How to Play
From Furoticon Wiki
This article doesn't cover everything, but it's enough to get you started playing your first game. If you want to learn more about each aspect of the game, check out the Full Rules.
Contents |
Introduction to Furoticon
Furoticon is a adults-only anthro novelty card game. Its release date is July 1, 2009. Cards are available for purchase online, or at select furry conventions, such as Anthrocon.
In Furoticon, you play as a well-renowned Owner (Master, Mistress, Mastress, or Dominator) dueling against one or more Owners for dominance over your opponents' harems. Break through their harems with your own and climax your opponents! The last Owner standing is the winner!
Players use a 40-card deck, known as a "black book," to play the game.
The cards are meant to be traded amongst players and collectors. Decks can be customized with cards that the player owns to improve his or her deck.
Furoticon exists to introduce people to artists they may not have known about before. Artist credit and URL is found at the bottom of every card to encourage people to explore the artists of Furoticon.
Introduction to Cards
If you've played CCGs / TCGs before, some of this should look familiar, but I suppose some explanations are in order:
Let's start at the top. This card name is "Lord Melam Gaar" and the cost to play him is in the upper right corner. He costs 6 Action Points (AP) and 1 Male Gender Point (MGP or MP)."
Each turn, you're given 10 Action Points (AP) and 0 Gender Points (GP) to perform actions. AP and GP are used to draw cards from your Black Book, play cards from your hand, swing and put out with your Furres, and use skills on your cards in play. You need to get Gender Points (GP) from Havens (a Haven is another type of card).
Below his name, we have the info bar, which tells us what type of card he is - Furre, and what type of Furre he is - Bovine (to be specific, a ram). There are four types of cards in the game: Haven, Furre, Treat, and Action.
Havens give you more AP and GP, and sometimes provide other effects. They stay in play after you play them.
Furres are the meat of the game. They swing to pleasure your opponent and put out to fend off your opponent's Furres. You need Furres to win. They stay in play after you play them.
Treats are cards that add, remove, or change rules of the game. They stay in play after you play them. Some treats are called "Alterations" and need an object in play to "alter."
Actions are one-shot cards that represent you, as the Owner, giving an order or performing an activity. After their effect happens, they go to your couch (discard pile). Some actions are "Surprises." Unlike all other cards, which can be only played on your turn, Surprises can be played at any time.
Now, back to the card: Moving down, you can see the picture of this ram, along with his stats in the lower left. The heart is his Maximum Stamina Points (Max SP, or Max
) and he comes into play with that many Stamina Points (SP, or
). Stamina Points are a gauge of how long he can last without reaching orgasm. When he loses all his SP, he climaxes, and goes to your couch (discard pile). You can easily keep track of SP with dice.
You also have SP. If you are playing with starter decks, you have a Max SP of 25. If you customize your decks, start with a Max SP of 50. When you reach 0 SP, you're out of the game! If you're the last player standing, you win!
The four icons below the
rate his experience pleasing the four "genders" in the game (Pleasuring Experience, or PE). The genders are, from top to bottom, Male (Blue), Female (Pink / Red), Hermaphrodite (Purple), and Otherkin (Yellow / Orange). They should all be self-explanatory except Otherkin. Otherkin includes exotic creatures and genders, including: Shemales, transvestites, genderless Furres, plants, robots, cuntboys, tentacles, demons, incubi, succubi, and all other assorted beings.
As you can see, Lord Melam is well-trained in pleasing Females, but isn't very interested in Herms. A PE of 3 is decent, a PE of 5 is good, and a PE of 10 is amazing.
Next we have the skill box. Lord Melam has only one skill - Dominant. That means he costs 1 AP less to swing. Swing? Well, this isn't a violent game, it's a sexual one. When it's your turn, you can choose which of your Furres are going to be swingers, and the defending player decides who's going to put out. If nobody puts out for the swingers, then their pleasure go directly to the defending Master/Mistress and deal their highest Pleasuring Experience level to him/her. Otherwise, they give their pleasure to all Furres that put out, and all Furres that put out give their pleasure to all the swinging Furres (mostly. A little more on this later).
Normally, it costs 1 AP to put a Furre into bed (whether to swing or put out), but Lord Melam is dominant, so he doesn't need to be told to initiate anything - he costs 0 AP to swing. He still costs 1 AP to put out. We'll get into detail about this later. For now, let's wrap up the parts of a card.
The set symbol, collector's number, and rarity color is in the bottom right. Light blue behind the symbol means he's a starter-only card, which means he's only found in the starter deck "Sadists of Lithrinn." There are three other rarity levels: Common is white, uncommon is green, and rare is gold.
Finally, at the bottom left, you'll see the artist name and website. The game has 309 different collectible cards. That's a lot of room for trading and discovering new artists!
Starting a Game
Assuming you have two starter decks (and some dice), give one deck to each player. Take out the instruction cards. Also, take out the Owner card and set it aside. This card has no effect on gameplay, but it does give you a quick reference to all the stats and costs in a game of Furoticon. You can also keep track of a player's SP on these cards. We use 10-sided dice and 20-sided dice to keep track of stamina totals (and AP/GP totals when necessary). There are also very handy stat mats available for purchase.
Normally, you start a game with 50 SP, but since you're playing with starter decks, start each player with 25
(and with a Max
of 25 also). Do this by putting two 10-sided dice (one at 2 and the other at 5 to make 25) on your Owner card.
