Snorlax VMAX 💤
Snorlax VMAX 💤
Choose your raid difficulty and party size. Your adventure begins when you press Start Raid.
Raid setup
Turn 1Choose your challenge
Boss life · End of round
Minion deployment · Lost Zone escalation
Standard · 60Snorlax VMAX
Minion Bench 0/5
Reinforcement queue 0
Resolve effects
Incoming attack and damage allocation
Round controls
Raid history
Snorlax Raid Rules · v2.1
Setup & difficulty
Choose 1–6 players and one of eight difficulty levels. The boss deck is always exactly 60 cards. Difficulty can adjust the universal Trainer package, the Lost Zone deployment interval X, Standard versus Nightmare minion deck, and Snorlax-specific modifiers. This app also scales damage per life card by player count and difficulty. The suggested X intervals for levels 1–8 are 10, 9, 8, 7, 6, 5, 4, 3 Lost Zone cards respectively; they are configurable encounter defaults, not official Pokémon rules.
Universal boss deck · exactly 60 cards
Shuffle these four components into one boss deck. Stadiums are separate from the 12 signature Trainers:
| Component | Cards |
|---|---|
| Energy | 18 |
| Universal Trainer package (Items, Tools, Supporters) | 26 |
| Snorlax signature Trainers (Items, Tools, Supporters) | 12 |
| Snorlax signature Stadiums | 4 |
| Total · one shuffled boss deck | 60 |
The 26-card universal package can change with difficulty. Snorlax gets its own 12-card Trainer and four-card Stadium packages. Colress’s Experiment ×1 is included in the signature Trainer allocation.
Separate Standard and Nightmare minion decks
Standard uses 60 Pokémon cards; Nightmare uses a concentrated 20-card Pokémon deck of dangerous minions. Neither is shuffled into the 60-card boss deck. The five-slot Bench and staging rules apply in both modes.
Exactly when automatic minions deploy · Lost Zone escalation
Every X cards sent to the Lost Zone from the boss deck triggers one minion from the separate Standard (60) or Nightmare (20) minion deck. Damage converts into Lost Zone cards at round resolution; explicit Lost Zone effects count when applied. Each crossed X-card threshold summons one minion. If multiple thresholds are crossed, deploy that many. Ordinary boss deck draws, searches, reveals and discard costs do NOT trigger automatic minions. Pokémon search effects summon minions separately, preserving printed restrictions and Bench/staging rules.
Boss turn & G-Max Fall
Snorlax stays Active. Attach Energy to Snorlax until it has three Colourless Energy, then to minions unless printed effects say otherwise. G-Max Fall deals 60 + 30 per occupied minion slot to all players. Resolve printed effects and Energy physically.
Minion searches and staging
Five minion slots. Minions count as Active and Benched. Searches into hand instead deploy eligible Pokémon directly; printed Basic/HP and other restrictions apply. Full Bench: levels 1–4 return searched Pokémon to the minion deck and shuffle; 5–6 stage up to two; 7–8 stage unlimited. Stage 1/2 deploy directly when eligible. Stage first-in-first-out on confirmed KO. Direct deployment does not trigger effects requiring playing from hand.
Sleep and special conditions
Resolve printed attacks, Abilities, Sleep checks and restrictions at the table. Hypno Blinding Aura and Sleep Inducer follow their printed text.
Healing & Food Reserve
Fixed-value printed healing may heal a minion or add that amount to pending Food Reserve. Only actual healing triggers on-heal effects. Pending reserve activates next round and absorbs damage. Max Potion heals all damage from one minion, requires discarding all attached Energy physically, and cannot create Food Reserve.
Boss life, damage & Lost Zone
Enter each attack damage and minion allocation. Remaining boss damage, after active protection, accumulates over all players. Resolve once at end of round: floor(total damage ÷ damage per life card), plus explicit Lost Zone modifier. Discard costs (e.g. Ultra Ball) are physical discards and do not reduce life. Cards sent explicitly to Lost Zone do.
Colress’s Experiment
Include one in the unique Trainer package. Raid adaptation: reveal five Trainer/Energy cards, choose three to resolve in order, put two in Lost Zone. Add +2 to the round modifier or apply immediately, not both. Respect other printed costs and one-Supporter-per-turn limit.
Minion HP, Cape & KO
Edit printed HP and other HP modifiers. Hero’s Cape adds 100 HP. When removing Cape leaves current HP at zero or below, show KO pending; never auto-remove. Confirm KO to free the slot and deploy the next staged minion.