Universal Rules

The following is a set of harsh restrictions the family must obey throughout the challenge. These rules are in effect for the entire challenge regardless of what restrictions you lift or what expansions you have.

  • Restrictions

    • A single sim may only lift one restriction in their lifetime with some notable exceptions.
      • Hopelessness is automatically lifted when your sims lift their very first restriction, so the first successful sim will actually lift TWO restrictions.
      • There are other Optional Restrictions aside from the main 19 lifts required to win the game. These are not required to finish the challenge, but they unlock some powerful skilling objects and other rewards that not every player will be able to access. Therefore only one of these restrictions can be lifted per generation, but the sim lifting it may lift one of the regular restrictions as well.
    • You cannot take any uncleared career unless you intend that Sim to lift that restriction (i.e. you are not attempting to bend the spirit of the rules). If your Sim has already lifted a restriction, they may take any career if that career's restriction has been lifted. If a sim is already attempting to lift a restriction, you cannot take that career (two sims cannot be attempting to lift the same restriction at the same time).
      • If the career has 2 career paths, each attached to a different career and BOTH restrictions are still in place (ex: Forensics and Espionage; Symphonic and Rock Star), you MAY have 2 sims in that career.
      • If the restriction involves reaching the top of a career, your Sim is not considered to be attempting to lift that restriction until they have a job in that career (teen jobs do not count). You cannot, for example, decide that your Teen will lift Rock Star and prepare her guitar skill before joining the Music career.
    • Note on optional methods to lift a restriction:
      • Many restrictions offer more than one method for you to clear them and in most cases it is a job that corresponds to another Expansion Pack. Therefore, once you look in the paper and are offered a job, if there are alternate methods to clear the job, you may decline the method offered and use one of the alternative methods. For example - you look in the paper and get Music and you want to lift Entertainment. There are three other methods available other than Rock Star; Late Night Film Actor, Showtime Singer and Ambitions Stylist. You can decline the Base Game job in Music but must immediately walk to register for the career or to the Rabbit Hole and get the job that has the alternate method. You must do this immediately and cannot wait. This is job-based so even if Military isn't clear you are allowed to do this.

      • There are additional restrictions on taking a University Life job as an alternate method because you have to have enough faction points to be offered the job.
        • If you are close to having enough faction points to get offered the corresponding job you may decline the job offered and immediately begin your "internship". Your internship is to work diligently every day to build enough faction points to get offered the job. You cannot get fired from your internship as it is free labor and the bosses like free. So until you can prove you are good enough to get paid, you have to work at it every day.
        • If you happen to get enough points to be offered a faction job and Journalism isn't clear, you must turn it down unless this was your internship.
        • If you already have enough points to get the job you may look at all the jobs in the paper (or computer if science is cleared) until the job is offered and get the job that way.

  • Sims who CAN lift restrictions (they all must live IN the household when they lift a restriction.)

    • The founder
    • The heirs - the sim born in the household who will carry on the bloodline.
    • Spares - progeny of the founder or heir, usually born after the next heir is born - who will not be allowed to marry and progress the blood line.
    • The spouse of the founder and of each heir after they have helped bring in the next generation.
      • If a spouse dies, you may remarry.
        • Only ONE spouse per generation may lift a restriction, regardless of how many spouses you marry.
        • You may not intentionally kill your spouse, unless they have lifted a restriction or they have become an elder (exception:Things That Go Bump human spouses if you intend to resurrect them as a ghost for breeding purposes). Bad spouse? Tough cookies sunshine, this is the Apocalypse, not kindergarten. :)
      • If the old spouse died before bringing in the next generation, any career they completed does not count as a cleared restriction.
      • A spouse is anyone in your household that your founder or heir was at one point married to. Your current spouse is defined as the most recent of such. To be specific - if you get divorced, or the marriage is otherwise ended (for example a ghost killing his spouse and then bringing them back as a ghost), they are still your spouse for challenge purposes.
    • Children of the heir or founder not born in the household, but brought in upon marriage of their mother
      • If they are married in BEFORE they turn teen they will be eligible to lift a restriction
      • These children can never carry on the blood line.
        • If something happens to the heir and you only have these married in bloodline children, you will lose the challenge. They can NOT act as spares.
    • Children of the heir or founder that follow you home in the Time Machine
      • If they arrive at your home BEFORE they turn teen they will be eligible to lift a restriction
      • These children can never carry on the blood line
        • If something happens to the heir and you only have these time machine children, you will lose the challenge. They can NOT act as spares

