Every rule, with the numbers.NOTHING HIDDEN.

This is the full manual for RWA Monsters. The numbers on this page are read from the same code the game server runs, so when a rule changes, this page changes with it.

Practice mode. Everything marked LIVE runs today with practice balances. BUILT is finished but switched off, and PLANNED is not built yet; numbers are published before anything turns on.

Start here

RWA Monsters is a monster-catching RPG you play in the browser: one region of 44 areas, eight gyms, the League, and the islands past it. You pick a partner, walk into the tall grass, catch and raise a team, and earn badges. Every creature family is tied to one real company's stock. Winning wild battles and catching can drop a rare shard of that stock, and a partner that reaches its final form can turn 100 saved shards into one share.

Three things to know before you start:

  • The game is the product. It plays like the handheld games it borrows from, with the same type chart and the same growth curve. It is meant to be hard; a gym is earned, not walked through.
  • Your adventure lives on the server. Every accepted step and action is saved as it happens. Sign in with a wallet and the same adventure follows you to any browser.
  • Today it is practice. Shards, shares, tokens and cards are practice balances with no value. The reward vault is not funded yet. What changes at launch is written down below.

Controls

ActionKeyboardTouch
MoveArrow keys or WASDDirection pad (hold to keep walking)
Walk to a spotClick the tileTap the tile
Talk, confirm, advance textZ, Enter or SpaceA
BackX or BackspaceB
START menuEscapeSTART
BAGShiftSELECT
ShortcutsP dex · T team · I bag · M map · J journal · E how to play · C trainer cardSTART, then the row

Enter a building by walking into its door. Talk to someone by facing them and pressing A. The yellow arrows in the field point to your next goal; START → OPTION turns them off. They send you to a trainer only once your team would win at least 9 times in 10 under the game's own battle rules, counting type matchups and the POTIONS in your BAG. Until then they lead to the nearest tall grass and show the level to train to.

The five families

Five evolution lines carry a stock. A family's type decides its stock, and that pairing never changes. Only their final forms synthesize shards into a share or print a card, and only their final evolution uses an EVOLUTION STONE. Magnemite is the one family whose body and attack differ: a steel body that attacks with electricity.

PartnerBody typeAttack typeStockEvolution
CharmanderFireFireTSLA · TeslaCharmander → Charmeleon (Lv16) → Charizard (Lv36 + stone)
BulbasaurGrassGrassNVDA · NVIDIABulbasaur → Ivysaur (Lv16) → Venusaur (Lv32 + stone)
SquirtleWaterWaterMETA · Meta PlatformsSquirtle → Wartortle (Lv16) → Blastoise (Lv36 + stone)
MagnemiteSteelElectricAAPL · AppleMagnemite → Magneton (Lv30 + stone)
AbraPsychicPsychicPLTR · Palantir TechnologiesAbra → Kadabra (Lv16) → Alakazam (Lv36 + stone)

You start with Bulbasaur, Charmander or Squirtle. The other two starters, Magnemite and Abra all appear in the wild, so a full team of five families is possible.

Wild POKéMON

The early roads have wild POKéMON of their own, as in the original: birds and rats in the tall grass of ROUTE 1, bugs in VIRIDIAN FOREST, MAGIKARP in the pond. Each stock family is still met about one time in eleven there. A wild POKéMON joins your team, levels up and evolves by level alone. Beating one drops shards of the stock its type maps to, at the same odds as a family, but its final form cannot synthesize them or print a card.

