Player character
The young protagonist who travels through the card clubs, builds decks, and challenges Team GR.
Documented for this version
Arrow UpArrow DownArrow LeftArrow Right | Move the player or move the selection cursor. |
|---|---|
A | Confirm a selection, talk to characters, inspect objects, or choose a card-game command. |
B | Cancel a selection or return to the previous menu. |
Start | Open or advance the pause and information screens where available. |
Select | Use the secondary menu function where available. |
Button behavior can vary by screen and card-duel prompt.
The game was designed for Game Boy Color controls.
How it plays
The game uses a top-down adventure view for exploration and a turn-based interface for card duels. The player visits card clubs, talks to characters, collects booster packs, and challenges club leaders and other duelists.
Duels follow the rules of the Pokémon Trading Card Game: players place a Basic Pokémon in the Active position, attach Energy, use attacks, and take Prize cards when opposing Pokémon are Knocked Out. Progression comes from winning matches, receiving cards, improving decks, and unlocking new areas and opponents.
The adventure includes story battles against Team GR and additional card-game challenges. Deck construction is central: a legal 60-card deck must balance Pokémon, Energy, and Trainer cards around a reliable strategy.
Plan your run
Build around one or two compatible Energy types rather than trying to support every Pokémon in the same deck. Keep the deck at exactly 60 cards and prioritize consistent Basic Pokémon, sufficient Energy, and Trainers that draw or search for key cards.
Study each opponent’s apparent theme before challenging them. Save rare cards for a focused deck, and use weaker matches to test opening hands and Energy distribution. Evolution lines should be compact; too many Stage 2 Pokémon can leave the deck slow.
Track Prize cards and avoid unnecessary knockouts when an opponent can answer immediately. In longer duels, preserve Energy and retreat options instead of committing every resource to one Active Pokémon.
Meet the cast
The young protagonist who travels through the card clubs, builds decks, and challenges Team GR.
A recurring rival who challenges the player and competes to become the strongest card duelist.
The Water Club leader and one of the club masters the player must defeat.
The antagonist organization that invades the card world and interferes with the clubs.
Before you begin
Keep separate deck ideas for different Energy types so opposing weaknesses are easier to exploit.
Open booster packs regularly and review the card list before removing useful Trainers.
Save before difficult club challenges so a poor opening hand does not waste a long duel.
Pokémon Trading Card Game 2: The Invasion of Team GR! is a story-driven collectible card game developed by Hudson Soft and published by Nintendo for Game Boy Color. It follows the player as Team Great Rocket, or Team GR, disrupts the Pokémon Card world and steals powerful cards. The player travels between clubs, challenges duelists, builds decks, and advances through a structured adventure rather than playing a standalone tournament simulator. The game expands the original Pokémon Trading Card Game with additional cards, new opponents, and more involved deck-building requirements. It was released in Japan in 2001 and was never officially localized for Western markets. Fans generally regard it as a substantial and well-liked follow-up, although its language barrier limited its international reach.
Catalog entry maintained by EmuGamers Editorial Team
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