Moving
To move a pawn, you must roll the red and white die. Add up the numbers on each die; you can move your pawn forward that many spaces. You do not have to move the full number if you don't want to. You can land on a space occupied by another pawn or move past another pawn. If you land on a space occupied by another player, you may choose to battle him. If you land on an S.S. Anne space, draw an S.S. Anne Encounter card. If you land on a Draw 2 Trainer Cards space, draw these cards. You cannot battle on either the S.S. Anne space or the Draw 2 Trainer Cards space.
Battling
You may battle another player when you share a space with him. To battle, each player places a mini card to show which pokemon they will use. Each player rolls the battle dice indicated by their respective mini cards. The player who rolls the higher total number of Poke Balls on the dice wins; roll again if there is a tie. The losing mini card faints and is turned face down. Battling continues until all of one player's pokemon faint; that player moves his pawn back to Start where all of his pokemon are healed. The winner draws three trainer cards, but his fainted pokemon do not heal.
S.S. Anne Cards
There are three kinds of S.S. Anne cards: encounter, teleport and bonus. Encounter cards require you to battle wild pokemon on the card, from top to bottom. Designate another player to roll the dice indicated by the pokemon on the card. If you win the battle, draw the number of trainer cards indicated on the encounter card. If you lose, return your pawn to the start to heal your pokemon. Teleport cards let you move your pawn to a space occupied by another player to battle him, provided that space allows batting. Bonus cards give you additional bonuses indicated by their text, such as drawing a Trainer card.
Trainer Cards
Trainer cards give you added power. There are two kinds of trainer cards: special cards and battle cards. Special cards let you perform additional moves during your turn, such as drawing a mini card. Battle cards give you advantages during battles, such as reviving a fainted pokemon. You can only have up to eight trainer cards at a time, and you can only use each trainer card once before you must discard it.
Captain's Cabin
When you reach the Captain's Cabin/Fight Gary space, draw the Gary battle card and give it to another player. This card has Gary's pokemon on it, and you battle him using the same rules as with the encounter cards. If you beat Gary, you win the game. If you lose, you must return to Start and the player to whom you gave the Gary card draws three trainer cards and returns the Gary card to the board.