I never have the motivation to do a nuzlocke. :x Kudos to you.
I've done at least one nuzlocke run for each generation... SoulSilver was my most challenging to date. It was a gamble'locke... @@ Rules below
1) Capture only the first pokemon encountered in the area.
- If this Pokemon is a repeat of one you currently own (that is alive), skip it and try again
- If this Pokemon is an evolution (pre-evolution included), skip it and try again.
- In order to be able to Capture the Pokemon, you must roll the d20. If the number is 13 or higher, you may capture it. If it is under 13, you cannot capture anything this area.
- When rolling the d20 for a Capture Check, take the level of the Pokemon that was sent out first for the encounter, and subtract the level of the encountered Pokemon from your level. Then add/subtract the difference to your dice roll.
- Gift Pokemon do not count toward this rule.
Ex: You encounter a level 10 Weedle and send out your level 14 Geodude. 14 - 10 = 4. You roll the d20. Roll comes up as 10. 10+4 = 14 of the necessary 13. You may capture the Pokemon.
Ex: You encounter a level 10 Weedle and send out your level Level 5 Pikachu. 5 - 10 = -5. You roll the d20. Roll comes up as 16. 16 - 5 = 11 of the necessary 13. You are unable to make this capture for this area.
- For towns, you may use the Pokewalker to capture a Pokemon. The d20 rule is ignored only when the Pokewalker is used for capture.
- Shiny Pokemon are excluded from capture rules; That ***is rare son! Get you some!
2) Whenever a Pokemon faints, it is considered dead.
3) All Pokemon on team must know only two attacking moves(Quick Attack/Ember etc), and two status effect moves (Harden/Scary Face/Stun Spore etc.)
-HMs are counted as attack/status move depending on what the HM is.
-If needed, HM slave is allowed. Only one.
4) During Gym Leader/Rival/Rocket Boss/Elite Four/Legendary/Trainer Red battle(s), attacks are determined via a deck of playing cards. You must draw a card each attack round.
-Ex:
Move 1=Clubs | Move 2=Diamonds
Move 3=Hearts | Move 4=Spades
-If you draw a card, you MUST use that attack. No re-drawing. No switching active Pokemon. No using items.
-Deck contains 52 cards and two jokers. Jokers are Wild cards; you may pick which attack is used that turn.
5) During Gym Leader/Rival/Rocket Boss/Elite Four/Legendary/Trainer Red battle(s), you must flip a coin in order to use items. Heads will allow item usage. Tails prevents item usage. Coin can only be tossed once per turn and only before drawing a card.
6) When attempting to switch active Pokemon during Gym Leader/rival/Rocket Boss/Elite Four/Legendary/Trainer Red battle, roll a 6 sided die. You must switch with the Pokemon in that number slot.
1 2
3 4
5 6
-If 1 is rolled, must keep current Pokemon out.
EDIT:
There's a Scyther, a Charmeleon, and that new fire/flying bird on my Pokemon amie atm... And the Scyther is saying something to them, and they're getting a ! over their head each time...
Charmeleon : So, is it true...?
Fire-bird-thing : yeah is it...?
Scyther : /sigh... Yes, okay? I'm part flying but can't learn fly...
Fire Types: !
... >_>?