Wednesday, May 13, 2015

Sex Magic the Collecting

A Sex Mage World “Non-Collectable” Card Game

This began as, and mostly still is, a “Porn Parody” of Magic the Gathering, with my own Sex Mage World twist to the terms and themes. However, as I started taking it a bit more seriously, the game developed to have a few of its own mechanics. It still largely plays like MtG in that it uses Spells (Sorceries and Instants) and Servants (Creatures and Artifacts), while using a different Mana Generation system. Those interested in actually playing this game could probably improvise something with actual MtG cards and some dice.

And hell, who knows, if this gets developed any further, I could even make a non-sexual spin-off for some kind of official version.

Anyway, the theme here is “Sex Magic battles” between Megami/Queen Megami to settle international conflicts. Rather than try to kill one another, they attempt to seduce and steal away the Men that the enemy Megami is using as a power source for her spells. The Megami Sex Mage who finishes the fight with the most Loyal Men is declared the winner.

The game requires dice and Sex Magic the Collecting cards (examples to be provided using a Card Game Maker/Editor program, feel free to make your own). Each player needs exactly 50 cards in their deck. The game also requires a minimum of 1 twelve-sided die (1d12) and 5 six-sided die per player (5d6). 

The LED is a d12 that starts at 3, and gains 1 point that the start of every turn after the first. (If so desired, this can instead be represented by 2 six-sided die. Just don’t mix them up with your Man Dice!) Casting spells takes points away from the LED, though certain cards may be used to restore more points.

Man Dice represent the Men loyal to the Megami (the player). In this game, the Men serve indirectly as the “Life Points” of the player. Men are represented by six-sided dice, which function as counters. By default, players have 5 dice each, all starting at 6 points.

The number of points on each die is a Loyalty counter. As the Men are affected by the spells of the opponent, they lose points, represented by turning the dice to the lower number. For example, a spell that inflicts 3 points of Seduction on a man, reduces that man’s number from 6 to 3. A spell that inflicts 4 points of Affection to the man will raise the number back up. Note that Man Dice cannot go above 6 points.

When a die is reduced to 0, that Man is then claimed by the opponent, who takes the die, and places it on their side, set at 1. The ultimate goal of the game is to claim all the Man Dice.

There are effectively four ways to win the game: 1) Obtain all Man Dice. 2) Outlast the enemy by whittling down their Spellbook, until they have no cards left. 3) Decide upon a preset amount of time or a preset number of turns, and whoever has the most Man Dice when the time or turns are over wins. If both players have an equal amount of dice, then whoever’s dice point total is highest is the winner. 4) Alternatively, both players will go until both have exhausted their spell book, then whoever has the most Dice (or the greater point total if even), wins.

The Spellbook is the stack of cards each player begins with. The cards must be thoroughly shuffled to enable a random draw. Once done, the player leaves the stack of cards face down, and draws six cards. A player may have up to eight cards in hand, after which they must discard any excess cards (of their choice) into the Bin. A player whose Spellbook runs out of cards before losing their Man Dice will automatically lose the game, as they no longer have a means of defending themselves.

The Bin is the stack of cards that have already been used. Cards put in the Bin cannot be used again, unless a special ability allows it.

Every game requires exactly 50 cards per player. The make up of the player’s deck is up to the player, however. Cards come in two primary types: Spells and Servants. Each card also has a color-coded Dynamic as part of their theme.

Dynamics are the basic categories of sexual interaction used to gain Energy from Men, steal the Loyalty from an opponent’s men, and retain the Loyalty of one’s own men.

Passion spells are about the sheer intensity of lust. Passion spells are primarily intended as a means of bolstering other spells.

Affection spells are about recovering Loyalty from a man with loving tenderness and emotional warmth, increasing one’s own Man Dice points.

Punishment spells attempt to reign in wayward men by forcefully reminding them of their place, under their proper Mistress. As a result, Punishment spells are a means of protecting from Loyalty loss. They can also be used to counteract Servants.

Seduction spells are used to sway the opponent’s men to one’s own side, trying to win them over. The majority of these abilities are in effect “direct damage” abilities, lowering the Loyalty points of an opponent’s Man Dice.

During a player’s turn, they may perform several actions to attack, recover, or defend. The Dynamics determine the type and manner of these actions. An action can either be a Spell (whip lashings, bondage, etc.) or a Servant (sexy cheerleader, catgirl, etc.).

Spells refer to abilities that can be played for direct and immediate effects. For example, Whip Lash is a Punishment spell one uses on her own men to prevent loss of Loyalty. Some spells can only be done during one’s turn, while others may be cast during an opponent’s turn as a Counter.

Servants are the Creatures of the game, in that they enter the battlefield and perform actions at the behest of their Mistress. They often have special abilities of their own which enable a variety of interactions with other Servants and the Men they are meant to target. A Servant has a Power and Defense rating. When successfully affecting a Man, the Servant adds or subtracts from a man’s Loyalty counter based on her Power rating.

