Playdates and variants
How two Pals are paired, what a pairing can produce, and where the outcome is recorded.
A playdate pairs two Pals you hold for a chance at a variant: a new Pal produced by the pairing rather than by a referral.
Requirements
Both Pals must be in your collection, neither may be reserved by a trade, and neither may itself be a variant. Pals inside their maturity window are eligible.
A playdate costs 200 Treats, charged when you confirm the pairing.
What it produces
A pairing resolves immediately. It produces either one variant or nothing.
| Tier of the higher Pal | Chance of a variant |
|---|---|
| Common | 8 per cent |
| Rare | 12 per cent |
| Epic | 18 per cent |
| Legendary | 25 per cent |
| Mythic | 25 per cent |
The charge is not refunded when a pairing produces nothing. The two paired Pals are unaffected in either outcome and return to your collection unchanged.
What a variant is
A variant hatches like any other Pal, with its own identifier, hatch date, and generated trait set. Its coat is drawn from the two parents; the remaining four categories are generated normally.
A variant carries a permanent variant marker and takes the tier of the lower-tiered parent. It cannot itself take part in a playdate.
Cooldown
Each Pal enters a cooldown of 72 hours after a pairing, whether or not a variant was produced. A Pal in cooldown cannot be paired again but is otherwise unrestricted.
Cooldown is shown on the Pal's detail view alongside the maturity window, where both apply.
Where the outcome is recorded
The result of a pairing is written to the programme's own database and nowhere else. No ledger and no chain is involved at any point, and no record of a playdate exists outside the programme.
The two parents are named on the variant's detail view. That reference is the whole of the relationship between them, and it confers nothing on any of the three Pals.