Pokémon Trading Card Game/Mason Laboratory

You've gone through the intro, so you headed of to the Mason Laboratory. Let's see what awaits you there...

When you get there
When you come inside, you tell Dr. Mason that you want to learn how to play the Pokemon Trading Card Game (Pokemon TCG for short, and that's how it'll be called for the rest of this walkthrough). Mason comments with the fact that playing the game is better than just collecting cards. So, he decides to teach you. So instead of getting a real deck, you get a Practice Deck. Now, you can play a Practice Game. Mason calls Sam over to be your opponent. Mason then asks you to ask Sam the basics of the game. There are 7 things you can learn about. They are Energy, Attacking, Retreating, Evolving Pokemon, Using Pokemon Powers, Ending Your Turn, and The Win And Loss of a Duel. What Sam says is not listed here. Instead, you can find and use our Glossary for definitions. When you're done, press Nothing To Ask. Mason will be coaching you on this duel, as you are dueling for the first time. If you don't follow his instructions, then you have to redo your turn. Then the Practice Duel finally starts!

The Practice Duel
To start, both of you draw 7 cards. Even though this won't happen in this duel, if you have no Basic Pokemon cards in your hand, then you have to shuffle the deck and draw 7 cards until you get at least one. Then, you go to your Hand. You have one Goldeen card, pne Staryu card, one Seaking card, one Full Heal card, one Psychic Energy, and two Water Energies. Then both of you place the prizes (there are two of them). Next, you flip a coin. If you get heads, you get to go first. But don't worry about going last, as heads is always what side the coin will land on. Then, both of you draw a card. You draw Water Energy. Then Mason tells you to place Goldeen on the arena. You do, and Sam places Machop. Then he tells you to attach one water energy to Goldeen and make it use Horn Attack. You do as instructed, and Machop takes... 10 damage. Wow. Well, things will get better. Sam decides to attach a Fighting Energy to Machop, and makes it use Low Kick, which does 20 damage. You then draw another Water Energy. Mason says Goldeen will faint, so he tells you to evolve it into Seaking. Finally!