  • Sims associated with the household who can NOT lift restrictions

    • Adopted sims
    • Simbots
    • Mummies
    • Non-spouse Imaginary Friends who have been brought to life.
    • Zombies
    • Pets
    • Children NOT of the blood line who are moved in with a spouse
    • Any children of the blood line who live outside the household

    • Game Options Settings

      • Graphics, Sound, General Settings, Video Capture, Music, and Online
        • No special settings required. Set according to what your system can handle.
      • Life Span and Aging
        • Set your age to the following on day one of the challenge. It should equal 90 days. If you have a non human apocalypse, see special age spans in Occult Set Up - unless you are using a mod to remove aging multipliers for occult sims - in that case stick with the default settings below.
          • Baby 2 days
          • Toddler 4 days
          • Child 10 days
          • Teen 14 days
          • Young Adult 22 days
          • Adult 23 days
          • Elder 15 days.
          • See the Pets expansion information to set pet aging
        • Set aging as On at all times
          • Exceptions:
            • If your young adult founder starts the challenge with LESS than 23 days.
              • Sometimes the game will randomly take those days away. You are allowed to turn aging off for the number of days that were deducted from your sim so they will have a full 23 days as a young adult. Alternately you can temporarily increase the number of days for YA so that your founder is 23 days from Adult. Once your founder has their adult birthday you can change it back to 23 days for Young Adult.
            • You may have a floating 10 days with aging off if you need it because you would lose the challenge or want just a LITTLE more time.
              • Use this with discretion.
      • Free Will
        • Set free will at either Free Will High or Free Will Off. This is your setting for the entire challenge. No toggling back and forth.
          • If you decide to have free will on High, you may use mods to stop autonomous actions that are restricted.
      • Seasons and Environment
        • Set your seasons according to directions under Seasons expansion rules.
        • Enable all Weather options.
          • You may turn off particle effects for weather to avoid lag, but you MUST enable fog, snow, rain, hail, etc.
        • Set your Lunar cycle according to personal preference.
          • If you do not own Supernatural or you choose to set your lunar to a particular Non-full mode constantly, choose one day of the week to be your Zombie Day (every week, on that day, zombies roam the streets in large droves rather than in the small groups that make general travel hazardous).
          • If you set your lunar cycle to rotate, days with the full moon are your Zombie Days.
          • Zombie days require you to be inside your house by 8pm; you cannot leave until 6am the next day. Note that this restriction is from Paranormal; if those restrictions are lifted, you no longer have to stay home at night on zombie days.
      • Advanced Demographics
        • Set according to personal preference.
          • If you wish, you may opt out of the celebrity system for your house hold and turn off celebrities until such time you start the Film or Music careers.
    • Marriage

