-----------------------------------------------------------------

NEO e-CARD 2 TRANSLATIONS

v1.0, Last Updated: March 22, 2002

By Edo (edo_hrzic@hotmail.com)

Pokemon is a trademark of Nintendo, Creatures and Game Freak. 
These translations are copyright (c) 2002 by Edward T. Hrzic III. 
No part of this file may be reproduced without consent of the
author.

http://www.geocities.com/TimesSquare/Alley/2247/Poke.htm

------------------------------------------------------------------

I. What Is It?
------------------------------------------------------------------
This is a set of translations for the fourth expansion in the
revised Pokemon card game, called "Pokemon Card e 2".

As always, remember that I am NOT a native speaker of the
Japanese language, and thus I WILL be incorrect on some points,
if not just because of typos.  But you already knew that, now
didn't you?

NOTE: Some of the cards are currently incomplete, and many more
will be changed in the near future.

II. What To Do With It
------------------------------------------------------------------
This file may be printed out FOR YOUR OWN, PERSONAL USE.  That is
what it was created for.  You may NOT do anything else with it. 
That includes posting it to message boards.  If you do post
specific translations, DO NOT CHANGE THE NAMES TO THE ENGLISH
VERSION.  You MUST tell them where the specific translation came
from (URL to my home page).  I do hard work here; don't screw
around with it because you want people to notice your "work".

_REGARDLESS_ OF WHO YOU ARE, YOU MAY _NOT_ LINK TO THIS FILE
WITHOUT MY PERMISSION!


III. Revision History
------------------------------------------------------------------

v1.0 (March 22, 2002)
- Initial release.


IV. Translation List
------------------------------------------------------------------

NOTE: For more information on the side and bottom e codes, what
they do, Poke Power/Body, refer to the first e Card translation
file.

The [Special Conditions] text means that the Poke Power or Poke
Body is shut off (i.e. can't be used) if the Pokemon is Asleep,
Confused, Burned, Paralyzed or Poisoned.


001 Nidoran (M)
HP 50
G: Poison Horn
Flip 1 coin.  If heads, the Defending Pokemon is now Poisoned.
CC: Scratch: 20
-C Retreat
P Weakness
(No) Resistance

002 Nidorino
HP 70
G: Poison Horn
Flip 1 coin.  If heads, the Defending Pokemon is now Poisoned.
CCC: Takedown: 40
This Pokemon does 10 damage to itself.
-C Retreat
P Weakness
(No) Resistance

003 Grimer
HP 50
C: Sludge
Flip 1 coin.  If heads, the Defending Pokemon is now Poisoned.
-C Retreat
P Weakness
(No) Resistance

004 Muk
HP 70
[Poke Power] Heavy Body
If there are any G Energy attached to this Pokemon, this
Pokemon's Retreat Cost is increased by 2.
CC: Burning Sludge: 10
Flip a number of coins equal to the number of G Energy attached
to this Pokemon.  If at least 1 is heads, the Defending Pokemon
is now Burned and Poisoned.
-C Retreat
P Weakness
(No) Resistance

005 Muk (Holo)

006 Spinarak
HP 40
C: Dangerous Needle
Flip 1 coin.  If heads, the Defending Pokemon is now Poisoned; if
tails, the Defending Pokemon is now Paralyzed.
-C Retreat
P Weakness
(No) Resistance

007 Spinarak
HP 50
C: Gnaw: 10
GC: Constricting Thread: 20
The Defending Pokemon can't retreat during your opponent's next
turn
-C Retreat
R Weakness
(No) Resistance

008 Ariados
HP 70
[Poke Body] Webbing
While this Pokemon is your Activate Pokemon, each player's Active
Pokemon's Retreat cost is increased by 1.  Only 1 [Webbing] can
be active at a time.
GC: Spider Force: 20+
Flip 1 coin.  If heads, this attack does 10 more damage; if
tails, the Defending Pokemon is now Paralyzed.
(No) Retreat
R Weakness
(No) Resistance

009 Ariados (Holo)

010 Hoppip
HP 40
[Poke Body] Light Body
When this Pokemon Retreats, its Retreat cost is reduced by the
number of G Energy attached to this Pokemon.
C: Clumsy Tackle: 20
This Pokemon does 10 damage to itself.
-C Retreat
R Weakness
W Resistance

