MiniGames:Yiff

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There are 5 type of Delights: Intimate, Lustful, Submissive, Taboo, Non-Sexual

There are 4 types of cards:Positions(Yiff), Lascivations, Moves, and Enchantment.


Positions(Yiff): (MTG's creatures, Furoticon's Furre)card have a Damage for each type of Pleasure. That do that corrasponding Damage to Type of Position(Yiff) they are Attacking/Defending against.

Actions: are one-shot cards that do something then are added to the Player's Discard_Pile. Can only be played during the Player's turn.

Alterations: Like Enchantments stay on the Field after being played. Are Player_On a Target_Card.

Enchantments: Stay on the field after they are played.

Yearnings: This cards generate GP during when the Player Refreshes.

Suprises: Like Actions are one-shots but can be played in during anyone's Turn in reaction an Activation.

In addition to the AP cost to play a card their is a Mana_Points (MP) cost that is paid by

Cards are of the same types as the types of Mana. Cards have a AP cost that the Playing_Player pays and a GP cost that the player that the card is being played on(the Target_Player). For Position(Yiff) cards if the Target_Player can't pay the MP cost the it can still be played if the Playing_Player pays it's AP cost and adds the Position(Yiff)'s Damage to his MP pool.

Each player takes a Turn in order that stay the same unless modified by a card.

Player can spend 1 AP to Refresh, He untaps all his cards and Positions(Yiff) on the field add 1 mana of the corrasponding Mana type for the highest Damages they do(e.g. isa card his 2A 3B 5C 5D then the player would add 1 C type and 1 D type of Manas to his MP pool.) Havens also generate the amount of Mana_Points that they say when you Refresh. A Player can Refresh once per Turn(any one's Turn not just his own.) If a player has no Positions(Yiff) on the feild Enchantments generate one MP of their type.

You get start the game with 10 Action_Points (AP) and 5 cards and the same amount of Hit_Points (HP) as all the other Players.

At the start of your turn You spend your AP on drawing cards, playing cards, Refreshing, and entering your Positions(Yiff) into Combat.

Start_Step: you're AP resets(to 10 if not modified) then you do any start of turn effects including removing Summoning_Sickness from your Positions(Yiff):

Main_Step: You may do any of the following in any order:

  • Pay 5 AP to draw a card. (You may do this multiple times throughout your Main_Step.)
  • Play a card or activate a skill. (You may do this multiple times throughout your Main_Step.)
  • Attack another Player.(You may only attack an individual player once per Turn)

To Attack announce you are entering Combat with the Target_Player. Players may play Surprises and activate skills now.

Pay 1 AP and Tap them to Attack with a Position(Yiff) that doesn't have Summoning_Sickness. Players may play Surprises and activate skills now. Players may play Surprises and activate skills now.

Next the Target_Player Pays 1 AP to Defend with a Position(Yiff) but doesn't Tap them. Players may play Surprises and activate skills now. Positions(Yiff) with Summoning_Sickness can still enter combat to defend. Players may play Surprises and activate skills now.

When the Target_Player is done selecting their Positions(Yiff) to defend the players the number of Positions(Yiff) the Opposing_Player entered into combat of their own Positions(Yiff) to take damage equal to the sum of the Damage of their type of Opposing_Positions(Yiff). Damage to all Position(Yiff) is simultanious. e.g. You attach with Alex, A type 6A 5B 5C 4D, Bob, B type 6A 2B 3C 4D and a Carol, B Type 6A 3B 6C 1A. and the Target_Player Defends with two B type 3A 4B 4C 3D creautes. You choose Alex and Bob and the Target_Player has to choose all his Positions(Yiff). Alex takes 3+3=6 damage and Bob takes 4+4=8 damage. Each of the Target_Player's Positions(Yiff) take 5+2+3=10 damage.

If the Target_Player doesn't defend with any Positions(Yiff) he takes Damage Equal to the High Damage of each of the Attacking Positions(Yiff). If te Target_Player in the example didn't defend he would take 6+6+6=18 damage

Then a Position with 0 HP are Discarded into their Owner's Discard_Pile.

For any Position(Yiff) that in still on the Field do their Attacking, Combat, and Defending effects.(cards should read "Bob does X damage after Position(Yiff) defends" not "Bob does X damage to defending Position(Yiff)")Players may play Surprises and activate skills now.

Leave Combat.


End_Step: Do any end of turn effects. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Furoticon

Males

Males in Furoticon follow the qualities of Power, Order, and Nature. Male cards focus on offense, and may include aggression or alteration.

Male cards focus on offense, direct pleasure, and high stamina.

The Male Home Haven is Moorlands.


Females

Females in Furoticon follow the qualities of Life, Grace, and Love. Female cards focus on defense, and may include protection or manipulation.

Female cards focus on defense, stamina recovery, and protection.

The Female Home Haven is Forests.


Herms

Herms in Furoticon follow the qualities of Lust, Abundance, and Chaos. Herm cards focus on speed, and may include manipulation or aggression.

Herm cards focus on aggression, high pleasure, and low-cost cards.

The Herm Home Haven is Heights.

Lust

Otherkin

Otherkin in Furoticon follow the qualities of Legends, Uniqueness, and Synthetics. Otherkin cards focus on control, and may include alteration or protection.

Otherkind cards focus on control, denial, and drawing more cards.

The Otherkin Home Haven is Outskirts.


AI generation

Min damage Max damage Average damage Standared deviation

conversion

from obsidian

Cheer is Flow Flow is Momentum

from MTG

Mana type=Delights Mana Pool=Desires Hit_points=Indulgence