[Release] Magic the Fappering card game

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JeriKING
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[Release] Magic the Fappering card game

Post by JeriKING »

Long time since the last time I posted anything here, today I come back to release a project I have been working on for a long time (and it's not Cock Hero Quest 2, I lost my old data and I have to redo everything from scratch so it's currently on standby).

I'm a big fan of board games, especially card based ones, so one day I decided I could do a game myself. This started as something just for private use, so it has some issues with the language and some minor errors, but today I decided to upload it to see if anyone else is interested. Actually I developed two games, more on it later...

So this is a simple game, you have a lot of cards and have to create a deck. The cards are based on Magic, so there are 6 colors (Red, Blue, Green, Black, White and Gold), you can make color based decks, or affinity based ones, or mix anything random and see what happens (my preferred way of playing, since it adds a lot of replayability and wild combinations). The decks will have a number of cards based on the difficulty you wanna play (30 easy, 45 normal, 60 hard). You shuffle your deck and draw a card, resolve its effects and get to the next one (example here: https://ibb.co/q5SgXPF)

Some cards just have a number of strokes you have to do to defeat them, some have effects described in the card, just follow its instructions. Empty the deck of cards and you win, cum and you lose. Easy right?

This game is softcore, so there is no hentai here, just teasing images (the second game that I made is exclusively hentai, and will be uploaded shortly). I print my cards (64x89mm or 2.5x3.5 inches, like poker cards) and sleeve them in order to play, because I tried to make a program but had no luck with it. I will post eventually a Webtease with some cards to show how it's played.

And with no more dillation the cards!
Spoiler: show
Base game cards(up to 880):
https://mega.nz/file/qAxwVDpC#YAvKVQe_j ... GSn2t05wuQ
HYB Booster pack:
https://mega.nz/file/vMxwhJ5Q#20EbZ31I9 ... 4B1gSUN6I0
Mutant pack for base game:
https://mega.nz/file/7QgByarZ#52oOcPafN ... u5MIwnWk-g
Challenge deck #1: The slumbering heroines
https://mega.nz/file/nMR3xYCB#fYtrbfAUx ... 3TPkN8kasw
Challenge deck #2: Crushing combo
https://mega.nz/file/qM5iELSa#6XUamqT1R ... mVc--Z5QIE
Challenge deck #3: Assassination
https://mega.nz/file/mFRjQQgS#aOb00SQsj ... mcTh0Xu8wA
Challenge deck #4: Wrestling mania
https://mega.nz/file/jNRnmaSD#4sb4V98RR ... oUOcHGlRxQ
MTF Champions
https://mega.nz/file/TBh3VQ5B#2h6H2iIaG ... McTON5GBmU
MTF Champions DLC pack #1
https://mega.nz/file/DVACwRba#-clpGb6KM ... oSpDu2XJzY
MTF Champions DLC pack #2
https://mega.nz/file/rYR21RDQ#KyY06I1ZA ... pZea9iUkwg
MTF Champions DLC pack #3:
https://mega.nz/file/PBQTVI4a#Tv1eUJkMd ... rm9N3GkScU
MTF Champions DLC pack #4
https://mega.nz/file/qZQRSYCB#Ksh5GcbmZ ... -sbuaAVZuw
MTF Champions DLC pack #5
https://mega.nz/file/rI5QGZyJ#-rk-ZOx7Y ... y6bOea6ZaY
MTF Champions DLC pack #6:
https://mega.nz/file/KR4UlYQR#5phNRlQon ... mRQvBilwLs

Neroman cards
https://mega.nz/file/S99EhJAC#KqsFwgCFG ... c63527yDlU
https://mega.nz/file/3hVDXBST#rgk_QOjKk ... NlRZ-MvFbQ
https://mega.nz/file/etEUFApL#BX7TmMiDS ... _f_hu7kzIE
CBT set by Vennyo
https://mega.nz/file/8SQniCrJ#d_ljL1Mf2 ... 0SU7oFnLXI
I'm willing to receive some feedback from you, and I'll post my second game as soon as I can.