011 Skiploom
HP 60
[Poke Body] Light Body
When this Pokemon Retreats, its Retreat cost is reduced by the
number of G Energy attached to this Pokemon.
C: Break Powder: 10+
Flip 1 coin.  If heads, this attack does 20 more damage; if
tails, the Defending Pokemon is now Asleep.
-C Retreat
R Weakness
W Resistance

012 Jumpluff
HP 70
[Poke Body] Puff
If your opponent does damage to this Pokemon by an attack and
this Pokemon already has damage counters on it, flip 1 coin.  If
heads, this Pokemon receives no damage from that attack.
G: Cotton Punch: 30x
Flip 2 coins.  This attack does 30 damage times the number of
heads.
(No) Retreat
R Weakness
W Resistance

013 Jumpluff (Holo)

014 Growlithe
HP 50
C: Roar
If your opponent has any Benched Pokemon, he or she chooses 1 of
them and switches it with the Defending Pokemon.
R: Fire Blanket: 10+
Flip 1 coin.  If heads, this attack does 10 more damage.
-C Retreat
W Weakness
(No) Resistance

015 Growlithe
HP 60
RC: Ember: 30
Discard 1 R Energy card attached to this Pokemon in order to use
this attack.
-C Retreat
W Weakness
(No) Resistance

016 Arcanine
HP 90
[Poke Body] High Speed
When this Pokemon Retreats, its Retreat cost is reduced by the
number of Energy attached to this Pokemon.
CCC: Blow Fire: 30+
If you wish, you may discard as many R Energy cards from this
Pokemon as you wish.  Flip 1 coin for each Energy card discarded
in this way.  This attack does 30 more damage for each heads.
-CCC Retreat
W Weakness
(No) Resistance

017 Arcanine (Holo)

018 Houndour
HP 50
C: Burn
Flip 1 coin.  If heads, the Defending Pokemon is now Burned.
RC: Flare: 20
-C Retreat
W Weakness
(No) Resistance

019 Houndoom
HP 80
C: Smoke Curtain
If the Defending Pokemon tries to attack during your opponent's
next turn, your opponent flips 1 coin.  If tails, that attack
does nothing.
RRC: Wicked Temperature: 60
Flip 1 coin.  If tails, discard all R Energy cards attached to
this Pokemon.
-C Retreat
W Weakness
(No) Resistance

020 Psyduck
HP 50
C: Headbutt: 10
CC: Scratch: 20
-C Retreat
L Weakness
(No) Resistance

021 Golduck
HP 70
CC: Slash: 20
PCC: Severe Beam: 30
Flip 1 coin.  If heads, the Defending Pokemon is now Asleep; if
tails, the Defending Pokemon is now Paralyzed.
-C Retreat
L Weakness
(No) Resistance

022 Goldeen
HP 40
C: Tail Smack: 10+
Flip 1 coin.  If heads, this attack does 10 more damage.
-C Retreat
L Weakness
(No) Resistance

023 Seaking
HP 70
CC: Flail: 10x
This attack does 10 damage times the number of damage counters on
this Pokemon.
WCC: Zigzag Swim: 30
Flip 1 coin.  If heads, prevent all damage done to this Pokemon
by attacks.
-C Retreat
L Weakness
(No) Resistance

024 Marill
HP 50
C: Headbutt: 10
WC: Sleepy Ball: 10
The Defending Pokemon is now Asleep.
-C Retreat
L Weakness
(No) Resistance

025 Azumarill
HP 70
[Poke Power] Bubble Turn
Once during your turn (before your attack), if this Pokemon is on
your Bench, you may flip 1 coin.  If heads, return this Pokemon
and all cards attached to it to your hand.
WCC: Aqua Sonic: 40
Don't apply the Defending Pokemon's Resistance for this attack.
-C Retreat
L Weakness
(No) Resistance

025 Azumarill (Holo)

027 Wooper
HP 40
W: Bubble: 10
Flip 1 coin.  If heads, the Defending Pokemon is now Paralyzed.
WC: Splash: 20
-C Retreat
L Weakness
(No) Resistance