      • NOTE: The only way that you can add a new Sim to your household is through birth or marriage (ie the "marry" interaction to move in a spouse). You cannot ever use the "Move In" interaction, even on potential future spouses.
        • The only exception is for glitches (for example, if you Marry your spouse and they do not get added to your household, you may ask them to Move In, or use the usual mods to force them into your household).
        • You may only marry in a sim who will be bringing in the next generation (provided they don't die before hand)
        • If the married in spouse has dependent children and no one to leave them with in their previous household, the children HAVE to come with the spouse.
        • Children who follow you home from adventures in the time machine are allowed to stay. It is automatic and you can't kick them out anyway. If they are a child or younger they are eligible to lift a restriction but can never become heir.
        • If a spouse dies, you may marry another spouse as long as they are going to bring in an heir or a spare.
        • Only ONE spouse per generation may lift a restriction.
        • Spares may not marry in a spouse.
          • Exception - succession
            • The heir dies without having any children so the spare then becomes the heir.
        • Sims you can NOT marry at all
          • Service NPCs such as the maid, the repair man, the butler, the mail person, the social worker, bouncers, mixologists at bars or any other service type NPCs.
          • The Grim Reaper
          • Simbots
          • Paparazzi
          • Mummies
          • Zombies
        • Who you CAN marry
          • Regular townies
          • Location Merchants may be married in as they are taken from the general townie population randomly for random amounts of time. One day they may be a location merchant at the consignment store, the next day they may be working as a Mausoleum Clerk.
          • Former paper boys and girls (unless they have grown up to be a service NPC)
          • Sims of differing Supernatural persuasions. See Supernatural Sims rules for clarification.
          • Imaginary Friends turned real.
      • Married in spouses and clearing restrictions

        • If a sim who has topped out their career is moved in, that restriction category is immediately lifted upon the birth of the next heir or spare provided that sim is married to the current heir.
        • If their career has already been cleared, they may choose another category to lift.
          • Only ONE spouse per generation may lift restrictions, so if a second spouse has topped a career but the first spouse already lifted a restriction, then the second spouse's topped career will not count toward your clears.
      • Married in spouses and their inventories

        • Any item that is currently restricted must be sold immediately upon the spouse moving into the household
          • You may sell the items in a just married in spouse's inventory regardless of other existing restrictions. This is part of their dowry.
          • Exception - Vehicles:
            • If your spouse comes into the household with a vehicle, you MAY keep it if you don't currently have a vehicle on the lot, or if governing restrictions have already been lifted.
            • The vehicle must be placed on a car parking space and kept there when sims are at home and not using it.
          • Exception - Books:
          • If your spouse comes into the household with any book, you may keep it if you have a bookcase. Yes, this includes skill books.
      • NOTE: You are not REQUIRED to marry/move in the father of your heir/children. (Remember, your children must be BORN inside the household to make a lift.)
    • General Restrictions

      • If your family has broken any rule or restriction due to a rule change, you do not fail the challenge.
      • Objects that were allowed that are no longer allowed due to a rule change may be sold via buy mode without penalty.
      • If an object has no value, (such as newspapers, certain books, old homework or dirty dishes, or other 0 value objects), you may delete it, regardless of existing restrictions.
      • If you are playing with a mod that allows same sex reproduction, chose at the very start of the challenge (around Day 1) whether your heir or their spouse will be the ones acting as the carrier of the children. For the rest of the challenge you must stay consistent and do that for every generation.
      • If your sim gets a work or school opportunity pop up, they may not accept it unless its governing restrictions have been lifted OR it is an assignment to read a book, edit an article, or learn a recipe for their boss (if the recipe is supplied by the quest) or do something that is not restricted by existing restrictions.
        • Work assignments that are in the community are not restricted. Doctors that give immunizations during work hours, fire-fighters going to put out a fire etc. These are allowed.
      • Car parking spaces (and therefore cars) may ONLY be placed directly on the ground, because of the Athletic restrictions. You may freely carry cars once that is lifted.

