The Lore, ten questions on one generation's games
Every other mode on Pokequizz hides a Pokémon and asks you to name it. The Lore hides nothing: it asks about the games themselves. Which Pokémon appears at 5% on this route, what level is that Gym Leader's second one, how much does this TM cost, which version gets the exclusive. A generation is drawn each day, ten questions cover it, and a perfect run earns one of its starters.
A quiz about the games, not about the Pokémon
Recognising a Pokémon from its silhouette, its cry or its base stats is what the site's twelve other quizzes do. The Lore moves the question elsewhere: not who this Pokémon is, but what you remember of the playthrough. An encounter rate, a prize money amount, a shop price, a release date. These are not things you read in a Pokédex, they are things you pick up by playing.
It is also the only mode where knowing a specific version matters. Knowing that Krabby shows up on Sea Route 19 is not enough: you also need to know it appears at 20% in FireRed and 60% in LeafGreen. Differences between paired versions make up a theme of their own.
What the ten questions go after
Questions span nine themes, and a game's composition is guaranteed rather than left to chance: two or three rare encounters, one or two version differences, a Gym Leader team, a TM, a release date, a location, an in-game trade, a price. It is a gradient, from what everyone knows to what only long-time players have run into.
The trainers asked about are the memorable ones: Gym Leaders, the Elite Four, Champions. Nobody remembers Youngster Joey's Rattata, but everyone remembers being stuck on Blaine. In-game trades are in there too, with the nicknames characters give the Pokémon they hand over, a detail only those who actually made the trade will know.
One generation a day, drawn at random
The generation of the day is not a predictable cycle. It is drawn with a weighting: the longer a generation waits, the likelier it becomes. The same generation cannot come back within four days, and across ten simulated years none ever waits more than eighteen.
The practical effect is easy to play around: if the generation you know best has been away a while, it grows more and more likely. The calendar is the same for everyone, it is computed in advance, and the server and the site agree on the same sequence.
This is where the starters are won
A perfect run within the time limit awards a starter of the day's generation, drawn among those you do not own yet. You never win the same one twice, so no perfect run is ever wasted. All twenty-seven starters, from Bulbasaur to Quaxly, are collected this way and no other.
The timer is not there for difficulty but for honesty: the answers to a lore quiz are on the web, and a tight clock discourages the second tab. Finally, every correct answer carries a 1 in 1024 chance of the shiny version of a starter you already own, which means a missed run is never entirely wasted.