028 Wooper
HP 50
C: Tail Attack: 10
W: Sip Water
Flip 3 coins.  Remove a number of damage counters from this
Pokemon equal to the number of heads.
-C Retreat
G Weakness
(No) Resistance

029 Quagsire
HP 80
W: Water Gun: 20+
[Standard Water Gun Text.]
CCCC: Slam: 50x
Flip 2 coins.  This attack does 50 damage times the number of
heads.
-CC Retreat
G Weakness
(No) Resistance

030 Suicune
HP 70
[Poke Body] Pure Body
Whenever you attach a W Energy card to this Pokemon from your
hand, choose an Energy card attached to this Pokemon and discard
it.  If you cannot discard any Energy cards in this way, you
can't attach a W Energy card to this Pokemon.
WCC: Hypno Wave: 30+
Flip 1 coin.  If heads, this attack does 20 more damage; if
tails, the Defending Pokemon is now Asleep.
-C Retreat
L Weakness
(No) Resistance

031 Suicune (Holo)

032 Magnemite
HP 50
[Poke Body] Magnetic Body
This Pokemon's Retreat cost is reduced by the number of
[Magnemite] on your Bench.
LC: Magnetic Bomb: 20+
Flip 1 coin.  If heads, this attack does 10 more damage; if
tails, this Pokemon does 10 damage to itself.
-C Retreat
F Weakness
(No) Resistance

033 Voltorb
HP 40
L: Swift: 20
[Standard Swift Text.]
-C Retreat
F Weakness
(No) Resistance

034 Voltorb
HP 50
C: Roll: 10
LC: Thundershock: 20
Flip 1 coin.  If heads, the Defending Pokemon is now Paralyzed.
-C Retreat
F Weakness
(No) Resistance

035 Electrode
HP 70
[Poke Power] Energy Dynamo
Once during your turn (before your attack), if this Pokemon is
your Active Pokemon, you may flip 1 coin.  If heads, choose 1 L
Energy card in your Discard Pile and attach it to 1 of your
Pokemon.  [Special Conditions.]
LC: Speed Star: 30
Don't apply the Defending Pokemon's Weakness, Resistance, Poke
Power, Poke Body, or other effects for this attack.
-C Retreat
F Weakness
(No) Resistance

036 Electrode (Holo)

037 Zapdos
HP 80
[Poke Body] Anti-Lightning
You can only attach L Energy cards to this Pokemon from your
hand.
C: Plasma: 10
Flip 1 coin.  If heads, choose 1 L Energy card in your discard
pile and attach it to this Pokemon.
LLCC: Thunder Bolt: 60
Flip 1 coin.  If tails, put 2 damage counters on this Pokemon.
-CC Retreat
L Weakness
F Resistance

038 Zapdos (Holo)

039 Elekid
HP 30
[Standard Baby Rule]
L: Energy Kick
Flip 1 coin.  If heads, choose 1 Energy card attached to the
Defending Pokemon.  Your opponent moves it to 1 of his or her
Benched Pokemon.  (If your opponent has no Benched Pokemon, this
attack does nothing.)
-C Retreat
(No) Weakness
(No) Resistance

040 Drowzee
HP 50
P: Call To Sleep
Flip 1 coin.  If heads, choose 1 of your opponent's Benched
Pokemon and switch it with the Defending Pokemon.  The new
Defending Pokemon is now Asleep.
-C Retreat
P Weakness
(No) Resistance

041 Hypno
HP 80
[Poke Power] Sleepy Pendulum
Once during your turn (before your attack), if this Pokemon is
your Active Pokemon, you may have the Defending Pokemon be
Asleep.  [Special Conditions]
PCC: Spiral Aura: 30
If you wish, after damage is done, switch the Defending Pokemon
with 1 of your opponent's Benched Pokemon.  (If the Defending
Pokemon is Knocked Out, this attack has no other effects.)
-C Retreat
P Weakness
(No) Resistance

042 Hypno (Holo)

043 Mr. Mime
HP 50
[Poke Body] Energy Barrier
Reduce damage done to this Pokemon by 10 for each Basic Energy
card attached to it.  You can't reduce damage by more than 20 in
this way.
PC: Mindshock: 20
Don't apply Weakness or Resistance for this attack's damage.
-C Retreat
P Weakness
(No) Resistance

