Jumbo Raid · Raid Master

Snorlax VMAX 💤

The Sleeping Giant · Single-screen controller
Pokémon Raid Master

Choose your adventure

Permanent Active · Jumbo Boss

Snorlax VMAX

Life remaining
60 / 60 cards
G-Max Fall · ⚪⚪⚪
Charging
Lost Zone
0
Boss Energy
0 / 3
G-Max Fall · All players
60
60 + 30 × occupied Bench slots
Food Stockpile · Active protection
0 HP
0 card-equivalents
Food after round
0 HP
Unused food carries forward

Boss damage · End of round

20 HP / life card
Accumulated damage
0
Final damage
0
Cards from damage
0
Food deducted: 0 HP

Add each player's attack

Attack damage to accumulate
180

Lost Zone adjustment

Boss Energy is discarded and reset when the round resolves. Lost Zone escalation triggers minions.

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.

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.

Healing

Select a target and apply healing.
Healing Snorlax adds to Food Stockpile immediately. Healing a minion removes its damage counters. Max Potion clears boss damage, food and attached Energy (discard Energy physically).

Round controls

After all players attack and healing is applied, use Resolve round above. Unused food carries forward. Snorlax Energy resets to zero; discard it physically. Resolve Sleep with physical cards.

Raid history

Leaderboard

Round MVP: 3 / 2 / 1 points for the top three damage dealers. Life-card credit is shared proportionally after Food Stockpile protection. Confirmed minion KO: +1 point. Points are awarded on round resolution; no MVP bonus if no life cards are lost to damage.

Series standings

Current round

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

Healing a minion removes its damage counters. Healing Snorlax adds to the Food Stockpile, which offsets accumulated damage at round resolution. Unused food carries forward. Raid-specific Max Potion clears accumulated boss damage and Food Stockpile; discard attached Snorlax Energy physically.

Boss life, damage & Lost Zone

Enter each player's attack into accumulated boss damage. Final damage = max(0, accumulated damage − Food Stockpile). Resolve once at end of round: floor(final 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.