Gameplay

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Each turn, the following things occur. "Active player" refers to the player whose turn it is.


Contents

Parts of a Turn

Players take turns in Furoticon. Each turn has three steps: Refill, Refresh, Main.


Refill Step

  1. Remove any remaining AP and GP that the active player may still have.
  2. The active player gets 10 AP, plus any additional AP and GP from skills on objects he or she controls that say "Get ___ during your refill step."
  3. The active player resolves all other skills that say "during (this player's) refill step" in any order he or she wishes.
  4. Play continues immediately to the Refresh step.


  • The player going first gets 5 AP on his or her first turn.


Refresh Step

  1. The active player may pay 1 AP to refresh all exhausted objects he or she controls.
    1. If the active player controls no exhausted objects at this time, he or she may not pay to refresh.
  2. Play continues immediately to the Main step.


  • Exhausted objects can be turned sideways to represent that they're exhausted.
  • Some skills change how much it costs a player to refresh.
    • Paying to refresh starts at 1 AP.
    • Paying to refresh may not go above 10 AP, even if skills increase the cost to above 10 AP.


Main Step

The active player may do any of the following:

  1. Pay 5 AP to draw a card.
  2. Play a Haven, Furre, Treat, or Action from his or her hand.
  3. Play an activated skill.
  4. Enter bed (once per turn).
  5. End the turn.


  • When the active player chooses to do one of the above actions, players are first allowed to react, then the chosen action is performed.


Reacting

  • Reacting: Whenever players may react, first the active player may decide if he or she wants to play a Surprise card or activate a skill on a Furre, Treat, or Haven he or she has in play (unless otherwise stated). Once the active player is done, then the next player may react, until all players have reacted.
    • Players may react to the card or skill before its effect happens (it "goes off") with Surprises or skills of their own as many times as they can legally play Surprises or skills.
    • The last card or skill played is the first one that goes off, followed by the next to last, all the way back to the first card played.
    • Players may react after each card or skill goes off.
    • Each player must give common courtesy for other players to react whenever players may react. In some cases, it's fine for the active player to ask "Ok?" and in other cases it's fine for another player to say "Wait," or "At the end of your turn, I do ___." Sometimes, there's times when players are allowed to react, but they rarely do, and just wait a few seconds before proceeding. Players must use their best judgment and play fairly.


  • Players may react only to: Main step moves, triggered skills (that trigger during the Main step or Bed step), activated skills, and bed steps.
    • Players may not react to anything that happens during the Refill step or Refresh step.


Paying to draw a card

  1. The active player pays the current cost to draw a card.
  2. Players may react.
  3. The active player draws a card.


  • Some skills change how much it costs a player to draw a card.
    • Paying to draw a card starts at 5 AP.
    • Paying to draw a card may not go below 1 AP, even if skills reduce the cost to below 1 AP.
    • Paying to draw a card may not go above 10 AP, even if skills increase the cost to above 10 AP.


Playing a Card or Skill

  1. To play a card or skill, the player announces what he or she is playing, pays the costs, and selects any targets that the card or skill requires. If a player cannot select all required targets, the card or skill cannot be played.
    1. When paying GP costs, always spend more restrictive GP (GP of a single gender) first.
  2. Players may react.
  3. If all of the card or skill's targets are invalid at this point, the card or skill's effect does not happen. If it is a card, it goes to the couch.
  4. The player selects any choices that the card or skill may have.
  5. The card or skill "goes off." Follow the rules on the card or skill.
    1. A Haven card comes into play.
    2. A Treat card comes into play.
    3. A Furre card comes into play, and its controller puts SP on it equal to its Max SP.
    4. An Action card goes to its owner's couch after its rules are followed.


Entering Bed (The Bed Step)

  1. The active player chooses which Furres he or she is swinging with, chooses which opponent those Furres are swinging at, spends 1 AP per Furre chosen, and exhausts those Furres. Furres that are already exhausted cannot swing. Swinging Furres are considered to be "in bed."
    1. Players may react.
    2. If there are zero Furres swinging, the bed step ends immediately.
  2. The defending player decides which Furres he or she is putting out with, and spends 1 AP per Furre. Furres that are exhausted cannot put out. Putting out Furres are considered to be "in bed."
    1. Players may react.
  3. The player with less Furres in bed chooses X opposing Furres in bed to pleasure, where X is equal to the number of Furres that player has in bed. The other player chooses all opposing Furres. If both players have the same number of Furres in bed, all Furres are chosen.
    1. Example: If the active player swings with 4 Furres and the defending player puts out with 2 Furres, the defending player chooses 2 of the 4 swinging Furres to pleasure.
    2. Example: If the active player swings with 1 Furre and the defending player puts out with 2 Furres, the active player chooses 1 of the 2 putting out Furres to pleasure.
    3. Example: If the active player swings with 3 Furres and the defending player puts out with 3 Furres, all Furres are chosen.
  4. If there are any Generous or Extra Generous Furres in bed, they give their pleasure to all chosen opposing Furres simultaneously.
    1. Players may react afterward if so.
  5. All non-Generous and Extra Generous Furres give pleasure to all chosen opposing Furres simultaneously.
    1. Players may react.
  6. All Furres are no longer considered "in bed." The bed step ends.


Notes:

  • Each swinging Furre pleasures each chosen putting out Furre.
  • Each putting out Furre pleasures each chosen swinging Furre.
  • If the defending player has no Furres in bed when pleasure is given, then all swinging Furres give pleasure equal to their highest PE to the defending player.
  • A multi-Gender Furre will receive pleasure equal to an opposing Furre's highest PE that the multi-Gender Furre is. For example, a Male/Female Furre being pleasured by a Furre with 2 MPE and 6 FPE will receive 6 pleasure.
  • Greedy Furres that are swinging will pleasure each chosen putting out Furre and the defending player.
  • Greedy Furres that are putting out will not pleasure the active player.


To summarize without examples or reactions:

  1. Active player puts swinging Furres in bed.
  2. Defending player puts putting out Furres in bed.
  3. Outnumbered player chooses which Furres to pleasure, equal to the number of Furres he or she has in bed.
  4. Generous Pleasure is given.
  5. Normal Pleasure is given.
  6. Furres leave bed.


Ending the Turn

  1. Any "until end of turn" skills stop working.
  2. Any "end of turn" triggered skills go off. If there are multiple "end of turn" triggers, the active player first chooses the order in which his or her skills will go off. The next player does this with his or her skills, all the way to the last player. The last player's skills go off first in the order chosen, all the way back to the active player's skills, which go off last. Players cannot react to these skills.
  3. If the active player has more cards in hand than his or her maximum hand size, then he or she discards down to his or her maximum hand size. The starting maximum hand size is 7.
  4. Play proceeds immediately to the next player's Refill step.
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