Deck list:
Spoiler: show
Learn to play deck (20 cards, mono-white):
Spoiler: show
19-21-23-20-34-45-57-61-60-63-70-85-102-127-142-144-145-147-153-247
Core deck (30 cards, multi-colored):
Spoiler: show
Cards 1 to 30
MTF starter deck #1 (30 cards, black/blue):
Spoiler: show
3-13-31-32-44-4-104-105-107-108-53-56-58-59-65-77-5-78-98-99-112-116-17-120-18-93-15-123-146-245
Resurrection deck (45 cards, black/blue):
Spoiler: show
3-13-31-32-44-4-104-105-107-108-53-56-58-59-65-77-5-78-98-99-112-116-17-120-18-93-15-123-146-245-14-16-37-38-43-50-51-73-74-75-86-101-121-131-134
Links:
Spoiler: show
Cards in CardCraft by TypingMad:
https://anonfiles.com/i1xfZ6J4y9/MTF_V0.1_json
https://anonfiles.com/tcz7Z7J6y3/MtF_V0.1_zip
Cards prepared to open as objects in tts by apant2222:
https://gofile.io/d/VcLvZF
Webtease tutorial for the game
https://milovana.com/webteases/showtease.php?id=61291
MTF V2.2 by Lobster:
https://mega.nz/file/W4I1WJ7a#RJGU0XyjV ... OWU4XGkqTI
MtF by notSafeForDev:
download/file.php?id=35665
Mtf v2.0 by Webnarlock:
https://mega.nz/file/QQAg3bBA#Z2lHU7Rus ... 3VU0bzDDG8
Discord server
Spoiler: show
https://discord.gg/UAhHjhV9W3
Last edited by JeriKING on Mon Apr 24, 2023 7:54 am, edited 21 times in total.
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Bright_Sprinkler
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Re: [Release] Magic the Fappering card game

Post by Bright_Sprinkler »

Hey, looks interesting.

A few questions:

What happens if you edge?
If have quickly scanned over the cards and found one that tells you to edge.
Are you supposed to rest after?

What if you edge on a normal "stroke" action?
Do you rest and skip the card? Finish the remaining strokes? Just keep going and lose?

What about stroke speeds? Is it just go at your own pace?

Some thoughts:
For future cards effects like "slow strokes" or "fast strokes" might be nice.
The same goes for grip variations. I have seen some that tell you to use your left hand.
Their is some more potential as well, like "use soft grip" or "stroke only the head".

Creating a program or website for this should be possible.
It's quite tricky because of all the different card effects tho.
Also a lot of work to implement all of the different cards.
If I have some time I might try to whip something up with a limit set of cards.
JeriKING
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Re: [Release] Magic the Fappering card game

Post by JeriKING »

Thanks for your time and feedback! Answering your questions:

-When you edge facing a regular card you're forced to hold the edge until the end of the strokes said in the card, if you can't and cum, you lose. You can rest for a while after beating it if you wish to.

-Regarding the card that tells you to Edge, this is a special kind of card (Gold color) which are meant to be a real threat and pump the difficulty of the game. Anyhow it's up to you if you rest between cards or not, I prefer playing without pauses but feel free to do otherwise.

-Regarding the stroking speed, just go your own pace, except if a card says otherwise (there are few but some of them alter the speed up)

About your ideas, I didn't consider altering the speed down because I'm not into it, but now that I made the game public I might include it in future cards, same goes for grip variations (I think stroking only the head is also in some card, at least it was in my mind with massage balls too).