044 Jynx
HP 60
WC: Meditate: 10
This attack does 10 more damage for each damage counter on the
Defending Pokemon.
WCC: Confuse Ray: 20
Flip 1 coin.  If heads, the Defending Pokemon is now Confused.
-CC Retreat
P Weakness
(No) Resistance

045 Espeon
HP 80
[Poke Power] Energy Return
As often as you like during your turn (before your attack), you
may return 1 Energy card attached to 1 of your Pokemon to your
hand. [Special Conditions.]
PCC: Damage Blast: 30+
Flip 1 coin for each damage counter on the Defending Pokemon.
This attack does 10 more damage for each heads.
(No) Retreat
P Weakness
(No) Resistance

046 Espeon (Holo)

047 Smoochum
HP 30
[Standard Baby Rule]
P: Energy Kiss: 10x
Flip 1 coin for each Energy card attached to this Pokemon.  This
attack does 10 damage times the number of heads.
-C Retreat
(No) Weakness
(No) Resistance

048 Nidoking
HP 110
[Poke Power] Rage of the Land
Once during your turn, if this Pokemon is your Active Pokemon,
you may flip 1 coin.  If heads, place 1 damage counter on each of
your opponent's Benched Pokemon.  [Special Conditions.]
FFCC: Giant Horn: 50+
Flip 1 coin.  If heads, this attack does 30 more damage.
-CCC Retreat
G Weakness
L Resistance

048 Nidoking (Holo)

050 Cubone
HP 40
C: Snivel
During your opponent's next turn, damage done to this Pokemon by
attacks is reduced by 20.  (Benching this Pokemon ends this
effect.)
F: Tackle: 10
-C Retreat
G Weakness
L Resistance

051 Marowak
HP 70
CC: Triple Bone
Choose 1 of your opponent's Benched Pokemon and flip 3 coins.
This attack does 10 damage times the number of heads to that
Pokemon.  (Don't apply Weakness and Resistance for Benched
Pokemon.)
FCC: Bone Rush: 50x
Flip a coin until you get tails.  This attack does 50 damage
times the number of heads.
-C Retreat
G Weakness
L Resistance

052 Hitmonchan
HP 60
FC: Rush: 10x
Flip 5 coins.  This attack does 10 damage times the number of
heads.  This Pokemon can't use an attack during your next turn.
CCC: Smash Punch: 50
Flip 1 coin.  If tails, this attack does nothing.
-CC Retreat
P Weakness
(No) Resistance

053 Phanpy
HP 40
C: Flail: 10x
This attack does 10 damage times the number of damage counters on
this Pokemon.
FC: Dig: 20
-C Retreat
G Weakness
L Resistance

054 Donphan
HP 80
F: Earthquake: 30
This attack does 10 damage to each Pokemon on your Benched.
(Don't apply Weakness and Resistance for Benched Pokemon.)
CCC: Fury Horn: 40x
Flip 2 coins.  This attack does 40 damage times the number of
heads.
-CC Retreat
G Weakness
L Resistance

055 Tyrogue
HP 30
[Standard Baby Rule]
F: Energy Punch: 10
Flip 1 coin.  If heads, choose 1 Special Energy card attached to
the Defending Pokemon and discard it; if tails, this attack does
nothing.
-C Retreat
(No) Weakness
(No) Resistance

056 Hitmontop
HP 60
CC: Double Spin: 20x
Flip 2 coins.  This attack does 20 damage times the number of
heads.
FCC: Triple Spin: 20x
Flip 3 coins.  This attack does 20 damage times the number of
heads.  If 2 or more are heads, switch this Pokemon with 1 of
your Benched Pokmon.
-C Retreat
P Weakness
(No) Resistance

057 Chansey
HP 100
C: Roll: 10
CCC: Double-edge:40
This Pokemon does 40 damage to itself.
-CC Retreat
F Weakness
(No) Resistance

