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
Snorlax 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
Select 1–6 players, level 1–8, and boss Trainer/Energy deck size. Keep the separate minion-only deck. Difficulty and player count set damage per life card.
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.