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Nuzlocke Rules

A Nuzlocke allows catching only the first wild Pokémon encountered in each area. Pokémon that faint are permanently removed from the run. Optional clauses can add exceptions to these rules. A rule sheet records which encounters count, which exceptions apply and when the run ends.

Set the core rules and starting point

Nick Franco’s opening Hard-Mode comic states the two original rules: only the first wild Pokémon encountered in each area may be caught, and a Pokémon that faints must be released. Nicknames are commonly added, but they are a convention rather than an original core rule.

Decide when encounter restrictions begin and when fainting starts to count. A common exception delays these restrictions until Poké Balls become available. Record the two starting points separately if the run treats an early rival battle differently from wild encounters before receiving balls.

Saving allows a session to be continued later. Loading an earlier save to undo a counted loss or a failed catch changes the result of the run. One possible rule is that recorded results still count after a console restart. If a technical interruption makes that impossible, record what happened and how the run will continue. The new result should not be presented as the outcome of the original attempt.

Sources and rule conventions:[1][4][2]

Define areas before the first encounter

A common rule counts the met location in a Pokémon’s summary as one area. On different cave floors with the same recorded location, only the first encounter across those floors may then be caught. Named subareas can count separately under an alternative rule, but their boundaries need to be defined in advance.

Grass, fishing and surfing do not automatically allow three separate catches in one area. One possible rule allows the method to be chosen before the first eligible battle. That encounter then counts for the whole area, whether the catch succeeds or fails. Another rule can count each method separately, but this exception must be settled before a catch is attempted.

A cave with two floors

In a hypothetical cave that counts as one area, the first floor’s encounter is missed. Moving downstairs does not allow another catch. If each floor was declared a separate area before the run, the downstairs encounter could still be available. A failed catch does not change the area boundaries.

Sources and rule conventions:[3]

Specify what a duplicate means

Dupes Clause allows a Pokémon of an already-owned species to be skipped in favour of another eligible encounter. The exact rule needs to be written down: whether it covers that species or its whole evolution family, whether skipping is mandatory and which earlier encounters count as duplicates.

For example, a rule can exclude the entire evolution family after a successful catch. Another can exclude it only while the earlier Pokémon is alive. After a loss, the second version allows the family to be caught again; the first does not. A missed encounter can leave the family available, or a stricter rule can exclude it from that point on. If no eligible species remains in an area, set a retry limit or specify what happens to that encounter.

The duplicate appears first

This hypothetical rule requires duplicates to be skipped and counts the evolution families of living Pokémon. The first wild Pokémon belongs to the same family as a living team member, so it is skipped without using the area’s encounter. The next eligible Pokémon flees, and the encounter is marked as missed. Dupes Clause allows the duplicate to be skipped, not unlimited attempts to catch a preferred eligible Pokémon.

Sources and rule conventions:[4]

Separate collecting a shiny from using it

Shiny Clause can permit catching a shiny outside the ordinary encounter limit. The rules also need to say whether it can be used in the run. Permission to catch it for a collection does not necessarily allow it to join the team.

One possible collection-only rule allows the shiny to be caught and stored in a separate box, but excludes it from the run. Another rule can allow it to be used as an additional Pokémon. Both versions need to say whether it counts as the area’s encounter and whether its species counts for Dupes Clause. Catch permission, use in the run and the effect on other encounters are separate decisions.

Sources and rule conventions:[4]

Count gifts, static encounters and eggs

Gift Clause often allows Pokémon received from NPCs in addition to the ordinary encounter. That is an optional exception. A gift does not automatically become an extra catch simply because it was not found in grass.

Decide whether the starter, gifts and fixed encounters count towards the area’s ordinary encounter or are allowed separately. If a gift counts, taking it can use up the area’s encounter before any wild battle. A separate gift allowance needs a limit: all gifts, one per area or only particular story rewards. Decide separately whether fixed encounters follow the same rule.

