Difference between revisions of "Way"/Gameplay/Hanafuda System"

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{{Template:Way"}}
 
{{Template:Way"}}
  
[[File:Way_Yaku_Original.jpg|right|200px|thumb|Classic Hanafuda]][[File:Way_Yaku_Original.jpg|right|200px|thumb|Original Way Cards]] At the core of Way"'s exploration, combat, and sex system is the game of Koikoi (''keep going''); not just the game, but the metagame. Every success or failure is determined by three rounds of play, or multiples of three.
+
[[File:Way_Yaku_Original.jpg|right|200px|thumb|Classic Hanafuda]][[File:Way_Yaku_Original.jpg|right|200px|thumb|Original Way Cards]] At the core of Way"s exploration, combat, and sex system is the game of Koikoi (''keep going''); not just the game, but the metagame. Every success or failure is determined by three rounds of play, or multiples of three.
  
 
The game and manual text adequately explain the basic game, and you should familiarize yourself with it through practice if you aren't already familiar. This section describes the permutations that Way" adds to the game, the 'house rules' ponidog has added complexity to the game with.
 
The game and manual text adequately explain the basic game, and you should familiarize yourself with it through practice if you aren't already familiar. This section describes the permutations that Way" adds to the game, the 'house rules' ponidog has added complexity to the game with.
  
 
{|
 
{|
| '''Defense/Attack''' || colspan="2" style="text-align:right; margin-right:400px;" | '''Opponent Vulnerabilities'''
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| style="text-align:right;" | '''Defense/Attack''' || colspan="2" style="text-align:right; margin-right:400px;" | '''Opponent Vulnerabilities'''
 
|-
 
|-
 
| style="text-align:center; vertical-align:middle;" | '''Extra<br>Cards''' || [[File:Way_Stage.jpg|center]] ||style="text-align:center; vertical-align:middle;" | '''Initial<br>Torifuda'''
 
| style="text-align:center; vertical-align:middle;" | '''Extra<br>Cards''' || [[File:Way_Stage.jpg|center]] ||style="text-align:center; vertical-align:middle;" | '''Initial<br>Torifuda'''
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| colspan="3" style="text-align:center; vertical-align:middle;" | '''Support'''
 
| colspan="3" style="text-align:center; vertical-align:middle;" | '''Support'''
 
|}
 
|}
 +
 +
Most important are the advantages you and your opponents can gain in the card game itself, mostly by elemental alignment and how they relate to various yaku.
 +
 +
'''Extra Cards:''' To the left are Extra Cards that can be drawn at any time to supplement your score, but only one can be played, and always at some cost or consequence. How many appear depend on different conditions, such as relative difficulty or purchase requirements. Keep in mind that your opponent always has one less cards than you, so if you put another one in play, their extra card has to come from somewhere, too. However unlike you, their extra card cannot be a duplicate card. Your Extra Card may be one that is already captured, currently in play, or soon to appear from the draw pile, but you need not worry that theirs will be a card you'd already accounted for.
 +
 +
These cards are semi-randomly drawn dependent on the opponent's class or predominant element, so you often see the same cards against the same types of situations or opponents.
 +
 +
'''Initial Torifuda:''' To the right, where cards that you and your opponent have captured are placed, can include extra cards from the beginning of the round. These will be overlaid in green to indicate they haven't actually been captured, but their points are still applied to your score. Capturing the same cards won't increase points, but capturing cards that supplement your combo will. You may also capture cards just to steal them from your opponent. Either way, the captured card will light up in its usual color to show that it's no longer in play.
 +
 +
Extra Cards not spent one round will appear here the next; unused Extra Cards may be more benefit in later rounds than in the round they appeared.
 +
 +
Elemental abilities may add whole yaku to you and your opponent. If you begin with one, capturing that yaku no longer needs to be part of your strategy, you can instead focus on building on the potential extra points. If your opponent begins with one, you may be concerned with obstructing them from exploiting it.
 +
 +
'''Defense:''' Defense is only a factor in challenges that feature an opponent, but an important one. This is the threshold of points your opponent has to capture in order to score against you. Your opponent has defense too, and until either of you can meet the quota in points, the round will go on. This doesn't mean that Defense reduces the points when they are sufficient enough to win the round.
 +
 +
In Serious Seeding, your Defense is a measure of how you withstand the pleasure a Heroine scores against you. The Heroine doesn't have Defense; what she has is a quota of 999 pleasure points you must score.
 +
 +
'''Attack:''' Attack is also only really a factor in challenges against an opponent, though your opponent's attack may be more a factor than your own. Attack is added to the score value of any combos, and with a high enough Attack value, a single capture can make Defense value worthless. This is a greater advantage for the opponent; they don't have a point quota to meet so they don't have to score big, they only have to score.
 +
 +
'''Vulnerabilities:''' Any opponent can have vulnerabilities to certain yaku, which will score bonus points against them. Vulnerabilities are indicated by lighting up the associated symbol in the upper right. Taking advantage of these are critical when you face large point quotas in order to triumph. Some of these are obvious by their elemental nature; a being of Flame (Red) is likely to be vulnerable to Ice (Blue). In Serious Seeding, you have some limited control over which sexual stimulus a Heroine will become more sensitive to.
 +
 +
'''Support:''' Along the bottom are icons indicating the support you have for this round. These may be bonuses to overall ability, or any of the 6 basic stats that can modify the game, or the addition of an elemental attack. More explanation of these are in sections on Quests and Serious Seeding.

