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.
HOW TO PLAY
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 LUST ENERGY DIE
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
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.
SPELLBOOK
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
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.
THE CARDS
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
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 (Red)
Passion spells are about the
sheer intensity of lust. Passion spells are primarily intended as a means of
bolstering other spells.
AFFECTION (White)
Affection spells are about recovering
Loyalty from a man with loving tenderness and emotional warmth, increasing
one’s own Man Dice points.
PUNISHMENT (Black)
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 (Blue)
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.
ACTIONS
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
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
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.
CASTING SPELLS
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.
USING UP CARDS
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.
ERASURE
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.
COMMON ABILITIES
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)
FETISH
MECHANICS
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.
http://sexmagesandcaptionstories.blogspot.com/2016/09/sex-magic-collecting.html
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