POKéMONTypeDropsEvolutionWhere
CaterpieBugNVDACaterpie → Metapod (Lv7) → Butterfree (Lv10)ROUTE 2, VIRIDIAN CITY, VIRIDIAN FOREST
WeedlePoisonNVDAWeedle → Kakuna (Lv7) → Beedrill (Lv10)ROUTE 2, VIRIDIAN CITY, VIRIDIAN FOREST
PidgeyFlyingPLTRPidgey → Pidgeotto (Lv18) → Pidgeot (Lv36)PALLET TOWN, ROUTE 1, ROUTE 2, VIRIDIAN CITY, VIRIDIAN FOREST
RattataNormalTSLARattata → Raticate (Lv20)PALLET TOWN, ROUTE 1, ROUTE 2, VIRIDIAN CITY
MagikarpWaterMETAMagikarp → Gyarados (Lv20)PALLET POND

Thirty-one more species appear only on trainers' teams.

Battles

Three rules decide almost every fight. Everything else on this page is detail.

  1. Types cut both ways. A move the defender is weak to does double. A move it resists does half. Your foe reads the same chart against you.
  2. Both sides choose. Every creature knows up to 4 moves, each with a type and a power. You pick one; your foe picks whichever of its moves hits you hardest. One resisting partner cannot wall a whole gym.
  3. Every level counts. The higher level both hits harder and shrugs off more. Two levels is a real gap. Ten is a wall no type advantage climbs.

Wild creatures and trainers follow exactly the same rules as your team. Your partner's only edge is that trained creatures are a little sturdier: 138 HP at Lv20, against 128 for a wild one.

The type chart

The main-series chart, unchanged. Read across from the attacking type. Empty means normal damage.

Fire beats grass, bug, ice and steel. Water beats fire, ground and rock. Grass beats water, ground and rock. Electric beats water and flying. Psychic beats fighting and poison.

The FIGHT menu tells you before you commit: SUPER EFFECTIVE!, NOT VERY EFFECTIVE, or the move's power.

How much a hit does

Both sides use one rule. In words: a base amount that grows with the attacker's level and a small random roll, scaled by how the two levels compare, then by the type chart, then by a critical hit if one lands.

damage = (7 + attacker level ÷ 2 + a roll of 0–3)
         × move power ÷ 40
         × attacker level ÷ defender level
         × type (2, 1 or ½)
         × critical hit (1.5, one time in 16)
         rounded down, never below 1

A worked example. Your Lv20 Squirtle uses WATER GUN on a wild Lv18 Charmander. Water against fire is super effective. The hit does 37 to 44, and the Charmander has 118 HP, so it goes down in three hits. Its EMBER would be resisted, so it uses SCRATCH instead, for 14 to 17 a hit. A critical WATER GUN would do up to 66.

Critical hits land 1 in 16 for ×1.5, on either side. The screen says "A critical hit!".

How hard it is

Measured by simulating thousands of fights with the server's own rules. First, one partner against one wild creature at Lv20, with no potions:

Wild foe's level3 below1 belowSame1 above2 above3 above
No type edge100%100%96%47%2%0%
Your type wins100%100%100%100%100%100%
Their type wins31%0%0%0%0%0%

So: same level is safe, one level up is a coin flip, two up loses, and a bad matchup is a reason to run. Then gyms. How strong does your party need to be to win 80 times in 100, carrying three potions? Shown against each leader's strongest creature:

LeaderAceOne partner with the right typeStarter plus that partnerAll five families
BrockLv141 below1–3 below5 below
MistyLv213 below3–6 below8 below
Lt. SurgeLv242 abovelevel to 2 below5 below
ErikaLv29level with itlevel to 2 below7 below
KogaLv341 above1–3 below8 below
SabrinaLv372 above1–2 below8 below
BlaineLv403 above1 below to 3 above6 below
GiovanniLv432 above3 below to 2 above8 below
The LeagueLv46–501–2 above; Lance and the Champion need twolevel to 5 below10–12 below

Matching a gym's type is not enough on its own: you still have to be close to the leader's level. A party that covers more types can challenge a few levels earlier, and a player who has raised all five families can go about ten levels early. Raising five is five times the EXP, so that is what it costs.

