+ """Rows in this table represent encounters with wild Pokémon.
+
+ Within a given area in a given game, encounters are differentiated by the
+ slot they are in and a world condition.
+
+ Groups of slots belong to encounter types; these are what the player is
+ doing to get an encounter, such as surfing or walking through tall grass.
+
+ Within an encounter type, slots are defined primarily by rarity. Each slot
+ can also be affected by a world condition; for example, the 20% slot for
+ walking in tall grass is affected by whether a swarm is in effect in the
+ areas. "There is a swarm" and "there is not a swarm" are conditions, and
+ together they make a condition group. However, since "not a swarm" is a
+ base state rather than any sort of new state, it is omitted and instead
+ referred to by a NULL.
+
+ A slot (20% walking in grass) and single world condition (NULL, i.e. no
+ swarm) are thus enough to define a specific encounter.
+
+ Well, okay, almost: each slot actually appears twice.
+ """
+