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1308596736.seppel_furoticon_how_to_play.swf

This is the info page for
Flash #96000

(Click the ID number above for more basic data on this flash file.)


Text
How-to-play loading...

How to play Furoticon!

Play video!

Intro

Cards

Turns

Bed

Examples

Play

Or select a section from below

.com

Click to visit
the website!

How to play

Welcome to Furoticon!

In Furoticon, you control your own personal
harem, and your goal is to dominate your
opponent's harem and orgasm your opponent!

...in the context of the game, of course.

There are two resources in Furoticon:
Action Points and Gender Points,
abbreviated AP and GP.

Resources

Action Points

Gender Points

(AP)

(GP)

AP is how much time you have to act in a turn,
and GP is your control over a particular gender.

There are four genders in Furoticon, and they
each have their own type of GP.

The four genders are Male, Female,
Hermaphrodite, and Otherkin. Otherkin is full of
exotic genders and fantastic creatures.

Male

Female

Herm

Otherkin

(Exotic genders
and fantastic creatures)

You start a turn with ten AP and zero GP.
AP and GP are used to play cards.
The cost of a card is in the upper right corner.

10 AP

10 AP
0 GP

The number is the AP cost, and the gender
symbols are the GP cost.
AP and GP are acquired from Haven cards.

3 AP

3 AP
1 Otherkin GP

3 AP
1 Otherkin GP

"Haven" type

Types of Cards

There are four types of cards.
Let's go over them briefly.

4 Types of Cards

Havens

Havens are cards that stay in play after you play
them. They provide extra AP and GP per turn.

Havens
give extra
AP and GP

At the start of your turn, any extra AP and GP
you have left over from the previous turn
disappears.

At the start of your turn,

At the start of your turn,
your AP and GP disappears.

Instead, you will have 10 AP plus whatever your
havens give you.

At the start of your turn,
your AP and GP disappears.
Then you get 10 AP,

At the start of your turn,
your AP and GP disappears.
Then you get 10 AP,
plus what your havens give.

Furre

Furre cards are your harem.
The heart icon is a Furre's stamina.

Stamina

When stamina reaches 0, the Furre orgasms and
goes to your couch, or discard pile.

0 stamina = orgasm!

Furre goes to your
couch (discard pile)

A Furre's stamina can't get higher than the
number printed on the card unless another card
changes the Furre's maximum stamina.

Maximum Stamina!

The four numbers below that are its Pleasuring
Experience, or PE. PEs are how much pleasure a
Furre can give to a particular gender in bed.

Pleasure
Experience

Pleasure
Experience
(PEs)

Pleasure
Experience
(PEs)
Pleasure a Furre gives
in bed. ("Attack" values)

For example, Callista can give 8 pleasure to
Males, 6 pleasure to Females, no pleasure to
Herms, and 4 pleasure to Otherkin.

8 pleasure to Males

8 pleasure to Males
6 pleasure to Females

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms
4 pleasure to Otherkin

As you can see, Callista is good at pleasing Males
and Females.

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms
4 pleasure to Otherkin

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms
4 pleasure to Otherkin

She's decent with pleasuring Otherkin, but she
has no idea how to make a Herm orgasm.

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms
4 pleasure to Otherkin

8 pleasure to Males
6 pleasure to Females
0 pleasure to Herms
4 pleasure to Otherkin

Moving on, Treats are the third type of card.
Treats, like Havens and Furres, stay in play after
you play them.

Treat

They add, remove, or change rules in the game.
Some Treats are called Alterations, and they need
a card or a player in play to alter.

Add, remove,
or change rules
in the game.

Alterations

Alterations
need a card or
player to alter.

Finally, Actions are one-shot cards that go to your
couch after you follow their rules.

Action

"One-shot cards"

Some Actions are called Surprises, which can be
played anytime, unlike all the other cards, which
can only be played on your turn.

Surprise - Can be played anytime

And that's the four types of cards in Furoticon.
Now, let's move on to the parts of a turn.

Parts of a Turn

There are three steps to a turn:
Refill, Refresh, and Main.

3 steps to a turn

- Refill

- Refill
- Refresh

- Refill
- Refresh
- Main

We already went over Refill.

On the Refill step, you get rid of any remaining
AP and GP, then refill back to 10 AP plus
whatever your Havens give you.