Moves

Every first move has power 40, so the first hours play the same whoever you pick. Stronger moves come with levels: a family learns its next move in its teens or twenties and its best one in its thirties or forties. A POKéMON remembers four. When a fifth arrives, you choose one to forget, or keep the four you have.

  • PP. Each use spends one PP. A POKéMON CENTER refills every move. With no PP left in any move, a POKéMON uses STRUGGLE: power 50, and it takes back a quarter of the damage it deals.
  • Two-turn moves. SOLAR BEAM and SKULL BASH spend the first turn gathering power, and the foe still gets its hit. They land on the second turn.
  • Recoil. TAKE DOWN hits hard and costs a quarter of the damage it deals.
  • High critical. RAZOR LEAF and SLASH land a critical hit 1 in 8.
  • No move misses. The only luck in a hit is the roll and the critical hit.
FamilyMoveTypePowerPPLearned
CharmanderSCRATCHNormal4035start
EMBERFire4025start
METAL CLAWSteel5035Lv13
FLAMETHROWERFire9515Lv31
WING ATTACKFlying6035Lv36 · Charizard only
SLASHNormal7020Lv37 · high critical
BulbasaurTACKLENormal4035start
VINE WHIPGrass4025start
RAZOR LEAFGrass5525Lv20 · high critical
TAKE DOWNNormal9020Lv27 · recoil
PETAL DANCEGrass7020Lv32 · Venusaur only
SOLAR BEAMGrass12010Lv46 · two turns
SquirtleTACKLENormal4035start
WATER GUNWater4025start
BITENormal6025Lv18
BUBBLEBEAMWater6520Lv28
SKULL BASHNormal10015Lv40 · two turns
HYDRO PUMPWater1205Lv47
MagnemiteTACKLENormal4035start
THUNDERSHOCKElectric4030start
SPARKElectric6520Lv21
SWIFTNormal6020Lv30
TRI ATTACKNormal8010Lv35 · Magneton+ only
THUNDERBOLTElectric9515Lv44
AbraTACKLENormal4035start
CONFUSIONPsychic5025start
PSYBEAMPsychic6520Lv21
PSYCHICPsychic9010Lv36
PidgeyTACKLENormal4035start
GUSTFlying4035start
WING ATTACKFlying6035Lv25 · Pidgeotto+ only
SWIFTNormal6020Lv31 · Pidgeotto+ only
DRILL PECKFlying8020Lv44 · Pidgeot only
RattataTACKLENormal4035start
BITENormal6025Lv15
HEADBUTTNormal7015Lv27 · Raticate+ only
SLASHNormal7020Lv36 · Raticate+ only · high critical
CaterpieTACKLENormal4035start
CONFUSIONPsychic5025Lv10 · Butterfree only
SILVER WINDBug605Lv16 · Butterfree only
PSYBEAMPsychic6520Lv28 · Butterfree only
SIGNAL BEAMBug7515Lv38 · Butterfree only
WeedleTACKLENormal4035start
ACIDPoison4030start
SILVER WINDBug605Lv16 · Beedrill only
SLUDGEPoison6520Lv26 · Beedrill only
SLUDGE BOMBPoison9010Lv40 · Beedrill only
MagikarpTACKLENormal4035start
WATER GUNWater4025Lv20 · Gyarados+ only
BITENormal6025Lv24 · Gyarados+ only
TWISTERDragon4020Lv32 · Gyarados+ only
HYDRO PUMPWater1205Lv44 · Gyarados+ only

Names, types and powers follow the main series, with two changes: every first move is power 40, and BITE is Normal, as it was in the first games, because this chart has no Dark type. Trainer-only creatures know moves of their own type that strengthen at Lv25 and Lv40, a few levels after yours do, plus TACKLE, and HEADBUTT from Lv30.

