whenever a player lands on a pokémon space, flip over the chip. The player may th
fi ht th ké t i i hi h ké t t d t h it
These are cons
2. Pokémon encounters! - Flip
over the pokémon chip and
decide whether to fight or catch
'em! (We will detail this later)
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If a player catches a pokémon, he or she removes it from the board and place
next available slot in his or her Belt , and places a pokéball token over the "Ethe "Lv: 1" area under the pokémon. If his or her Belt is full, the pokémon i
that player's PC. Then, a new pokémon chip of the same color is placed face
space where the pokémon was caught.
If a pokémon is caught and there are no remaining chips of the same color in
space will remain empty. If the pokémon was not caught, it remains face up
2. Fighting Pokémon:
A player may instead chose to battle the pokémon with his or her own to gai
If this is the case, that player chooses one of the pokémon from his or her Beand rolls a single die. The player may chose to use up to 2 items, but must de
before the roll. The player totals the sum of the roll, his or her pokémon's att(the number next to the pokémon's attack + any evolution bonus (detailed la
pokémon's level bonus, any bonuses granted from items and any super-effec
the pokémon receives to determine the damage his or her pokémon deals. An
may roll a die for the wild pokémon and total the sum of the roll, the wild poattack strength, the pokémon's wild color bonus (+0 for pink, +1 for green, +
+4 for red and +3 for dungeon pokémon)) and any super-effective bonuses ireceive to determine its damage. The pokémon who deals the most damage wfight. In the case of a tie, all dice involved in calculating damage are rerolled
.
If a wild pokémon is defeated by a trainer it is discarded (returned to the ba
YOUR PCEach player may only have 6 active pokémon at a time. The rest of their pokémon may still b
cannot be fought with and are kept in a separate pile beside them. This pile is called the playe
player starts his or her turn on a city space, he or she may swap any number of his or her activ
for any number of pokémon in his or her PC. Pokémon placed in the PC forfeit all experiencethe have ac uired.
IT'S SUPER EFFECTIVE!The super effective bonus applies when a pokémon's type is super effective against an opposi
type, or when its type is resistant to the opposing pokémon's type. A list of all pokémon and t
well as a strength/weakness chart can be found at the back of the handbook. A pokémon rece
its damage equal to 1/2 its total attack strength (the number next to the attack + any evolution
rounded down (to a minimum of 1) for each of its opponent's types that at least one of its typ
effective or resistant against. Despite immunity being flavorful and an interesting mechanic, w
considering each instance of type immunity as a simple resistance, as pokémon in this game d
fortune of learning multiple moves with different types, leaving many of them helpless agains
immunity.
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TRAINER ENCOUNTERS
Whenever a player chooses to initiate a trainer encounter, he or she decides whether
battle another trainer. Only one of the two can be done per trainer encounter.
1.
Trades:The player proposes a trade between he or she and the other trainer. This tra
include pokémon (but cannot include starter pokémon), but item cards may bwell. Any number of pokémon can be traded. Pokémon retain all levels whe
forfeit any experience they have acquired in that level. A player may not trad
chip if it is a part of an evolution on his or her Belt or in his or her PC. A plahowever, trade all chips he or she controls that are part of an evolution. For e
Player A may trade his Bulbasaur and Ivysaur together if Bulbasaur had evo
chip is placed under Ivysaur's. Player A may not trade them if Ivysaur had alevolved into Venusaur and both chips are under Venusaur's chip. Player A wtrade all 3 pokémon chips as part of a set. If a player receives a pokémon by
no room on his or her Belt for that pokémon, the pokémon is placed in the pl
and it forfeits all levels and experience it had acquired. Trades proposed by tencounters can be declined.
2. Battles:
Trainer encounter battles cannot be declined unless they occur in city spacestrainers are given a die. They chose a number on the die corresponding to th
Belt of the pokémon they wish to use. Fainted pokémon cannot be used in a
dice are revealed simultaneously.
Each player has a choice of 4 actions to make during a battle: Attack Item S
EXAMPLE TIME!
1.
Player A decides to fight an Ivysaur (Grass/Poison) with his level 2 Butterfree (FlyinButterfree has been evolved from a Metapod, and has an evolution bonus of +1 (evo
detailed later). Butterfree gains one super effective bonus because Bug types are sup
against Grass pokémon. Flying types are also super effective against grass-type pok
Bug and Flying types are resistant to Grass-type moves, but the bonus is only applie
opponent 's type. Player A rolls a 4 for attack, and deals 4 (the roll) + 6 (attack stren
1 evolution bonus) + 1 (level bonus) + 3 (super effective bonus) for a total of 14 dam
2.