- Refill
Get rid of any remaining AP and GP

- Refill
Get rid of any remaining AP and GP
Refill back to 10 AP plus Havens

Then you move on to Refresh. During the game,
Furres will become exhausted (turned on their
side). Exhausted Furres can't do anything.

- Refresh

Exhausted Furres can't do anything!

On your Refresh step, you choose to spend 1 AP
to refresh everything on your side.

- Refresh
You may pay
1 AP to refresh
everything

1 AP spent

Lastly is your Main step, where you can do any of
the following in any order.

- Main

You can pay 5 AP to draw a card. You can do this
multiple times per turn.

- Pay 5 AP to draw a card

You can play a card or activate a skill, and follow
the rules on the card.
You can do this multiple times per turn.

- Pay 5 AP to draw a card
- Play a card or activate a skill

As long as you can pay for it, you can do it.

- Pay 5 AP to draw a card
- Play a card or activate a skill
(As long as you can pay for it, you can do it)

The one exception is entering bed, which you can
only do once per turn.
We'll get to the bed step in a moment.

- Pay 5 AP to draw a card
- Play a card or activate a skill
(As long as you can pay for it, you can do it)
- Enter Bed

- Pay 5 AP to draw a card
- Play a card or activate a skill
(As long as you can pay for it, you can do it)
- Enter Bed (once per turn)

And finally, you can end your turn.

- Pay 5 AP to draw a card
- Play a card or activate a skill
(As long as you can pay for it, you can do it)
- Enter Bed (once per turn)
- End your turn

Whenever you do anything during your Main
step, including ending your turn,

your opponents may react by playing Surprise
cards or activating skills.
You also may react, in turn, if you can.

Reacting

Play surprise cards or activated skills in reaction

Wait!

Reactions resolve *before* the Main step move
happens.

Play surprise cards or activated skills in reaction
Reactions resolve in reverse order.

Skills are keywords or paragraphs in the skill box
of cards.

Skills

The skill box

A skill

Some skills are activated skills. They have a cost
on the left side of a colon, and an effect on the
right side of the colon.

"Activated skills"

"Activated skills"
- Have a cost
(2 Otherkin GP + exhaust)

"Activated skills"
- Have a cost
(2 Otherkin GP + exhaust)
- Have an effect
(A player of your choice
loses 2 stamina.)

To get the effect, you have to pay the cost. The
(Ex) symbol means to exhaust the card. You can't
exhaust something that's already exhausted.

Bed Step

There's only one thing left to learn about
Furoticon, and that's the bed step.
Then you're ready to start a game!

The Bed Step

(how to win the game)

The Bed Step is where the fun happens!
When you enter bed, your Furres go swinging.

"Swinging"
(Attacking)

Your opponent can choose to put out with his or
her Furres so as to not take pleasure directly.

"Swinging"
(Attacking)
"Put out"
(Defending)

In order to swing, you pay 1 AP per Furre
entering bed, and then exhaust those Furres by
tilting them sideways.

Pay 1 AP per Furre
entering bed

Pay 1 AP per Furre
entering bed
and exhaust them

You can't swing with exhausted Furres or with
Furres that you have just played.

Can't swing

Any player may react by playing Surprise cards
or activating skills after you swing.

You can react
to swinging.

Next, your opponent pays 1 AP per Furre that he
or she would like to put out with. Furres don't get
exhausted when they put out.

Pay 1 AP per Furre
to put out

Again, any player may react after your opponent
makes his or her choices.

You can react
after Furres put out

Finally, pleasure is given.

Pleasure is given

The number of Furres you put into bed is the
number of Furres your Furres can pleasure on the
opposing side.

1 Furre

1 Furre
can pleasure

1 Furre
can pleasure
1 Furre

If your opponent has more Furres in bed than
you, you have to choose which Furres your Furres
will pleasure.

If you put 1 Furre into bed, it can only pleasure 1
Furre on the opposing side.

If you put 2 Furres into bed, they can *both*
pleasure 2 Furres on the opposing side.

If you put 3 Furres into bed, *all three* can
pleasure 3 Furres on the opposing side.
And so on.

Bed Examples

Let's look at some examples.

Let's say that you're controlling a harem of
Females. Your opponent has 3 Endowed Equines
in play.

You

Your
opponent

Each Endowed Equine gives 5 pleasure to
Females. Your opponent pays 3 AP and swings
with all three Endowed Equines.

5

15 total
to Females

Opponent pays 3 AP

Emerald has a special skill called Submissive,
which means you don't have to pay 1 AP to put
out with her.