058 Eevee
HP 50
C: Power Charge
Flip 1 coin.  If heads, search your deck for 1 Energy card and
attach it to this Pokemon.  Shuffle your deck afterward.
C: Jump Around: 20
Flip 1 coin.  If tails, this attack does nothing.
-C Retreat
F Weakness
(No) Resistance

059 Porygon
HP 40
C: Data Recovery
Flip 1 coin.  If heads, choose 1 Trainer card in your Discard
Pile, show it to your opponent, then shuffle it into your deck.
C: Peck: 10
-C Retreat
F Weakness
(No) Resistance

060 Togepi
HP 40
C: A Little Help
Flip 2 coins.  For each heads, search your deck for a Basic
Energy card, show it to your opponent, then put it into your
hand.  Shuffle your deck afterward.
C: Pound: 10
-C Retreat
F Weakness
(No) Resistance

061 Togetic
HP 60
[Poke Power] Miracle Shift
Once during your turn (before your attack), you may discard 1
Special Energy card attached to 1 of your Pokemon to choose 1
Special Energy card in your Discard Pile and attach it to that
same Pokemon.  [Special Conditions.]
C: Tiny Metronome
Flip 1 coin.  If heads, choose 1 of the Defending Pokemon's
attacks to use.  (You can use the attack even if you don't have
the correct Energy attached, but if you can't fulfill the
requirements of the effect, you can't use that attack.)
-C Retreat
L Weakness
F Resistance

062 Togetic (Holo)

063 Porygon 2
HP 70
[Poke Power] Backup
Once during your turn (before your attack), if you have 2 or
fewer cards in your hand, you may draw cards until you have 3
cards in your hand.  [Special Conditions.]
CC: Hypnotic Beam: 20
The Defending Pokemon is now Asleep.
-C Retreat
F Weakness
(No) Resistance

064 Smeargle
HP 60
C: Trick Paint
Flip 1 coin.  If heads, the Defending Pokemon is now Confused,
and switch this Pokemon with 1 of your Benched Pokemon.
CC: Doubleslap: 20x
Flip 2 coins.  This attack 20 damage times the number of heads.
-C Retreat
F Weakness
(No) Resistance

065 Blissey
HP 120
[Poke Power] Happy Healing
Once during your turn (before your attack), you may choose 1 of
your Benched Pokemon and flip a coin.  If heads, remove a number
of damage counters from that Pokemon equal to the amount of
Energy attached to this Pokemon.  [Special Conditions.]
CCC: Smash Bomber: 50
Flip 1 coin.  If tails, this attack does nothing.
-CC Retreat
R Weakness
(No) Resistance

066 Blissey (Holo)

067 Umbreon
HP 80
[Poke Power] Dark Moon
Once during your turn (before your attack), if this Pokemon is
your Active Pokemon and has any E Energy attached to it, you may
look at your opponent's hand.  Choose a number of cards there up
to the number of E Energy attached to this Pokemon and shuffle
them into your opponent's deck.  Then, your opponent draws a
number of cards equal to what was shuffled in.  [Special
Conditions.]
CCC: Shadow Needle: 30
The Defending Pokemon can't Retreat during your opponent's next
turn.
-C Retreat
F Weakness
P Resistance

068 Umbreon (Holo)

069 Houndour
HP 50
EC: Ball Attack
Choose 1 of your opponent's Pokemon and do 20 damage to it. 
Don't apply Weakness, Resistance, Poke Power, Poke Body, or other
effects on that Pokemon.
-C Retreat
F Weakness
P Resistance

070 Houndoom
HP 70
RC: Spark: 30
Flip 1 coin.  If tails, discard 1 R Energy card attached to this
Pokemon.
ECC: Dark Impact: 40
The Defending Pokemon's Poke Power can't be used until the end of
your opponent's next turn.
-C Retreat
F Weakness
P Resistance

071 Houndoom (Holo)

072 Magnemite (Steel)
HP 40
S: Take Out
Switch the Defending Pokemon with 1 of your opponent's Benched
Pokemon.
CC: Tackle: 20
-C Retreat
R Weakness
G Resistance

073 Magneton (Steel)
HP 70
[Poke Power] Magnetic Storm
Once during your turn, if this Pokemon is your Active Pokemon,
you may flip 1 coin.  If heads, choose 2 of your opponent's
Pokemon with Energy cards attached to them.  Then, choose 1
Energy card attached to each of those Pokemon and switch them.
[Special Conditions.]
CCC: Metal Wave: 30
This attack does 10 damage to each of your opponent's Benched
Pokemon that are the same type as the Defending Pokemon.
-CC Retreat
R Weakness
G Resistance

074 Magneton (Steel) (Holo)

075 Weak Cover
Trainer
Attach to 1 of your Pokemon.  Discard this card at the end of
your opponent's next turn.  While this card is attached to a
Pokemon, ignore that Pokemon's Weakness.