Servants can be blocked by enemy Servants, or can be repelled or enhanced with Spells. Servants in the context of this game are basically mystical energy constructs, rather than actual creatures, and as such, when two enemy Servants “battle,” or the Servant is targeted by a Spell, it’s more like two balls of energy colliding, rather than a physical fight. The Servant “damages” another Servant based on their Power and resists damage based on their Defense. If a spell or enemy Servant’s Power is less than the Servant’s Defense, that Servant remains intact. If their Defense is lower, that Servant is destroyed outright, and their card is put in the Bin.

Damage is not cumulative, so upon surviving an attack, the Servant retains their initial Defense rating, unless a special ability or Spell makes it so.

In order to use their cards, the player must use points drawn from the Lust Energy Die. The LED starts with 3 points already available, and gains 1 point for free at the start of every turn after the first.

Every card has a cost to it, requiring a certain number of points form the Lust Energy Die to be used. For example, a Deep Kiss spell may cost 2 points. The player reduces the LED by 2 points to cast that spell at the start of the game. At the start of the next round, the LED goes up 1 point for free, bringing the LED back up to 2 points.

Players can also gain extra points at the start of a turn by “tapping” Man Dice, setting them to the side to indicate they have been tapped. For some spells, this is a requirement. For example, a Triple Oral spell may require 3 points from the LED, and 1 Man Die to use.

Tapped Man dice are even more vulnerable to spells than untapped Man dice; their Loyalty counters will go down by 1 extra point for every Spell or Servant that successfully hits them. Man Dice untap after two turns. Some higher-end spells may require an even longer waiting period.

Spell cards are discarded into the Bin immediately after use. Cards in the Bin cannot be reused, unless they have a special ability that says otherwise, or another card allows it. Once used a second time, the Spell is “Erased.”

Servant cards become tapped whenever they make an action. While tapped, they are still vulnerable Spells and cannot be used to protect Men. All Servants under a player’s control will automatically untap at the start of that player’s turn. Servants that are destroyed are cast into the Bin. Some cards may allow a Servant to be reformed from the Bin and re-summoned, however, if destroyed a second time, they are “Erased”, and cannot be used again.

Upon being Erased, a card is removed from the game and cannot be used at all. As mentioned before, Spells and Servants reused once from the Bin become Erased automatically when finished. However, some cards have this as an ability, allowing them to “erase” a target Spell or Servant immediately.

Counter – This spell may be cast during an opponents turn in order to counter one of their spells or otherwise sabotage their actions. (Instant)

Double Tap – This Servant may make two actions in one turn.

Echo Cast – This spell can be recast once from the Bin, afterwards it is Erased. (Flashback)

Edge – The spell requires a Man Die to be tapped in order to cast.

Strap-On – This Servant or Spell is a toy or other sex device or a mystical boost which can be wielded by another Servant. Equipping adds abilities or boosts stats for an existing servant.

Erase – The Spell can remove a card fully from the game. (Exile)

Mesmerize – This Spell or Servant can prevent a Man Die from untapping for a turn, or can prevent that Die from being tapped for a turn.

Polyway – This spell can be split up across multiple targets.

Protector – This Servant can be used to recover Loyalty points from a player’s own Man Dice, or can be used as a blocker to defend against enemy Servants. They cannot, however, directly attack the enemy.

Second Wind – This Servant can be resuming from the Bin once. If destroyed again, it is Erased.

Shatter Strike – A Servant-specific ability, wherein any non-zero damage a Servant does to another Servant instantly destroys the enemy servant. (Deathtouch)

Tease – The spell lowers the Loyalty of the Enemy, and if successful, recovers an equal number of points to the LED. (Lifelink)

Fetishes are an optional Mechanic used to further bolster gameplay effects. There may be anywhere from ten to twelve different fetish cards, each card focused on a particular sexual fixation type (feet, oral, breasts). When brought into the game, all Man Dice are given a Fetish card, placed under that dice. That card determines the Fetish. No Man may have the same Fetish.

Fetish effects activate when a Man Die is effected by a Spell or Servant that aligns with that Fetish. For example, a Man with the Foot Fetish card is more effected by Spells and Servants that focus on actions with the feet (Foot Job, High Heels, etc.).

When a Man Die is effected by their Fetish, the following affects occur:
-Passion Spells cause an even greater boost.
-Affection Spells recover more Loyalty.
-Punishment Spells protect more Loyalty.
-Seduction Spells drain more Loyalty from an opponent.
-When a player’s own Man Die is tapped to activate a Fetish-aligned spell, that Man may untap the next turn instead of having to wait two turns.

-When a player’s Man Die is forcibly tapped or mesmerized by an opponent with a Fetish-aligned spell, that Man Die is stalled an extra turn before they can untap.

Since I've removed all the images from this site, I've posted the Sample Cards here.

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