Your turn

  • FIGHT — pick one of your moves. The menu shows its PP, its type and whether it is super effective. You always act first.
  • BAG — throw a ball (wild only), heal or revive with medicine (a POTION restores 30 HP), refill PP with an ETHER or ELIXIR, or sharpen your partner with X ATTACK, X DEFEND or DIRE HIT for the rest of the battle. Using an item takes your turn; switching partners resets X items.
  • POKéMON — switch partners. The new partner takes the foe's next hit.
  • RUN — leave a wild battle. You cannot run from a trainer.

When a partner faints, the next healthy one comes out. When every partner faints you black out: your party is healed at the last POKéMON CENTER you visited, and any shards you had not saved are lost.

Catching

A POKé BALL catches about 4 in 10 at full HP and about 9 in 10 once the creature is nearly out. A GREAT BALL adds roughly 2 in 10 and an ULTRA BALL roughly 4 in 10. The MASTER BALL never fails; the MART does not sell it, and the Champion gives you one. A creature that faints cannot be caught, so weaken it with a weaker move if your best one hits too hard. You cannot catch a trainer's creature.

Your first catch is a lesson. The first wild creature you meet is always one your starter beats, one level below it. One super-effective hit leaves it between a third and half of its HP, and a ball thrown after that always works.

EXP and levels

A win gives EXP to the partner that fought. A wild creature gives 10 + 3 × its level (25 for a Lv5), a trainer's creature twice that (50 for a Lv5). Levels follow the real Medium-Slow curve: Lv16 needs 2,535 EXP in total and Lv36 needs 40,007, the same as the original games ask of a Charizard.

LevelTotal EXPFrom the row aboveWild wins from Lv5*
Lv5135—start
Lv162,535
Lv3640,007

* Fighting wild creatures three levels below yourself, without trainers. Trainers speed it up. A measured run of 40 wild battles took a partner from Lv5 to Lv11 at about ten seconds a battle; a final form is several hundred battles.

Evolution and the EVOLUTION STONE

Evolution is your choice: when a partner reaches the level, choose EVOLVE on its page under START → POKéMON. The first evolution needs only the level. The final evolution also uses up one EVOLUTION STONE, sold at the MART for 24 tokens. Evolving keeps the creature's permanent identity; it is still the same creature. Some moves belong to the evolved form only: Charizard's WING ATTACK, Venusaur's PETAL DANCE, Magneton's TRI ATTACK. Evolve late and the move arrives the moment you evolve.

Only a final form can turn shards into a share or become a collectible card.

The journey

The region runs east from PALLET TOWN through ROUTE 2, VIRIDIAN FOREST and PEWTER CITY. Each gym badge opens the next road. After eight badges comes the League; beat the Champion and the islands open, with the toughest trainers in the game.

  • POKéMON CENTERS heal your whole party for free and become your checkpoint.
  • START → JOURNAL shows your badges and the next trainer to beat. START → TOWN MAP shows where you have been and what your badges unlock.
  • Some trainers stand in your way: you must beat the one before each gym to challenge its leader.
LeaderBadgeTypesTeamAce
BROCKBOULDER BADGERockGeodude 12, Onix 14Lv14

Top trainers LIVE

The board lists the ten trainers with the most power: the levels of your six strongest POKéMON added up. Six at Lv50 is 300, the most there is today. Catching more low-level creatures adds nothing, because only the top six count.

  • Ties: more badges first, then the Champion, then whoever reached those numbers first. Walking around does not cost you your place; reaching new numbers stamps a new time.
  • Who is listed: adventures with a linked wallet, shown as a short address such as 0x7a3F…D41C. A guest sees the place it would take and joins the board by linking a wallet.
  • Where: START → RED → TOP 10 in the game, and the landing page. The number updates with your next action.
  • No stock rides on a place. The board is for bragging rights. Stock comes only from shards and the first taste, under the same holder rules as always.

Stock shards and shares LIVE · PRACTICE

A shard is a slice of the stock your creature's family is tied to: 100 shards are worth one share.