076 Super Energy Removal
Trainer
Flip 2 coins.  If all are heads, discard all Energy cards
attached to your opponent's Active Pokemon.  If all are tails,
discard all Energy cards attached to your Active Pokemon.

077 Psychicer
Trainer (Supporter)
Look at the top 6 cards of your deck.  Remove all Basic Energy
cards there, show them to your opponent, then put them into your
hand.  Shuffle your deck afterward.

078 Pokemon Fan Club
Trainer (Supporter)
Choose 2 Basic Pokemon and/or Baby Pokemon from your deck and put
them on your Bench.  Shuffle your deck afterward.

079 Boratia of the City
Trainer (Supporter)
Shuffle up to 5 Pokemon and/or Energy cards from your discard
pile into your deck.

080 Grass Cube 01
Trainer (TM)
G: Sleepy Poison
The Defending Pokemon is now Asleep and Poisoned.
(Attach this card to 1 of your G Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

081 Fire Cube 01
Trainer (TM)
R: Singe
The Defending Pokemon is now Burned.
(Attach this card to 1 of your R Pokemon, and discard it at the
end of the turn. The Pokemon that this card is attached to may
use the attack listed on this card.)

082 Water Cube 01
Trainer (TM)
W: Water Splash
Choose 1 of your opponent's Pokemon and do 20 damage to it.
(Don't apply Weakness and Resistance.)
(Attach this card to 1 of your W Pokemon, and discard it at the
end of the turn. The Pokemon that this card is attached to may
use the attack listed on this card.)

083 Lightning Cube 01
Trainer (TM)
L: Hyper Electricity: 40x
Discard all L Energy cards attached to this Pokemon.  Flip 1 coin
for each L Energy card discarded in this way.  This attack does
40 damage times the number of heads.
(Attach this card to 1 of your L Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

084 Psychic Cube 01
Trainer (TM)
P: Psychic Fuse
The Defending Pokemon is now Confused.
(Attach this card to 1 of your P Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

085 Fighting Cube 01
Trainer (TM)
F: Enrage: 10x
Flip 1 coin for each damage counter on this Pokemon.  This attack
does 10 damage times the number of heads.
(Attach this card to 1 of your F Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

086 Darkness Cube 01
Trainer (TM)
E: Theft: 10
Before damage is done, discard all Trainer cards attached to the
Defending Pokemon
(Attach this card to 1 of your E Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

087 Metal Cube 01
Trainer (TM)
S: Metal Reverse: 10
If you wish, before damage is done, choose 1 of your opponent's
Benched Pokemon and switch it with the Defending Pokemon.
(Attach this card to 1 of your S Pokemon, and discard it at the
end of the turn.  The Pokemon that this card is attached to may
use the attack listed on this card.)

088 Pokemon Park
Trainer (Stadium)
Once during a player's turn (before his or her attack), if that
player attaches an Energy card to 1 of his or her Benched Pokemon
from his or her hand hand, remove 1 damage counter from that
Pokemon.

089 Unmanned Power Factory
Trainer (Stadium)
Once during a player's turn (before his or her attack), he or she
may discard 1 Basic Energy card from his or her hand to choose 1
Basic Energy card in his or her Discard Pile, show it to his or
her opponent, then put it into his or her hand.

090 Evil Energy
091 Steel Energy
092 Rainbow Energy

------------------------------------------------------------------
Fin.

    Source: geocities.com/timessquare/alley/Alley/2247

               ( geocities.com/timessquare/alley/Alley)                   ( geocities.com/timessquare/alley)                   ( geocities.com/timessquare)