So you pay zero AP and put out with 1 Furre,
Emerald. Emerald gives 6 pleasure to Males.

You pay 0 AP

20

10

6

One of those Endowed Equines will be taking 6
pleasure. The other two will take no pleasure.

19

18

17

16

15

14

0

And all three will pleasure Emerald, for a total of
15 pleasure! Emerald will orgasm.

15

9

8

7

6

5

4

3

2

1

0

That didn't seem like it worked in your favor.
Let's try putting out with 2 Furres.

We'll put out with Emerald like last time, but
we'll also add a Troubled Tiger, who gives 8
pleasure to Males.

10

15

We spend 1 AP (instead of the normal 2 AP
because Emerald is Submissive) and put out with
both of them.

Pay 1 AP to put out

We put 2 girls into bed, so *both* of them get to
pleasure 2 of the Equines.

2 in bed means
they both pleasure 2

Their Male PEs are 6 and 8.
6 plus 8 is 14, so *two* equines will get 14
pleasure instead of one taking 6.

8

14

13

12

11

That's an extra 22 pleasure just by adding one
Furre into bed!

However, both of our girls are going to orgasm
from the equines giving 15 pleasure to both of
them.

9

14

8

13

7

12

6

11

5

4

3

2

1

0

Let's back up and see if we can turn the tables by
adding one more Furre.

Now we're adding a third Furre, Callista Skip.
She's expensive to play, but she's worth it.

30

We pay 2 AP (normally 3 AP, but Emerald is
Submissive) and put out with all three of our
Furres.

Pay 2 AP to put out

Since we now have 3 Furres in bed, they'll give 6,
plus 8, plus 8 pleasure, a total of 22 pleasure, to
*all three* Equines!

6

8

22

That's enough to make them orgasm!

The boys will still give 15 pleasure to each of your
girls, meaning Emerald and Troubled Tiger will
orgasm,

15

29

28

27

26

25

24

23

22

21

20

19

18

17

16

but Callista's impressive 30 stamina will keep her
going with 15 stamina left.

Emerald also has a special skill called
Multi-orgasmic, which means she's not done yet.
She comes back into play with 5 stamina.

Your opponent has nothing left on his side and he
passes his turn to you. Let's pay 2 AP and swing
at him with both Emerald and Callista!

Oh no!

I pass my turn.

Pay 2 AP to swing
(Emerald doesn't swing for free)

Your opponent can't put any Furres into bed.

I don't have any!

When a player doesn't put out with any Furres,
all pleasure goes to the opponent equal to the
*highest* of the four PEs.

Highest PE

Callista's highest PE is 8. Emerald's highest PE is
8 as well. 8 plus 8 means your opponent will take
16 pleasure from your two girls!

16 pleasure
directly to
opponent!

Each player starts with 50 stamina, so be careful,
you could orgasm before you know it!

50

49

48

47

46

45

44

43

42

41

40

39

38

37

36

35

34

Any player who orgasms is out of the game. If
you're the last player remaining, you win!

33

32

31

30

29

28

27

26

25

24

23

22

21

20

19

18

17

16

15

14

13

12

11

10

9

8

7

6

5

4

3

2

1

0

Congratulations, you now know how to play
Furoticon! Let's start a game!

Starting a Game

To start a game, shuffle your deck, deal yourself 6
cards, and determine who goes first.

If you don't like your opening hand, you can
mulligan once by putting all 6 cards on the
bottom of your deck and drawing 5 new ones.

You can "mulligan" once by putting all 6 cards
on the bottom of your deck and drawing 5 new ones.

Then the game begins!
The player going first gets 5 AP on the first turn,
for fairness.

AP

AP on the first turn.

Start with 25 stamina if each player is playing
with starter decks, or 50 stamina if you've
customized your decks.

25

for starter decks.

50

for custom decks.

Good luck, and have fun!

For news, strategies, and a full rulebook, visit
Furoticon.com

Furoticon.com

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Streaming Sound 1Used by:Timeline

Instance Names

"loadingbar"Frame 1Symbol 5 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
Protect (24)Timeline Frame 10 bytes ""

Labels

"movieisloading"Frame 2




http://swfchan.com/20/96000/info.shtml
Created: 24/3 -2019 03:10:20 Last modified: 24/3 -2019 03:10:20 Server time: 29/04 -2024 16:10:02