Ivysaur gains one super effective bonus because Poison types are super effective ag
pokémon (in Gen 1 only). Player B rolls a 6 for Ivysaur. Ivysaur deals 6 (the roll) +
strength) + 2 wild color bonus + 3 (super effective bonus) for a total of 18.
3.
Player A's Butterfree faints. The encounter is over and the wild Ivysaur remains face
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Item: Use up to 2 items, then Attack and add all bonuses. Items are d
1 use, and do not count towards other attacks in the same encounter. Switch: The player witch out his or her pokémon. The pokémon that
out faints. The player makes an Attack with the new pokémon with a
(but cannot use Items. The player's opponent's Attack or Item resolve
Run: The player rolls a d6. On a roll of 1 or 6, the run is successful aencounter is over. Otherwise, the player must make an attack with a - Run may not be used in gym battles or Elite 4 battles.
In the case of a tie, all dice involved in calculating damage are rerolled. The loser fought with faints.
The winner of the trainer battle takes two item cards at random from the lose
does not have two item cards, he or she must give all his or her item cards to
FAINTED POKÉMON Fainted pokémon are shown by flipping the chip over so that it lies face down on a p
or in his or her PC. Fainted pokémon may only be revived in 3 ways:1. Playing a potion item card, OR
2. Drawing a Pokémon Center event card, OR
3. Ending movement on a city space. If that city space is Cerulean City or Vermthe player may attempt to roll a 1 or a 6. If he or she does, each pokémon on
Belt is revived. Either way, that player may still revive one pokémon and us
Fainted pokémon cannot participate in battles and cannot evolve (detailed later), but
traded. Fainted pokémon do not heal when they are traded or placed in the PC.
BLACKING OUT
Whenever all of a trainer's pokémon have fainted, he or she is returned to any city w
he or she has obtained. If the trainer has no badges, he or she returns to Pallet town.arriving at the city space, the trainer must revive one of his or her pokémon.
EXPERIENCE & LEVELS
Whenever a trainer's pokémon defeats another pokémon, it gains 1 experience point
is marked by a pokéball placed under the corresponding pokémon's slot on a player'EXP spot designates 0 experience in the current level. Every time a pokémon gains
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The maximum level a pokémon can reach is 5. A level 5 pokémon has the ability todie that lands on a 1, as well as a +4 level bonus to its attack.
Pokémon of level 3 will not gain experience until their trainer has proven him or heacquired a Boulder Badge, and pokémon of level 3 or higher do not gain experience
pokémon fought in the Pink region of the board. Pokémon of level 4 will not gain ex
until their trainer has acquired a Marsh Badge, and do not gain experience against wfought in the Pink or Green regions of the board. Level 5 pokémon do not gain expe
Pokémon placed in the PC forfeit all experience and levels they have acquired.
EVOLUTION
Pokémon evolutions occur in sets of 2 or 3. To evolve a pokémon, a player must con
two adjacent pokémon in the evolutionary set (eg: Bulbasaur and Ivysaur, or Ivysau
Venusaur, but not Bulbasaur and Venusaur). A pokémon must reach level 2 before i
To evolve a pokémon (eg: Bulbasaur), a player places the higher evolution of that pIvysaur) on top of it either from his or her Belt or his or her PC. If the player already
middle evolution into its highest form (eg: Ivysaur into Venusaur), he or she may st
lowest evolution (eg: Bulbasaur) by placing the other two pokémon chips on top of evolving Bulbasaur into Venusaur). When a pokémon evolves, its trainer counts how
experience it had earned, and adds that to the total experience earned by the pokémo
evolving into. The new, evolved pokémon acts as though it had gained 1/2 (roundedthat much total experience. A player may decide to evolve his or her pokémon at an
during his or her turn as long as 1) evolving pokémon is of level 2 or higher and notthe player has the higher evolution of that pokémon on his or her Belt or in his or he
the player is not currently in a battle. Pokémon remain evolved even if placed in the
Sets of 3: If an evolved pokémon
contains only the first two pokémonin an evolutionary set of 3 (eg:
Bulbasaur & Ivysaur), the evolved
pokémon receives an evolutionary bonus of +2 to its attack strength. Ifan evolved pokémon contains only
the last two pokémon in an
evolutionary set of 3 (eg: Ivysaur &
Venusaur) the evolved pokémon
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Sets of 2: If a player evolves a pokémon in an evolutionary set of 2 (eg: Pikachu andevolved pokémon receives an evolutionary bonus of +3 to its attack strength.
