A Pokémon auto-battler on a hex board.

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The run map: wild fights and elites on the way to the act's boss
Pick a path
Placing Pokémon on the hex board before a fight
Set your board
An auto-battle in progress
Watch them fight
The learn window: Charmander's four move slots over the moves it can learn next
Choose their moves
Dragging a Flamethrower TM onto one of Charmander's move slots
Teach TMs

251 Pokémon

Every line of Generations 1 and 2, from Bulbasaur to Celebi, drawn in HGSS sprites. Catch them in the wild.

Hex auto-battles

You place the team; they fight on their own. Every Pokémon casts its four moves in turn, by type, range and shape.

Evolve and build

Evolve with stones, feed vitamins, stack amulets and deal with the traders, sellers and tutors who wait beside the board.

Catch your team

Put Poké, Great and Ultra Balls on wild Pokémon and win the fight to catch them. Catch ten of one species and the PC Box keeps it for the bench of later runs; every five more catches start it a level higher.

Choose their moves

Every second level a Pokémon draws a new move from its own list, and you pick which four it keeps, in the order it casts them. TMs teach a move on the spot, even one it would never draw, and the Move Tutor offers picks from its whole list.