Governing Rules
From Furoticon Wiki
These rules govern how certain aspects of gameplay should happen. Some of them are common sense, and others you may never need to look up, but they are here for completion.
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Exhaustion
The exhaust symbol is
. It means "Exhaust this object."
If a player hasn't controlled a Furre continuously since the beginning of his or her most recent turn, that Furre can't swing, and it can't use skills with
in its cost.
Exhausted objects can't be exhausted again and refreshed objects can't be refreshed again.
Represent an exhausted Furre, Treat, or Haven by turning it to its side.
Represent a refreshed Furre, Treat, or Haven by not turning it to its side.
Numbers
Numbers in Furoticon are always integers. There are no fractions in Furoticon. You cannot choose fractional numbers, give fractional pleasure, or have fractional SP or PEs. If a skill can cause a fractional number to occur, it will tell you to round up or down.
Likewise, SP, Max SP and PEs cannot be negative. You cannot choose negative numbers, give negative pleasure, or have negative SP or PEs. If a skill or action would reduce an SP total, Max SP total or PE to below 0, it becomes 0 instead.
Example: A Furre has a PE of 3. A skill is played on it to reduce that PE by 5. It goes down to 0. This is because 3 - 5 = 0 in Furoticon, since PEs can never be negative. So then a skill is played on it to increase that PE by 5. It goes up to 3. This is because 3 - 5 + 5 = 3, since the final total isn't negative.
If a number is needed but is indeterminable, use 0.
If a SP value, PE value, or state is needed about an object that has left play before the turn is over (for example, to check if a Furre had a multi-orgasmic counter), use the last value that object had before it left play. If the object left play more than a turn ago, use 0.
A Furre that is no longer in play will not give any pleasure if triggered to give pleasure (pleasure given is 0).
The cost of paying to draw a card cannot go below 1 AP, nor can it go above 10 AP.
The cost of refreshing on the Refresh step cannot go above 10 AP.
A player may not own more than 40 objects (Furres, Treats, and Havens) in play at a time. If a 41st object would somehow come into play, it doesn't. If it's a token, it immediately ceases to exist. If it's a card, it immediately goes to the owner's couch.
Impossibility
If a skill's effect requires doing an action that is impossible (e.g. drawing cards from a black book of 0 cards, a triggered effect that required you to target something that doesn't exist), ignore the action.
If all the targets of a card or skill no longer exist by the time the card or skill goes off, the card or skill has no effect.
Choices
If a skill's effect requires multiple players to make choices or choose targets, the player whose turn it is chooses first, followed by the next player, and so on. After all choices have been made, the actions that happens from making these choices happen simultaneously. The same is true if two or more skills trigger at the same time.
If a skill's effect requires multiple players to perform the same action, the player whose turn it is does the action first, followed by the next player, and so on.
If two skills trigger at once and a player controls both of them, he or she chooses which skill will go off first.
If two or more skills trigger at once and different players control them, the skill(s) of the player whose turn it was previously will go off first, followed by the player before him or her, all the way around to the player whose turn it is. In other words, the active player's skills will go off last.
Contradiction
If two skills contradict each other, the one that says "no" takes precedence.
Example: If a multi-orgasmic Furre (one that can come back into play the first time it orgasms) is climaxed (which means it orgasms and can't come back into play this turn), it won't come back into play.
Example: A Furre has a skill that says, "This Furre must swing each turn." It also has an Alteration attached to it that says, "Altered Furre can't swing." It can't swing.
Changes in Max SP
Follow these rules for dealing with changes in Max SP:
- Gaining Max SP: Whenever Max SP is raised by a skill, SP is raised by the same amount.
- Losing Max SP: Whenever Max SP is lowered by a skill, if that puts SP above Max SP, then SP becomes equal to Max SP.
- Regaining Max SP: Whenever Max SP is raised by a skill ending, SP does not change.
- Relosing Max SP: Whenever Max SP is lowered by a skill ending, if that puts SP above Max SP, then SP becomes equal to Max SP.