EVENT CARDS Event cards are detailed in the official handbook of the game. However, a couple of
suggested in this version:
1. Unknown Dungeon Pokémon: Once a total number of badges equal to three
number of players have been earned, shuffle the Unknown Dungeon Pokémothe Let's Fight! event cards into the Event card deck. Once all four Unknown pokémon have been caught, remove all Unknown Dungeon Pokémon cards
Event card deck and shuffle it again. Players cannot use pokéballs to catch U
dungeon pokémon. If a player chooses to fight an Unknown dungeon pokém
that pokémon chip is discarded for the remainder of the game. Unknown dun pokémon retain their wild color bonus (+3 attack) even after they are caught
2.
Let's Fight!: The player who draws Let's Fight! chooses another player. Bothfight as detailed in the TRAINER ENCOUNTERS Battles subsection. Howethe battle begins, the player who drew the event card rolls a die to determine
pokémon will battle. Each battle between two pokémon is considered a roun
continues that many of one trainer's pokémon faint during the battle, or untiltrainer's pokémon have fainted. Whenever a pokémon faints, both players se
pokémon to fight in the next round (the trainer whose pokémon didn't faint m
again). The winner only takes 2 item cards once the entire Let's Fight! event
after each pokémon battle. The winner may also draw an additional Item car pile. If all of the loser's pokémon have fainted, he or she blacks out.
3. Pokémon Center: The pokémon center event card allows the player to roll tohis or her pokémon instead of just one, just as Cerulean and Vermilion City
4. Let's Make A Trade!: If a player draws the Let's make a trade! event card, he
force a trade. That player chooses a pokémon chip that he or she controls anits position with any single other pokémon chip any player controls (includin
herself). Because only the chips themselves are moving, all pokémon involv
kind of trade swap levels and experience - in other words, all pokéballs markand experience in each player's Belt remain exactly as they were before the t
only the chips move. Since only one chip may be traded, if many chips are in
l i l ' B l i hi h PC l h l l i
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ITEM CARDS
Item cards are detailed in the official handbook of the game. A player may only havcards in his or her hand at any time. Any time a player has more than 5 Item cards, h
discards one of his or her choice to the bottom of the Item card pile.
1. Potion: A player may only use a potion on his or her turn before the die roll
movement. Potions may also be used during a battle by selecting the Item op
trainer uses a potion this way, he or she may not use another Item during tha
2.
Fly: A player may fly only to Pallet Town or city spaces whose badges he oralready acquired.
CINNABAR ISLAND
Once a player has acquired the Volcano badge, he or she may travel from Cinnabar
Pallet Town as though they were connected by a road. Players cannot, however, trav
Pallet Town to Cinnabar Island even after acquiring the Volcano Badge.
INDIGO PLATEAU
When a player has acquired all 8 badges, he or she may progress from Cinnabar Isla
Indigo Plateau. For extra details about the Indigo Plateau (excluding the fight agains
refer to the official game handbook.
When a player lands on the Enter Final Battle space of the Indigo plateau, he or she
Rival card, which is set aside - he or she will not have to battle or defeat Rival to wiThen, the player with the most total power points (or second most, if the player ente battle has the most) shuffles the remaining rival cards and draws one at random. Th
Pokémon Champion must chose their pokémon before the rival card is revealed. Th
proceeds as detailed in the TRAINER ENCOUNTERS Battles subsection, but with trainer using a rival card instead of a pokémon (as detailed in the PLAYING AS RIV
GYM LEADERS section). After the battle, the opposing trainer discards that Rival
lost) or shuffles it back into the pile (if the Rival won) and draws a new card. The as
Pokémon Champion may draw an item card whenever he or she defeats a Rival. Thchose another pokémon to face the new Rival (and must do so if his or her pokémon
must reveal it first. The aspiring Pokémon Champion must continue against the Elit
she has defeated all 4 Rivals in one Final Battle or until all 6 of his or her active pokIf the aspiring Pokémon Champion is defeated, he or she blacks out. If the aspiring
Champion vanquishes all of the Elite 4 and the Champion, he or she wins the game!
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The opponent playing the Gym Leader or Rivals must follow a slightly different sys
Gym Leaders and Rivals may not Switch out their pokémon. Gym Leaders may not use the Item option.
A player controlling a Rival may use up to 1 of his or her own Item cards.
Attack is calculated slightly differently for GymLeaders and Rivals than for regular trainers: they
receive an Attack Bonus based on the roll theyattacked with.
The player controlling the Gym Leader or Rival
totals the sum of the roll, his or her pokémon'sattack strength, the pokémon's Attack Bonus, any bonuses granted from items and any super-
effective! bonuses the pokémon receives to
determine the damage dealt.
