all right, b!tches, let’s gold up this heart
So here’s the deal: this is gonna be a test of the Kingslocke Advanced Rules. The second test, in fact (I’ve already run the Advanced Rules once on X and made a couple of changes based on that experience, although I didn’t fully document that run). The Kingslocke, for anyone just joining us now, is the dumbest and most convoluted Pokémon challenge run ever devised by a mortal fake gamer guy (I am the guy; it me). Its basic mechanic is just that, whenever you visit a new location, you have to draw a card from a tarot deck and follow a unique rule based on the card you draw. And that is the only simple thing about the Kingslocke.
The Advanced Rules do not supersede the Third Revised Edition, which is the version of the rules I created after finishing Black 2. They are an optional addition to those rules, meant for people who’ve already played a game using the Third Revised Edition, and they’re not even necessarily supposed to be harder. Mostly, they’re supposed to be more complicated. You know, because the real problem with the Third Revised Edition of the Kingslocke was that it wasn’t complicated enough. The Advanced Rules are a version of the Kingslocke in which each of the four suits puts a different spin on each of the Minor Arcana cards. In the standard Kingslocke, the four Aces all do the same thing; so do the four Twos, the four Threes and so on, up to the four Kings. In the Advanced Rules, the Ace of Cups presents you with a slightly different challenge from the Ace of Wands, which is different again from the Ace of Swords, and different still from the Ace of Pentacles.
To add a little bit of extra excitement here (and because I’m not totally ready to publish them yet) I’m not going to post the full Advanced Rules at the start. Instead, we’re going to learn as we go – when I draw a new Minor Arcana card, I’ll reveal its special rule. Of course, the Major Arcana is unchanged in the Advanced Rules, and all the Minor Arcana cards still do basically what you’ll be used to if you’ve followed or played a Kingslocke before, so no-one’s completely in the dark here. The Twos still let you catch a Pokémon of your choice and use a TM of your choice – but they each might give you something extra as well. The Sevens still want you to draw more cards – but they each do it in a different way. And, of course, the Kings still send Pokémon to the Vessel – but they all have their own special methods of extending their royal patronage to help the Pokémon they favour.
Of course, here’s the part you all care about: what happens when I draw a Ten? How are we doing custom rules this time? Well, I have a new plan for this one. Anyone can submit ideas for custom rules in the comments to this post – or any post in this series – at any time. You don’t have to wait for me to draw a Ten and prompt you, the way we did it in my Pearl Kingslocke. We’ll collect them all, and whenever I draw a Ten, Jim the Editor will pick the one he thinks is the most fun or interesting of those that seem to work for the situation. A Ten also lets the audience revoke ongoing rules or free petrified Pokémon, and you might want to specify something like “first, free all petrified Pokémon” or “if a Four is in play, revoke it” in your submissions if you think it will make your own rule work better, but you don’t have to. If you don’t, I’ll just run a poll after Jim picks the rule.
Oh, and as is my custom when playing games of the DS era and older that have not had a virtual console release, this is going to be run on an emulator, with a very slightly tweaked ROM that will allow me to evolve Pokémon who normally need to be traded (all changes are detailed here: https://pokehacks.dabomstew.com/randomizer/changedevos.php).
The run begins tomorrow, and updates When I Feel Like It. Here goes nothing.