The rules

This is the standard ruleset. The core rules apply to every run — group or solo. The soul link rules apply when fates are linked. Rules marked (host setting) can be adjusted in the lobby before launch; everything is enforced the same way: the server watches the game, issues rulings, and writes them down. Nothing blocks your game — the record is the enforcement.

Core rules — every run

1. A faint is a death. Any of your Pokémon that hits 0 HP is dead. Dead is dead: no revives, no take-backs. It goes to the graveyard and stays there.

2. First encounters are official. On each route, the first wild Pokémon you meet is your official encounter — you catch it, it faints, or it flees, and the ruling stands. No second chances, no re-rolls. The server issues the ruling the moment the battle resolves.

3. Come prepared. An encounter only counts if you could have caught it: at least one Poké Ball in the bag when the battle starts (the Safari Zone is exempt). Enter with none and the board logs came unprepared — the route stays unclaimed, and your next encounter there, with balls, is the official one.

4. Level caps. (host setting) When caps are on, the run reads your badges, shows the current cap, and logs any party member over it as a cap violation. Warns, never blocks.

5. The daycare is banned. Official Pokémon do not go to the daycare: it hides their experience and pulls them off the death watch. Deposits are logged as daycare violations.

6. Rewinds are recorded. Loading an old save to undo a death is visible — experience walks backwards and the run logs a rewind. Nothing stops you. Everything is written where your partners can read it.

In a linked run, everyone plays their own copy of the game at the same time, and catches made on the same route are linked: their fates are one.

7. Links form as you catch. The route is the link. The first official catch on a route creates its link group, and every later official catch on that route joins it. Starters link automatically — your first partner joins the starter group when the run first sees your party. (host setting: link mode) — routes are the default; hosts can link by catch order or assign links manually instead.

8. One falls, all fall. When any member of a link faints, every Pokémon in that link dies with it. You may finish the battle you are in; the burials queue for your next free moment. On the board, blame flows from the faint: the player whose Pokémon fell broke the link; their partners' losses count as lost to a partner's link — shared fate, not their fault.

9. Routes burn together. (host setting: route rule) Every living player must land their catch. If anyone's official encounter on a route faints or flees uncaught, the route burns for everyone — and if a link had already formed there, the group dies with it and its catches are buried. The fumble is on the board: whoever missed broke that link. A route whose link has died is closed for good.
Hosts who want a gentler run can set the route rule to accretive: a miss only burns the route while no living link holds it; once a group has formed, a later miss burns only that player's own chance.

10. Experience is shared. EXP earned by a linked Pokémon is mirrored to every partner's twin, so the group levels together whether you grind or not.

Solo runs

The core rules stand on their own: a solo run is rules 1–6 with the same referee, the same graveyard, and the same permanent record. Solo runs open in Beta.