  1. Find. A wild win or a catch drops a shard about 1 in 18 times while the treasury is full. A shiny creature, about 1 in 64, carries 25 shards when caught.
  2. Keep it alive. A new shard is unsaved. If your whole party faints before you save, the unsaved shards go back to the treasury for someone else to find.
  3. SAVE. At a POKéMON CENTER P.C., SAVE burns 2 tokens and banks every unsaved shard.
  4. Synthesize. A final-form partner turns saved shards of its own stock into stock, 10 at a time: every ten make 0.1 of a share. It can do this again whenever you have ten more saved. Then a roll that can only add: 85% of the time you get what you saved, 12% half again, 3% three times. That is 12% extra on average, and a bonus the treasury cannot back rolls down to one it can.

The odds shrink as the treasury empties: a shard can only drop if the treasury still holds the stock behind it. In practice an adventure can find at most 30 shards a day, and a guest adventure sees its shards fade until it links a wallet. Real shards follow the holder rules below.

Tokens and burns LIVE · PRACTICE

Items and a few actions cost the project token, and tokens you spend are burned, not collected. In this playtest the token is a practice balance; the on-chain burn checkout is built and tested on a local chain but not connected. The MART sells 21 items, all from the original games, and asks how many you want: one purchase, or one payment, covers any quantity.

ItemPracticeAt launchWhat it does
POKé BALL4 tokens$0.10A BALL used to catch wild POKéMON.
GREAT BALL12 tokens$0.30A BALL with a higher catch rate.
ULTRA BALL24 tokens$0.60A BALL with a higher catch rate than a GREAT BALL.
MASTER BALLnot soldnot soldThe best BALL. It catches any wild POKéMON without fail. The Champion gives one.
POTION5 tokens$0.10Restores 30 HP to one POKéMON.
SUPER POTION14 tokens$0.35Restores 60 HP to one POKéMON.
HYPER POTION24 tokens$0.60Restores 120 HP to one POKéMON.
MAX POTION50 tokens$1.25Fully restores the HP of one POKéMON.
REVIVE30 tokens$0.75Revives a fainted POKéMON with half its HP.
MAX REVIVE80 tokens$2Revives a fainted POKéMON with all its HP.
EVOLUTION STONE24 tokens$3Used up by the final evolution of a stock family. One per POKéMON.
RARE CANDY96 tokens$2.40Raises the level of one POKéMON by 1.
ETHER24 tokens$0.60Restores 10 PP to one move.
MAX ETHER40 tokens$1Fully restores the PP of one move.
ELIXIR60 tokens$1.50Restores 10 PP to every move of one POKéMON.
MAX ELIXIR90 tokens$2.25Fully restores the PP of every move of one POKéMON.
X ATTACK10 tokens$0.25Your POKéMON hits harder for the rest of the battle.
X DEFEND12 tokens$0.30Your POKéMON takes less damage for the rest of the battle.
DIRE HIT14 tokens$0.35Your POKéMON lands critical hits more often in this battle.
REPEL8 tokens$0.20Weaker wild POKéMON stay away for 100 steps.
SUPER REPEL10 tokens$0.25Weaker wild POKéMON stay away for 200 steps.
MAX REPEL14 tokens$0.35Weaker wild POKéMON stay away for 250 steps.
  • SAVE at a center: 2 tokens, only when you have new shards to bank.
  • FUSE: 35 tokens ($0.90 at launch). One creature is consumed to give another +8 HP, up to twice.
  • CARD: turns a final form into a collectible card (see cards).

Rewards: today and after launch

TODAY

Practice

Everything you earn is a practice number in your own save. It is not a claim, a balance or a promise, and it cannot be redeemed. The reward vault holds nothing.

BUILT · SWITCHED ON AFTER LAUNCH

Real rewards

The rules below are built and verified on a local chain. They turn on once the token has launched and trading fees have bought stock into the vault.

