Jumbo Raid · Raid Master

Snorlax VMAX 💤

The Sleeping Giant · Single-screen controller
Jumbo Raid · Raid Master

Snorlax VMAX 💤

Choose your raid difficulty and party size. Your adventure begins when you press Start Raid.

Raid setup

Turn 1
Suggested interval changes with difficulty; you can override X before starting. Every X Lost Zone cards triggers one minion. Ordinary boss draws do not count.

Choose your challenge

Trainer cards left (boss life)
60
Cards in Lost Zone
0
Damage per life card
20
Resolve physical Trainer cards and discard costs at the table. Automatic minion deployment follows Lost Zone cards, not boss draws. Only damage and explicit Lost Zone effects reduce boss life.

Boss life · End of round

Life remaining
60
Lost Zone
0
Damage per card
20
0
Discard costs are managed physically and do not count as Lost Zone life loss.

Minion deployment · Lost Zone escalation

Standard · 60
Lost Zone cards toward next minion
0 / 10
Automatic minions triggered
0
Every X boss cards sent to the Lost Zone triggers a minion from the separate minion deck. Damage and explicit Lost Zone effects count. Ordinary draws, reveals and discard costs do not. Draw the triggered minion physically and register it with Add Minion.
Permanent Active · Jumbo Boss

Snorlax VMAX

G-Max Fall · ⚪⚪⚪
Charging
0 / 3
60
60 + 30 × occupied Bench slots

Active protection
0
Absorbs incoming damage
Next-turn healing reserve
0
Activates next turn

Minion Bench 0/5

All minions count as Active and Benched. Max 5 in play.

Reinforcement queue 0

Queue empty
Search-to-hand deploys directly, preserving printed restrictions. Full Bench: levels 1–4 shuffle back; 5–6 stage two; 7–8 stage unlimited. Stage 1/2 can enter directly when eligible.

Resolve effects

Choose a minion to heal actual damage, or Snorlax's reserve for delayed protection. Healing triggers only apply to a Pokémon actually healed.

Incoming attack and damage allocation

180
Apply damage allocated to minions using their own −HP controls before committing the boss portion. Damage from all players accumulates; convert once at the end of the round.

Round controls

After all players attack, use Resolve round above. Pending Food Reserve becomes active next round. Resolve Sleep and Energy with physical cards.

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:

ComponentCards
Energy18
Universal Trainer package (Items, Tools, Supporters)26
Snorlax signature Trainers (Items, Tools, Supporters)12
Snorlax signature Stadiums4
Total · one shuffled boss deck60

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.