SPECIAL CASES OF FLAVOR
If a player controls both an unevolved Slowpoke and anunevolved Shelder, he or she may search the green pile
of pokémon chips in the box for the Slowbro chip. If it isthere, he or she may evolve Slowpoke into Slowbro and place Shelder into the pile o
pokémon chips in the box, shuffling that pile. The Slowbro chip is placed on top of
chip, and has 1/2 of the total experience that Slowpoke had before it evolved.
Players may chose to house-rule Slowbro to have an Attack Strength of 4 instead of
Dragonair and Dragonite to have Attack Strengths of 7 and 9 instead of 6 and 7 resp
SPECIAL THANKS TO
Deikkan F.'s Pokémon Master Trainer: Gym Leaders Expansion for the desi
of including the original 8 Gym Leaders and their badges.
Hasboro and Pok émon and anyone involved in the making of Pok émon Mas
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Super Effective Bonuses:
Bug: Fighting, Grass, Ground, Poison, Psychic
Dragon: Dragon, Electric, Fire, Grass, Water
Electric: Electric, Flying, Water
Fighting: Bug, Ice, Normal, Rock
Ground: Electric, Fire, Poison, R
Ice: Dragon, Flying, Grass, Groun
Normal: Ghost
Poison: Bug, Fighting, Grass, Poi
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PINK! (+0)Abra (Psychic)Bellsprout (Grass/Poison)Caterpie (Bug)Doduo (Flying/Normal)Exeggcute (Grass/Psychic)
Gastly (Ghost/Poison)Geodude (Ground/Rock)Magikarp (Water)Magnetmite (Electric)
Nidoran ♂ (Poison)Oddish (Grass/Poison)Paras (Bug/Poison)
Pidgey (Flying/Normal)Poliwag (Water)
Sandshrew (Ground)Shellder (Water)Slowpoke (Psychic/Water)
Staryu (Psychic/Water)Voltorb (Electric)
Vulpix (Fire)Weedle (Bug/Poison)
GREEN! (+1)Cloyster (Ice/Water)Cubone (Ground)Dodrio (Flying/Normal)
Drowzee (Psychic)Eevee (Normal)Electrode (Electric)Gloom (Grass/Poison)Graveler (Ground/Rock)Growlithe (Fire)
Hunter (Ghost/Poison)Kadabra (Psychic)Kakuna (Bug/Poison)Machop (Fighting)Magneton (Electric)
Mankey (Fighting)Metapod (Bug)
Nidorino (Poison)Parasect (Bug/Poison)
BLUE! (+2)Beedrill (Bug/Poison)Butterfree (Bug/Flying)Charmeleon (Fire)Dratini (Dragon)Flareon (Fire)
Golem (Ground/Rock)Hypno (Psychic)Ivysaur (Grass/Poison)Jolteon (Electric)
Kabuto (Rock/Water)Machoke (Fighting)Marowak (Ground)
Nidoking (Ground/Poison) Ninetails (Fire)
Omanyte (Rock/Water)Persian (Normal)Pidgeot (Flying/Normal)
Polywrath (Fighting/Water)Primeape (Fighting)
Raichu (Electric)Rhyhorn (Ground/Rock)Wartortle (Water)
Vaporeon (Water)Victreebel (Grass/Poison)Vileplume (Grass/Poison)
RED! (+4)Alakazam (Psychic)Arcanine (Fire)Blastoise (Water)Charizard (Fire/Flying)Dewgong (Ice/Water)
Dragonair (Dragon)Dragonite (Dragon/Flying)Exeggutor (Grass/Psychic)Gengar (Ghost/Poison)Gyarados (Flying/Water)
Kabutops (Rock/Water)Machamp (Fighting)
Omastar (Rock/Water)Rapidash (Fire)
ITEM CARDSFly x4Time Machine Potion x5Pokédoll x4Great Ball x6
Ultra Ball x4Master Ball x1Attack +1 x4Attack +2 x4
Attack +3 x4Attack +4 x3Attack +5 x2
EVENT CARDPokémon CentChance Card xUnknown Dun
Let's Fight! x10Trade Pokémon
Take 1 Item x9Take 2 Items x
List of all pokémon and their types! (Wild Color Bonus) List of Cards! (Qu
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FIGHT
ITEM
SWITCH
RUN
FIGHT
SWITCH
RUN
FIGHT
ITEM
SWITCH
FIGH
ITEM
SWIT
RUN
FIGH
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SWITCH
RUN
FIGHT
ITEM
SWIT
RUN
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