Tap One

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Tap One is an opinion game with a right answer. Ten categories sit on the board — Battle Power, Regional Champions, Gym Leaders, the Elite Four, Villains, Coordinators and Performers, Partner Pokémon, Pokémon Professors and more — and each holds a ranked list of around nine characters. Your job is to catch the best one.

What makes it different from the deduction games elsewhere on Pokémon Minigames is that there is nothing to work out and nothing to look up. The cards spin, they land on a random character, and the ranking itself lives on the server: the page you are playing on genuinely does not know which card is the good one. All you bring is your own reading of the anime, and a tap is final.

How to play Tap One

Every round, all the unlocked cards spin for two seconds and land on a random character each. Tap one card to lock that category with the character it is showing. The rest respin, and you repeat until all ten categories are locked.

Each pick is scored on where that character sits in that category's ranking: the top-ranked character is worth a hundred points and every place further down costs ten, so even a ninth-place pick banks twenty. There is no way to fail a round and no clock on a pick — a run is always exactly ten taps.

Your ten picks are added up out of a possible thousand and mapped to a rank, from Novice at the bottom through Youngster, Rookie, Veteran, Ace Trainer, Gym Leader, Elite Four and Champion up to Champion Master at nine hundred and sixty. You get eight runs a day and only your best rank is kept.

Knowing when to tap

Read the category, not the face. Battle Power and Gym Leaders draw on overlapping casts and order them completely differently, so the question is never who is the strongest character on the board — it is who is furthest up this particular list.

Treat it as a push-your-luck problem. A card showing someone you would rank second or third in that category is already worth eighty or ninety points, and passing on it means hoping that category deals you better later while every other category is also waiting. Locking a strong-but-not-perfect card early is usually better than holding out for perfection.

Spend your uncertainty on the categories you know least. If Regional Champions is a list you could recite and Coordinators is not, lock the Champions card the moment it shows the right name and let the fuzzy categories take whatever they land on — ten points between adjacent places matter far less than a hundred-point pick you passed up.

Frequently asked questions

Can I undo a pick?

No. Tapping a card locks that category for the rest of the run and the remaining cards respin without it. The one-way commitment is the point of the game.

Is there a timer?

No clock on a pick. The cards spin for two seconds before they land, but once they have, you can take as long as you like.

Can I see the rankings anywhere?

Not from the page. The rankings are the answer key, so they stay on the server and the cards arrive in your browser shuffled, carrying signed tokens instead of their positions.

What is a good score?

A perfect run is a thousand. Nine hundred and sixty earns Champion Master, eight hundred and seventy earns Champion, and six hundred and forty is already Gym Leader.

How many runs do I get?

Eight a day, and only your best rank is stored, so a bad run never costs you a rank you have already earned.