Friday, 29 July 2022

Unique cards can be very bad

A game consists of a number of rounds. Each round has four phases, resolved in order.

1: Action Phase

During this phase, players may perform ACTIONs (denoted by an open red arrow) and FREE ACTIONs (denoted by a solid green arrow). Only one player may perform an action at a time, but players may act in any order. If players cannot decide who gets to act next, the player who has gone the longest since their last orgasm chooses.

e.g. Kim and Clitty are playing. First Kim wants to take two actions, then Clitty takes one, then Kim takes a free action, followed by a normal action and so on.

Each time a player takes an ACTION, place an action token on the player mat. A player with three or more action tokens cannot perform any more ACTIONs in this phase, but may still take FREE ACTIONs.

When all players have finished all the actions and free actions they wish and are able to take, proceed to the next phase. Players may not take ACTIONs or FREE ACTIONs in any other phase, but may make reactions specified on cards or player mats.

2: Draw Phase

Each player may draw one Player Card. All action tokens are returned to the supply.

Adventure Cards are drawn as specified in the adventure being played.

e.g. Clitty draws one card and adds it to her hand. This has no effect. Kim's deck is almost empty, so she decides not to draw this round. Both players return their action tokens.

The adventure says each player draws one Adventure Card and Kim chooses to go first. Her card is an Event which says the player who drew it must place an action token on her player mat. Unless she can use some special ability, she will only be able to take up to two ACTIONs next round. The Event card is the discarded.

Clitty's Adventure Card is a Location, which is put into play but otherwise has no immediate effect. Clitty has an ability on her player mat which allows her to be placed on a Location drawn from the Adventure Deck. She chooses to do this.

3: Adventure Phase

Each active (upright) Adventure Card in play is now resolved, from left to right and top to bottom. This will usually be oldest to newest, but various game effects can change the position of cards in the line. Turn each card sideways after resolving it so that it will not activate again in this phase, unless otherwise instructed.

e.g. There are five Adventure Cards in play: An Enemy, a stack consisting of an Enemy, Obstacle and Location and a separate Obstacle. They are all upright, except the Obstacle at the Location, which was exhausted due to a player action earlier in the round.

The lone Enemy is resolved first, just moving to the Location. It is turned sideways and placed under the Enemy already there, which activates next, inflicting Punishment upon Kim and doing nothing else. The first Enemy would then activate, since it is next in the stack, but it is already exhausted (sideways) so it is skipped, as is the Obstacle, for the same reason.

The Location is next, but has no effect in the Adventure Phase, so it is simply turned and then the last Obstacle is resolved, but Kim plays a card as a reaction to ignore the effects. The Adventure Phase is then over.

4: End Phase

Remove any cards that remain in play until the end of the round and put all Adventure Cards in play upright. Check the current Objective and any special rules for the Adventure being played and then start a new round.

Friday, 22 July 2022

A love game

Each time she uses extension gel, it'll become more tempting to use it again as the numbing phase gets longer and longer. I wonder how her doubles partner will react when she finds out.

Friday, 15 July 2022

Unique cards can be very good

Setting up a game:

  1. Select an adventure to play. If you are playing a campaign, there may be restrictions on which adventure you can play next. If players cannot decide, the player in denial the longest chooses.
  2. Decide whether the game will be competitive, semi-cooperative or fully cooperative.
  3. Follow the individual set up instructions for the adventure you are going to play, including constructing the Adventure Deck. You may read any or all cards in the Adventure Deck or those set aside. The contents are not secret and may affect your decisions.
  4. Choose characters and follow any set up instructions on their player boards, including constructing their Player Decks. If playing a campaign, there may be additional restrictions or options available, as specified in the campaign.
  5. Shuffle each Player Deck and the Adventure Deck. Do not shuffle the Objective Deck, nor any cards set aside as part of the individual adventure's set up instructions.
  6. Each player now chooses a starting hand by revealing cards from the top of their deck one at a time until they have revealed five cards they want to keep (they may not keep Disadvantages). Place these five cards on top of the Player Deck (in any order) and draw them. Then, place any Disadvantages revealed on top of the deck in any order and place all other revealed cards into the discard pile (in any order), without resolving any When discarded effects.
  7. Place the various tokens where they can easily be reached by all players and link TTcBs, TTsPs, RCDIs and TTnAs using the QR codes provided, if desired.
  8. Start the game with round one.

Friday, 8 July 2022

Wishful thinking

Was it really likely he'd be so bored by her suffering that he'd doze off in the middle?

Friday, 1 July 2022

Ready, player one

This is the UNBELTED side of Miss Honeydew's character card. The BELTED sides of character cards have different attributes and special rules (or they would have if I'd written any) and characters can become locked or released throughout the game.