I tried to create a program, but my skills are not good enough to include so many effects and interactions between cards...
If you decide to try something please let me know, I'm willing to see it and help if needed.
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Re: [Release] Magic the Fappering card game

Post by juandup »

Seems like a fun time, do you happen to have some decks you can share? Just their numbers from the zip file is fine.
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Re: [Release] Magic the Fappering card game

Post by JeriKING »

Sure! I edited the original post adding a deck list with the card numbers for 4 decks, I'll create new deck lists and update the post as I have them!
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Re: [Release] Magic the Fappering card game

Post by 5pirit »

Looks like a really fun idea! The game is pretty much begging for an eos version to keep track of effects and stroke count or to create randomized decks. But the sheer amount of cards and some effects concerning the discard pile or even just seeing the previous card and its mana cost would cause quite the workload. It's easy to see why you wouldn't wanna take on that endeavour.

On another note, I'd recommend to not stretch the images on the cards to fit them into the frame but rather crop them. Some of them got a really bad treatment and turned out very squashed.
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Re: [Release] Magic the Fappering card game

Post by Sapphire »

5pirit wrote: Sun Nov 27, 2022 2:02 am .
Random off-topic question, but do you play runescape? I ask because 5pirit was a famous player back in the day, kind of random to see someone choose that as their username here.
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Re: [Release] Magic the Fappering card game

Post by 5pirit »

Sapphire wrote: Sun Nov 27, 2022 2:14 am
5pirit wrote: Sun Nov 27, 2022 2:02 am .
Random off-topic question, but do you play runescape? I ask because 5pirit was a famous player back in the day, kind of random to see someone choose that as their username here.
That's funny. Never played the game, sorry. If I ever was famous with this name somewhere else, I would have chosen another one for this place, pretty sure.
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Re: [Release] Magic the Fappering card game

Post by BallsBAM »

Did you make the cards yourself? they are really nice, i have a few questions:
-Card 509 "Make your luck" says that if it is boosted it adds 0 to the number of strokes, so applying the effect as it is written if the card is hypothetically boosted by +20 you have to add 10+20= 30 and then add 0 then 300 correct?
-Card 316 Quickie, says boosts are doubled, and has Baluart so you have to fight it twice, then says it should be shuffled if there are more than 5 cards in the deck and a red one on the field, in case the shuffle effect activates Is it a side effect? Considering that has Balluart if the shuffling effect activates it should technically be added twice? Or does Balluart's effect resolve first and then the other one activates?
If instead I assumed to draw 324 Holy warrior first, considering that she has Guard so she forces me to face the next one twice and then I draw 316 Quickie, would I have to face her twice so technically 4 having balluart too? Technically both say to defeat it twice but they are not the same ability so they would resolve first one and then the other and in that case if reshuffle is activated I should put at least two copies for Holy warrior's effect or 4 if Balluart activates reshuffle twice. By the way, does the Guard donated by the previous one count as a Boost? because if it is so technically it should be doubled for the effect of Quickie, therefore would be 4 time of doubled guard + 2 of Quickie therefore it should be faced 6 times (and maybe 6 card reshuffled?)
-Staying on 324 Holy warrior, whether Guard resolves before, after, or together with Balluart shouldn't it trigger twice? That is, Guard is activated and the next one I have to fight twice, then Balluard is activated and I have to defeat Holy Warrior again who, however, activates Guard again but not Balluard as it says defeat it twice so having done it, it resolves and goes next time that has 2 Guard + rest, and going back to Quickie's effect (if Boost Guard counts) it would be 2x Guard Technically Doubled so 8x + all rest described above, so maybe 8 (from Holy Warrior dobluede by Quickie) + 2 of Quickie's Balluard so u have to deafeat Quickie 10 times x (30 stroke +Buff doubled) and maybe 10 hypothetically copy of Quickie reshuffled.
If, on the other hand, the effect of Guard were to overlap, the scenario would still be different, i.e. Guard forces you to fight a card twice with Balluart, which forces you to fight it twice, so go back as I wrote above or I have to multiply Guard by Balluart? I have to beat the card twice with Balluart which is 4 times, so that would almost double all the calculations I made above 4 the trygger of Quickie.
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Re: [Release] Magic the Fappering card game

Post by boylad »

JeriKING wrote: Thu Nov 24, 2022 2:52 pm I tried to make a program but had no luck with it.
First thing I thought of is tabletop simulator, you can find mtg sets in the workshop, not sure how hard it would be to make your own version. Issue is afaik you can't have nsfw stuff in the workshop, but I imagine there other ways of sharing stuff for it.