Who earns real shards

  • Anyone can play the whole game. Real shards go only to a wallet that has held at least 0.1% of the token supply for 24 hours in a row. Anyone else sees a shard glitter and fade.
  • Your daily limit grows with what you hold: 10 real shards a day for every 0.1%. Hold 0.25% and you can keep 25.
  • Holding more, and longer, raises the drop odds. The two multipliers stack, up to ×4.
  • Borrowed tokens do not count. What counts is the smaller of your first balance each UTC day and your latest one, so tokens bought today count from tomorrow. Dropping below 0.1% restarts the 24 hours.
  • Practice shards stay practice. When real rewards turn on, shards found in practice move to an archive and real shards start from zero.
You hold0.1%0.3%1%3%
Odds×1×1.25×1.5×2
For1–6 days7 days30 days90 days
Odds×1×1.25×1.5×2

The first taste: real stock in about ten minutes

Shards take a final form, and a final form takes hours. So the first real stock comes much sooner: beat your first trainer while your wallet holds 0.1% of the token supply, and $2.50 of real stock is sent from the vault to that wallet. For most players that is YOUNGSTER BEN on ROUTE 2, about ten minutes in.

The game right after beating YOUNGSTER BEN: Your first trainer win came with $2.50 of real TSLA stock!
The moment it happens. Two more pages follow: how much stock that is, and where to watch it land.
QuestionAnswer
WhenYour first trainer win, whichever trainer that is. Most players meet YOUNGSTER BEN first, about ten minutes in.
WhoA linked wallet holding at least 0.1% of the token supply by its latest balance check. There is no holding period for the taste: holding right now is enough.
How much$2.50 of stock at its price on its own pool, rounded down to a millionth of a share. At $370 a share that is 0.006756 TSLA.
Which stockYour starter's, or the stock the vault holds most of when it cannot spare that one.
How oftenOnce per wallet, for good.
Daily limit20 tastes a UTC day across everyone ($50), first come. The rest arrive the next day.
Vault limitNever more than 20% of what the vault has bought of a stock. The rest stays for synthesis.
Not holding yetWin anyway. The taste waits and arrives with your first step once the wallet holds 0.1%.

How you see it land. The game says so the moment you win. A line under the game then follows the payout ("on its way from the vault"), and once the vault's transfer is confirmed on chain it changes to "is in your wallet" with a link to the transaction on the Robinhood Chain explorer. The REWARD BOX lists it under MADE.

Prices in dollars

With real rewards on, items cost the project token at a fixed dollar price, so a ball costs the same whether the token doubles or halves. The token amount is worked out the moment you order, from the token's price on its own pool, and rounded up.

ActionPrice
Every MART item$0.10 to $3, listed with each item under Tokens and burns
SAVE at a center$0.25
FUSE$0.90
Synthesis30% of the stock's value, before the lucky roll

Every token paid is burned. The lucky roll happens only after the synthesis burn has settled, so the price you see never gives the roll away. If the token's price cannot be read right now, the order waits instead of guessing, and a price that jumped in the last few minutes is not used to make a burn smaller.

Where the stock comes from

The plan is a project token launched on PONS v2 on Robinhood Chain. Trading it pays a creator fee. Part of the fee income buys the five stock tokens into a treasury, and the reward vault pays shares out of what the treasury holds. The rest covers operating the game. The split is published before launch.

Two things follow. Burning tokens does not fund rewards: burned tokens leave the supply; they do not become stock. And the vault can only pay what it holds: that is why shard odds fall as the treasury empties, and why every balance will be readable on the Robinhood Chain explorer once the vault is live. Today the vault is not deployed and holds nothing.

Collectible cards

A final form can become a collectible card. A carded creature keeps its permanent identity and cannot be fused or carded again. In the playtest cards are practice records. The paid path that mints a real, numbered NFT card is built and verified on a mainnet fork, and switches on with the reward vault. PLANNED for later: the game following a card when the NFT moves between wallets, and trading inside the game.