Determine who goes first. This can be done by rolling a die, flipping a coin, or whatever both players are comfortable with.
Now, take your decks and shuffle them well. Your opponent is allowed to cut your deck, just in case you're trying to be sneaky.
Then, draw 6 cards and look at them. Do you have at least 1 gendered Haven and 1 Furre in that hand? If so, then you can probably keep that hand (Unless the Furre costs ![]()
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or something else with a high GP cost).
However, if you don't like your starting hand, you can take a mulligan by putting all of those cards at the bottom of your deck, and drawing 5 new cards. Be careful, you're only allowed to do this once!
- If this is your first game and you happen to have the unfortunate luck to not draw a single haven in those first 11 cards (this happens in less than 1% of games), shuffle all the cards up and start over with 6 cards. It's no fun to be unable to play the game!
Once both players are satisfied with their hands, the game can begin!
- For fairness, the player going first starts his or her first turn with 5 AP instead of 10 AP.
Parts of a Turn
Players take turns in Furoticon. Each turn has an order in which things are done.
- Refill Step: Get rid of all your left over AP and start over with 10 AP plus whatever AP and GP your Havens give you.
- Refresh Step: You may pay 1 AP to refresh all your Furres, Havens, and Treats.
- Main Step: On your main step, you can do any of the following:
- Pay 5 AP to draw a card.
- Play a Haven, Furre, Treat, Action, or activated skill and follow the rules on the card. The cost to play a card is in the upper right hand corner, and the cost to play an activated skill is to the left of a colon (:). The number is the AP cost, and the gender symbols are the GP cost. You may not spend AP on a GP cost, and you may not spend GP on an AP cost.
- When a Furre comes into play, put a die on it equal to its SP total (the number next to the heart icon) to keep track of its SP. If a Furre has no SP left, it orgasms and goes to your couch (discard pile). Furres may not swing the turn they come into play.
- Enter bed (once per turn). See below.
- End your turn ("End of turn" skills end. If you have more than 7 cards in your hand, discard down to 7. Then play continues to the next player's turn.)
Reacting
Whenever you do anything in your Main Step (even end your turn), players may react if they want to. This means that before you draw a card, or before the card you played goes into effect, or before you enter bed, or before you end your turn, every player has a chance to play Surprise cards or activated skills (this can be done multiple times). When nobody wants to react any more, the last surprise card or activated skill that was played will "go off" first (its effect will happen first). Everything "goes off" backwards, all the way back to the first action you did.
- If that sounds a bit too complicated, don't worry. Just know that you can play Surprise cards and activated skills at (nearly) any time, and everything else only on your main step.
- A skill with an "Ex" cost means to "exhaust" the Furre (turn a Furre sideways to show that it's exhausted. Furres that aren't exhausted are "refreshed" and they aren't turned sideways).
Entering Bed (the Bed Step)
The Bed Step is where the fun happens, and it's the primary way you'll find victory! First, some brief terminology: The player who has entered bed is known as the "active player." The active player uses his Furres to go "swinging." The player(s) that the active player is swinging at are known as "defending player(s)." The defending player(s) use their Furres to "put out." Every Furre that swings is known as a "swinging Furre." Every Furre that puts out is known as a "putting out Furre." Every Furre that swings or puts out is "in bed." Only Furres that aren't exhausted may swing or put out. Here are the steps of Bed. If a player wishes to react, he or she may do so after each of these steps:
- You choose which Furres to swing with. Pay 1 AP per Furre and exhaust those Furres (turn them sideways to show that they're exhausted. Furres that aren't exhausted are "refreshed" and they aren't turned sideways). You cannot swing with Furres that came into play this turn.
- The defending player chooses which Furres to put out with. He or she pays 1 AP per Furre.
- Players choose which Furres to pleasure, then pleasure is given (see below on how to do this).
- All Furres leave bed, and play returns to the Main Step.
How to give pleasure
- Each player may have his or her Furres pleasure only as many Furres on the opposing side as he or she has in bed. If you put 2 Furres in bed, you can only have them pleasure 2 of the opposing Furres.
- The player who is outnumbered in bed chooses a number of Furres on the opposing side he or she wants to pleasure, equal to the number of Furres he or she has in bed. (For example, in a 3 vs. 2, the player with 2 Furres chooses 2 of the opposing 3 Furres to pleasure. In a 3 vs. 1, the player with 1 Furre chooses 1 opposing Furre to pleasure. In a 1 vs. 1, 2 vs. 2, etc. all Furres are chosen.) All of the outnumbered player's Furres are chosen. Then all Furres on one side pleasure all chosen Furres on the other side, and vice versa.
- On the left of each Furre card are its PEs (pleasuring experience). These determine how much pleasure a Furre gives to each gender. For example, a Furre with 5
and 2
will give 5 pleasure to males, and 2 pleasure to females.
- If there are no Furres putting out, each swinging Furre gives pleasure equal to its highest PE to the defending player. For example, a Furre with 5
, 2
, 7
, and 2
will give 7 pleasure to the defending player. This is how you'll win!
Because you'll usually only have one or two genders in your decks, counting up pleasure will be very easy.
Winning the Game
Whenever a player reaches 0 SP, that player is out of the game.
The last player in the game is the winner.
If each player takes no actions (drawing a card, swinging, playing a card, activating a skill, or entering bed and swinging) for three turns each in a row, the game is a draw.
Have fun!