Safari Zone

The Catch ’Em Cord wiki: how the game works, straight from the game’s own rules.

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Once you’ve caught 10 wild Pokémon, /safari gives you a free trip every day. No battling, just Ball, Bait, Rock and Run, like the classic games.

How a trip works

Every trip gives you a stack of Safari Balls and a set number of steps. Every throw, bait, rock or run costs a step, and the trip ends when you run out of either.

  • Ball: throw a Safari Ball.
  • Bait: it starts eating. Harder to catch, but much less likely to run.
  • Rock: it gets angry. Easier to catch, but much more likely to run.
  • Run: move on to the next Pokémon. Costs two steps.

Every Pokémon you meet uses at least one ball, even if it leaves before you throw.

The areas

Pick any area, any day:

  • Kanto: the Center and Areas 1, 2 and 3.
  • Johto: all twelve areas, from Plains and Meadow to Desert and Wasteland.
  • Sinnoh: the Great Marsh.
  • Kalos Friend Safari: one zone for every type. Friend Safari Pokémon can have their Hidden Ability.

Residents come from each area’s real game data. No legendaries live in the Safari.

More trips

Used your free trip? You can buy a few extra trips each day for ₽, top up a trip that’s running low, or take a longer Expedition. Coins only, never real money.

What you keep

Everything you catch, in a Safari Ball, with a Pokédex entry and a small reward for new species. Safari catches don’t give EXP. Shinies show up at the same chance as in the wild.

Your free trip is waiting in /safari.

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Checked against the game on November 7, 2026.

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