Revision as of 22:34, 17 June 2015

ponidog

all characters are at least 18


Way" [edit]

Story

Gameplay

Classic Hanafuda
Original Way Cards
At the core of Way"s exploration, combat, and sex system is the game of Koikoi (keep going); not just the game, but the metagame. Every success or failure is determined by three rounds of play, or multiples of three.

The game and manual text adequately explain the basic game, and you should familiarize yourself with it through practice if you aren't already familiar. This section describes the permutations that Way" adds to the game, the 'house rules' ponidog has added complexity to the game with.

Defense/Attack Opponent Vulnerabilities
Extra
Cards
Way Stage.jpg
Initial
Torifuda
Support

Most important are the advantages you and your opponents can gain in the card game itself, mostly by elemental alignment and how they relate to various yaku.

Extra Cards: To the left are Extra Cards that can be drawn at any time to supplement your score, but only one can be played, and always at some cost or consequence. How many appear depend on different conditions, such as relative difficulty or purchase requirements. Keep in mind that your opponent always has one less cards than you, so if you put another one in play, their extra card has to come from somewhere, too. However unlike you, their extra card cannot be a duplicate card. Your Extra Card may be one that is already captured, currently in play, or soon to appear from the draw pile, but you need not worry that theirs will be a card you'd already accounted for.

These cards are semi-randomly drawn dependent on the opponent's class or predominant element, so you often see the same cards against the same types of situations or opponents.

Initial Torifuda: To the right, where cards that you and your opponent have captured are placed, can include extra cards from the beginning of the round. These will be overlaid in green to indicate they haven't actually been captured, but their points are still applied to your score. Capturing the same cards won't increase points, but capturing cards that supplement your combo will. You may also capture cards just to steal them from your opponent. Either way, the captured card will light up in its usual color to show that it's no longer in play.

Extra Cards not spent one round will appear here the next; unused Extra Cards may be more benefit in later rounds than in the round they appeared.

Elemental abilities may add whole yaku to you and your opponent. If you begin with one, capturing that yaku no longer needs to be part of your strategy, you can instead focus on building on the potential extra points. If your opponent begins with one, you may be concerned with obstructing them from exploiting it.

Defense: Defense is only a factor in challenges that feature an opponent, but an important one. This is the threshold of points your opponent has to capture in order to score against you. Your opponent has defense too, and until either of you can meet the quota in points, the round will go on. This doesn't mean that Defense reduces the points when they are sufficient enough to win the round.

In Serious Seeding, your Defense is a measure of how you withstand the pleasure a Heroine scores against you. The Heroine doesn't have Defense; what she has is a quota of 999 pleasure points you must score.

Attack: Attack is also only really a factor in challenges against an opponent, though your opponent's attack may be more a factor than your own. Attack is added to the score value of any combos, and with a high enough Attack value, a single capture can make Defense value worthless. This is a greater advantage for the opponent; they don't have a point quota to meet so they don't have to score big, they only have to score.

Vulnerabilities: Any opponent can have vulnerabilities to certain yaku, which will score bonus points against them. Vulnerabilities are indicated by lighting up the associated symbol in the upper right. Taking advantage of these are critical when you face large point quotas in order to triumph. Some of these are obvious by their elemental nature; a being of Flame (Red) is likely to be vulnerable to Ice (Blue). In Serious Seeding, you have some limited control over which sexual stimulus a Heroine will become more sensitive to.

Support: Along the bottom are icons indicating the support you have for this round. These may be bonuses to overall ability, or any of the 6 basic stats that can modify the game, or the addition of an elemental attack. More explanation of these are in sections on Quests and Serious Seeding.