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			Attempting a PalWorld Nuzlocke || The Beginning
This will probably be a short stream, but we're going to attempt a nuzlocke in PalWorld.
this will be an all-week experience, starting with setting the rules and planning.
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RULES:
1. **Fainting Pals**
Any Pal that faints must be butchered (once the cleaver is unlocked at Level 12) or boxed permanently and is considered dead for the challenge.
- Building a cemetery or graveyard counts as boxing.
2. **First Encounter Catch**
You can only catch one Pal per fast travel statue area. The Pal must be the first one you see after unlocking or teleporting to the statue.
- If multiple Pals appear at once, catch the closest one.
- If you see a Pal in a new area before entering, it counts as your encounter.
- If the Pal flees or faints, you lose that statue’s catch opportunity.
- Teleport back to base after unlocking a statue to reset the Pal pool, then return to catch.
3. **Nickname Pals**
Nickname every Pal you catch.
- For your first caught Pal of a species (used in combat/party), choose any nickname.
- For duplicate Pals (same species, restricted to base work), nickname them with a number (e.g., "001", "002") or their job title (e.g., "Miner", "Farmer").
4. **Summoned Pal Requirement**
Outside your base, keep a Pal summoned and set to attack aggressively.
- Pals with passive summoning (e.g., Daydream’s Dreamchaser) don’t count.
- If you have no Pals, this rule doesn’t apply.
5. **Player Death Consequences**
If you die, flip a coin for each Pal in your party: heads = lives, tails = dies (butcher or box).
6. **Restricted Pals**
Humans, Alphas, bosses, caged Pals, eggs, and Pals in caves/dungeons cannot be used in your party or base.
- Pals rescued from poachers, hatched from eggs, or bought from merchants can be used for materials (butchering/fusing) but not in combat or base work.
7. **Duplicate Pals for Base Work**
You may catch multiple Pals of the same species across different fast travel statue areas.
- Only the first caught Pal of a species can be used in your party or combat.
- Any duplicates must work exclusively at your base (e.g., crafting, farming) and cannot be used in combat or carried in your party.
- Duplicate Pals must be nicknamed with a number (e.g., "001", "002") or their assigned job title (e.g., "Lumberjack", "Cook").
## Optional Rules
1. **Fast Travel Statues for Encounters**
Use fast travel statues to define catching areas. Each statue represents one catch opportunity, potentially allowing up to 33 Pals (based on the custom map).
2. **Delayed Encounters**
Encounters begin only after crafting your first Pal sphere. You can pick up spheres from the ground but can’t use them until crafting one.
3. **High-Level Pals Exclusion**
Pals 10+ levels higher than you don’t count as encounters to avoid unfair fights (e.g., Level 38 Mammorests in the starting area).
4. **Party Wipe Ends Run**
If all Pals in your party die, the run ends.
5. **Combat Swap Restriction**
Swap Pals during combat only after the wild Pal uses an attack.
6. **Retreat Rule**
Retreat from combat by running away. After a set distance, recall and immediately resummon your Pal.
7. **Alpha Exception**
Use Alphas that don’t spawn as regular Pals in the open world, ignoring Rule 6 for them.
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