Card tiers BUILT

Cards are meant to be rare in the way printed cards are: foil, numbers and a first edition. The minting is built and verified on a mainnet fork; it switches on with the reward vault.

TierWhat it takes, and how many
RareAny final form, one card per creature, unlimited. Numbered in print order, like No.0042. $3 to mint.
HoloA final form that has made 0.1 share or more through synthesis. A rainbow foil art window, and the stock it made is printed on the card. Unlimited. $5.
ShinyA shiny final form. The whole card sparkles. 151 per family, numbered 001/151 to 151/151. $10.
GoldA shiny final form that has made a whole share. A gold card, 10 per family, numbered 01/10 to 10/10, 50 in the world. $25.
  • Fixed when ordered. Pressing CARD on a final form reserves the card and fixes its tier, number and face (level, HP, moves, stock made) right then. The price is the tier's, burned in tokens. If the order closes unpaid, the number goes back to the pool.
  • Sold out falls one step. When a family's 151 shinies are gone, a shiny prints as Holo or Rare; when its 10 golds are gone, Gold prints as Shiny.
  • 1st Edition. The first 151 cards of each family, whatever their tier.
  • Marks. NO.1 on the first number, DEX MATCH when the number is the creature's own dex number (Venusaur 3, Charizard 6, Blastoise 9, Alakazam 65, Magneton 82), LAST ONE on 151/151 and 10/10.
  • On chain. A minted card is an NFT on Robinhood Chain. Its facts are stored with it on chain, not only on our server; the picture and the moving card are drawn by the game. Marketplaces such as OpenSea list it. Resales carry a 5% royalty where the marketplace honors it.
  • Population. How many cards each family has at each tier is public at /api/cards.

Wallet and safety

  • Sign-in is one message signature. No transaction, no token approval, no seed phrase. Anyone asking for those is not us.
  • It links your wallet to your adventure. The same wallet restores the same adventure in any browser. A new guest save is never merged into it.
  • The network is Robinhood Chain. A wallet on another network is asked to switch, and to add the network first if it does not know it.
  • Browser-injected wallets and wallet in-app browsers work. WalletConnect and smart-contract wallets do not yet.

Official token. Not launched yet. The contract address will be posted on this page, on the landing and in the game the moment it launches on PONS v2. Any address you see before that is not ours.

Roadmap

PieceStateNotes
The game: 44 areas, 8 gyms, the League, islands, four moves each, 21 items LIVEServer-saved playtest.
Wallet sign-in LIVERobinhood Chain, network switch built in.
Top trainers board LIVEThe ten strongest trainers by power, in the game and on the landing. No stock attached.
Token payments and card mintBUILTVerified on a local chain, not connected.
Holder rewardsBUILTHolder rules, the first-trainer taste, synthesis in tens and payouts verified on a local chain; switched on after launch, once fees fund the vault.
Numbered cardsBUILTTiers, numbers, marks, on-chain facts, 5% royalty; verified on a mainnet fork, on with the reward vault.
Reward vaultNEXTContract written; deploy, fund and publish the rules together.
Token launch on PONS v2PLANNEDContract address posted here on launch day.
Card ownership in the gameLATERThe game follows a card when the NFT moves wallets.
Battles between playersLATERSomething staked on each side, after the single-player loop is proven.

Glossary

Ace
A trainer's strongest creature, usually the last one out.
Blackout
Every partner fainted. You wake at your last center and lose unsaved shards.
Final form
The last stage of a family: Charizard, Venusaur, Blastoise, Magneton, Alakazam.
Power
The levels of your six strongest POKéMON added up. It orders the top-trainers board.
Partner
A creature on your team.
Shard
One hundredth of a share of the stock tied to a family.
Share
What 100 saved shards and a final form make, once per creature.
Shiny
A rare colouring that carries a bundle of shards when caught.
Treasury
Where the stock behind every shard is held.
Vault
The contract that pays real shares out of the treasury once it is live.