Other idea is using an mtg card creator and making the deck there, using something like this could work: https://mtg-card-maker.herokuapp.com/
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Re: [Release] Magic the Fappering card game

Post by Lobster »

I threw together some basic code after seeing the intro tease because it seemed reasonably straightforward (draw, move to discard/draw pile/field, repeat) and it sounded like a neat idea. Having looked at the other cards after that, there are some more complex effects I also added (look through the discard pile, recover cards (random or chosen) from the discard pile) but it started getting a bit messy.

There seems to be a variety of terminology (that's possibly standard MTG terminology that I just don't know). Could you define these for me? If so, I might be able to get something more solid working (I've put ones that I think are obvious at the top):
(Note: There was a bunch of back and forth typing this so it might not be hugely well structured...)

Draw pile: Where all the cards start. Face down so none are visible. A count of how many there are there. (143 tells me that this needs to be manipulatable, 367 tells me you need to be able to insert cards in a specific place)
Discard pile: Face up with the last one added visible. Allowed to look through it. Cards can be extracted from here. (517 adds a whole load of complication to it)
In play: I initially assumed this was the one card you're currently following but some cards remain in play.
Field: Cards that continue to have an effect (I had a row of these under the main 3 above)
On board: I'm assuming this is "In play" and "On field" combined
Aside: Mostly out of the game unless specific cards are drawn. Is this considered in sight? All cards or just the first/last one?
On sight: I'm assuming this is all "On board" and the top one of the Discard pile (and the top one of the draw pile if it's been turned over). Does it include ones set aside?
Barrier1/2/3 is a set term so a button for that would make sense (you've defined it, I'm not going to here)