      • Family Inventory rules:
        • Once sims put something in their family inventory, it stays there forever and may not ever be used again. You may never remove gifts recieved through the mail.
          • Exception – quest items, awards for completing skills and challenges, and career rewards
            • Career Items, awards, rewards and things purchased on vacation that automatically get placed into family inventory MAY be removed at any time but is not required.
              • If you place any of these items BACK into the family inventory, they must stay there and never be touched again.
              • Career reward items include things like the police car or the Minus 1 Kelvin fridge.
              • Skill and Challenge reward items include things like the Group Science Project you get from topping the Science Skill.
              • Purchased items include things like the Martial Arts practice dummy or the Nectary.
            • Quest items may be removed from family inventory ONE TIME as well, to progress the quest, and only if governing restrictions have been lifted.
              • Quest items include things like the broken shower or the broken stereo that you repair and return to your quest target.
              • These will be automatically removed from your family inventory upon successful completion of the quest.
            • Allowed items brought home from university or foreign adventures may be removed from Family Inventory and placed on the lot for use once their governing restrictions have been lifted.
              • Things like study aids or the nectar maker.
              • If you put them BACK into family inventory after placing them on the lot, they get sucked forever into the black hole and you will have to purchase a replacement item or return to college or the country you got them from.
        • NOTE: (Only required before lifting Criminal.) Every Monday, before paying the mob, you must delete everything in your Family Inventory. All resulting money will be given to the mob.

    • You may not keep anything you find rummaging in the garbage or dumpster diving that is still restricted. It must go into the black hole.
    • You must place any magic gnomes that spawn on your lot, or which you find exploring tombs or the arboretum, or that you receive in any other way, onto your lot. You may not sell them.
    • You may NOT age up sims days before their actual birthday with the Birthday Cake.
      • If sims are allowed to use the Birthday Cake or have a Birthday Party, they must do so on the day they would be aging up anyway.
      • The EARLIEST you may age up a sim is immediately after you get the message that the sim is having a birthday that day.
    • You may not have roommates except while in University living in the dorms.
      • If the game adds them automatically when you are not living in a dorm, use the phone or computer to turn off roommates and dismiss the one you get.

    • Cheats and Mods

      • Cheats or mods that give you an advantage over another player that doesn't use them are not allowed.
        • This includes mods to allow you to have more than 8 Sims in the household.
      • You are permitted to use Cheats and Mods and otherwise break rules to fix glitches, provided you remove any advantage the fix gave, if it was a huge advantage. So if you had to add a neighborhood Sim to the household to fix a glitch, make sure the money on hand is returned to what it was before.
        • You are not permitted to use Cheats or Mods to fix the glitches related to being promoted after midnight. This bug is most commonly experienced in the Criminal careers. The bug is not game breaking and does not stop your Sims from topping the career before they age to elder.
          • Bridgeport and any world labeled as a city causes shifts in schedules. This may affect what careers are affected by this bug. If careers beyond Criminal are now affected, you may still not use any mods or cheats to fix it.
          • See Criminal or Master Thief pages for specifics on this glitch.
        • Cheats:
          • Are only allowed to fix glitches or satisfy the rules
            • For example, you are allowed to use testingcheatsenabled on and family funds to fulfill Criminal's mob payments and to adjust your founder's funds to the appropriate amount.
            • You are allowed to delete derelict and abandoned cars you come across as these will not be deleted without a mod or player intervention. They will cause lag if allowed to remain in the world.
            • You are allowed to use cheats to fix glitches.
        • Mods – use at your own risk.
          • In general, mods are only allowed if they give no advantage to players who do not use the mod or they greatly reduce the chance of the save bugging out. Twallan's Story Progression is allowed only due to the poor nature of EA's Story Progression. Traveler is allowed due to its reduction of travel glitches. Both Traveler and Story Progression have other restrictions on them due to their functions outside of fixing EA's code.
          • Twallan's Overwatch users: You must not allow your Sims to continuously route fail if you allow Overwatch to reset stuck Sims. This resets their motives and gives an unfair advantage. A common occasion for continuous route failing happens when elder Sims try to use a turned fridge. Lock your fridge behind a door or get Retuner to keep Sims from autonomously cooking. This also can happen if you're caging Sims in order to kill them. The only solution here is to turn the stuck Sim check off.
          • You are allowed to use otherwise banned mods to fix a glitch. But you must remove the mod afterward.
          • You are allowed to use mods to remove Imaginary Friends or to remove the chances of your Sims getting Imaginary Friends.
          • Please see the Mods page for a detailed list of allowed and disallowed mods, if you intend to use mods while playing the challenge.