For an egg, decide whether it counts towards the area where it is received or where it hatches. Counting the receiving location prevents the egg from being assigned to another area by carrying it there. Counting the hatch location is another possible rule. Breeding also needs to be banned or given a fixed allowance. Unlimited extra eggs would remove the limit on available Pokémon imposed by the encounter rule.

A gift after an ordinary catch

A Pokémon has already been caught in an area. If gifts count towards its ordinary encounter, a later gift cannot be used in the run. A declared free-gift exception allows it to join without replacing the earlier catch. Whether a fixed encounter in the same area is allowed still needs a separate rule; the gift exception does not cover it automatically.

Sources and rule conventions:[5]

Distinguish a replacement trade from an outside addition

Community rules commonly exclude additions from another save, while trade evolutions do not have a single agreed policy. An in-game NPC trade, a trade solely to evolve an existing Pokémon and receiving a new Pokémon from a friend are different actions.

One possible NPC-trade rule allows a living Pokémon obtained within the rules to be exchanged. The replacement counts as the same area’s encounter, so the trade does not allow an extra catch. Record both Pokémon so the original catch remains in the history.

If trade evolutions are allowed, the rule can require the same Pokémon to return immediately, without training or extra resources from the other save. Decide in advance how the traded-away species and its replacement count for Dupes Clause. If the game offers no permitted evolution method, the Pokémon can remain unevolved. The lack of a method does not automatically grant an exception.

Sources and rule conventions:[3]

Decide when a Pokémon or the run must stop

A fallen Pokémon can never be used again in that run, even if the game allows it to be revived. This applies to that individual Pokémon. Decide separately whether a full party defeat ends the whole attempt or whether living boxed reserves may continue. Continuing with reserves is a documented optional rule and should be recorded on the rule sheet.

Level caps and battle-item restrictions are additions. The common Hardcore format limits levels, excludes bag items during battle apart from capture balls, and uses Set battle style. A Pokémon above the chosen cap is not necessarily dead. One possible rule keeps it in the box until a later cap allows it to be used again.

For a level cap, specify the upcoming opponent, the level used as the limit and when it is checked. If the check happens before the battle, a level gained during the fight can be allowed. A cap that applies throughout the battle needs a different rule. A ban on bag items also needs to state whether held items and healing outside battle are allowed. Settle these rules before the first battle they affect.

Sources and rule conventions:[5][6]

A rule sheet that can resolve an unusual result

The following checklist is a suggestion for a rule sheet, not a universal ruleset. Write a short answer beside each item. If an unforeseen case occurs, record what happened and decide how the same case will be handled in future. Keeping that decision on the sheet avoids changing exceptions after each disappointing result.

  • Start: the point when catches and fainting begin to count
  • Areas: named boundaries, encounter method and failed-catch outcome
  • Dupes: species or family, which earlier encounters count, mandatory skips and retry limit
  • Shinies: catch permission, use in the run, area encounter and effect on Dupes Clause
  • Special sources: starter, gifts, fixed encounters, eggs and trades
  • Battles: level caps, items, battle style and consequences of a full party defeat
  • Finish: the milestone that completes this attempt

Sources and rule conventions

  1. Nick Franco: Pokémon: Hard-Mode, opening episode

    Primary source for the original two rules; later conventions and proposed decisions are identified separately

  2. PokéWiki: Pokémon-Challenges, Nuzlocke

    German community reference documenting optional exceptions before receiving Poké Balls

  3. Bulbapedia: Nuzlocke Challenge

    Documents met-location boundaries and differing trade-evolution policies; detailed examples and replacement policies here are proposals

  4. Nuzlocke University: Nuzlocke Rules

    Documents the Dupes and Shiny conventions; exact claim histories and collection-only rules here are explicit choices

  5. Nuzlocke University: Optional Nuzlocke Rules

    Documents free gifts and continuation after a wipe; the slot, egg and trade examples are original proposed policies

  6. Nuzlocke University: Hardcore Nuzlocke Variant

    Community Hardcore convention; the detailed timing checklist is editorial guidance for defining a run

Open Nuzlocke tracker