10: "Recover one card from the discard pile" - random? Chosen? Where does it go? Draw pile?
14: "Draw the first two cards from the discard pile" - I assume this is essentially the last 2 that were played. Where do these go?
15: "This card remains in play after being defeated" - So, to the field? Or is in play different?
17: "If this card comes in play form the discard pile" - This suggests that something like the line 2 above would trigger this.
22: "If....this card returns to play" - where does it go?
36: "Play the first enemy from the discard pile" - Is this any different to drawing the first card from the discard pile?
42: "Return x to the deck" - Should the deck be shuffled when this happens? If not, where should they be returned to?
49: "Draw 3 cards, if...." - Are these all in play at the same time then?
50: "Put 2 cards of the deck in the discard pile, this card doubles its strokes" - Random cards presumably since the deck is hidden? Why have this card double its strokes rather than just assigning it double the strokes? Or is it so it counts as a boosted rate for anything that triggers off that?
54: "Count the number of Fire signs on this card and the discard pile" - Presumably just the top card of the discard pile? It's worded differently to 60
66: "This card is not discarded when defeated" - What happens to it? (As I'm typing this up, it's looking more and more like you're supposed to have multiple cards that are currently "active")
67: "Play 3 enemies from the discard pile as servants" - What does it mean that they're servants? Random or the top ones?
73: "This card stays onfield" - Here we get the field stuff. This I understand to be "put it to one side where you can read the effect and apply it when appropriate". Other than adding 10 strokes to a different set of cards, how does it differ from 72?
79: I don't really have any questions about this one, it just seems like it's annoying to program....
86: This talks about reviving. Given they get +20 strokes, presumably that's back into play rather than into the draw pile?
97: "numeric icons" - I assume this is talking about the numbers in the land cost?
100: This clears "onfield" cards. Is this different to in play ones? It then implies that discards = destroyed. Is this correct? Or is the +10 strokes unrelated to the cards discarded?
110: This implies that destroying is different to discarding (I would assume more permanent)
115: This one is even worse for programming ¬_¬
116: "This card stays on board" - This is another term I don't know how it's different to in play/on field
121: This also talks about reviving. If that means back into play, presumably you keep facing it repeatedly until you guess right?
129: "This card eats two cards on sight" - Random or choice from the board (and does that mean in play + on field or what?)? Given it says on sight, I assume the top discard card
137: This doesn't say anything about staying on field until it has an effect so presumably it should be having that effect from the discard pile? (interestingly, presumably that means its effect could be triggered by itself if something recovers it)
141: "objective card" - Is this the card that is being affected?
149: "Search your deck or discard pile for Mummy vessel" - And do what with it? What if it's not there?
245: Presumably only if it comes directly back and not through the draw pile?
246: Is the previous card the last one discarded or is it something to do with multiple in play?
248: "if this card is destroyed..." - what if it's discarded? Does that just discard everything? Or is that not something that's possible to happen?
315: "This card is put under a card onfield" - choice or random? Similar question to 248 about destroyed vs discarded. What if there are no onfield cards?
321: "When this card enters the discard pile you can exiliate a card from it facing this card again" - Does this mean destroy? Presumably can only do this once (unless the card gets revived) or can you do it repeatedly to clear out the discard pile of dangerous cards?
322: "When defeated you can reshuffle this card in the deck" - "can" implies optional? Is there any reason you'd want to? Or is that why it's a cursed move?
323: "Exiliate: ...." - presumably this takes affect if you choose to have something like 321 apply to this card?
330: "exile it" - I assume this is the same as "exiliate" and the latter is a translation issue? If not, what does it mean?
344: "at the end of the fight you can rematch any enemy on sight" - what does this mean? The only benefit I can see to this is if the top card of the discard pile has a destroy ability then it could be worth doing?
433: "Barrier 2" - are these supposed to be at the same time or sequentially? (I don't know if it makes a difference)
440: "take a random card from it" - into play? Into the draw pile?
456: "summon it" - is this different to reviving?
498: "set aside onfield" - does this mean that my suggested "aside" location isn't a thing? Is this just with any other "onfield" cards?
517: This sounds painful from a programming point of view. What happens to any remaining cards? Discarded? Destroyed?
578: Is this supposed to be put face up in the deck or rotated so that the picture is at the bottom?


Side note, if you end up with 270/297/301/359/381 near the end, it looks like you get stuck in a loop where it's impossible to finish

Sorry, I ended up looking through the cards and having a lot more questions than I expected. And sorry about any repeats in there.
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Re: [Release] Magic the Fappering card game

Post by TypingMad »

boylad wrote: Sun Nov 27, 2022 4:14 pm Other idea is using an mtg card creator and making the deck there, using something like this could work: https://mtg-card-maker.herokuapp.com/
I'm going through and adding cards there, here's my current progress (459 cards).

The site you linked is great, it actually lets you play with them as well. Plus, generating a json means anyone can go through with a text editor and update them (*winks at people with code projects*)
So far, I do have a bunch of notes tho, and I'll update this post as I go through (sorry if i'm repeating others notes):

MTG card maker notes:
- no gold template, using white legendary instead
- card numbers are generated by card type, so doesn't follow JerKING's order

Card notes:
- card 29 - impressive body - Does it get reshuffled?
- card 67 - what is a servant?
- card 76 - do i destroy it or not???
- 264,265,308 has no mana cost, added 1 from their type
- 266 - specified "to this card" otherwise could mean that cards on field would have their boosts doubled, correct me if wrong.
- 297,301 - game loop - do we specify if its not the last card? or perhaps deck size?
- 321 what does exiliate mean?
- 322 could this be rephrased? is reshuffling optional or not?

Suggestions:
- Rather than one big library, we could release sets - Senran Kagura set, Redrock set, fetish sets, etc - to keep card numbers manageable and to make customising better
- possible sets:
-- body part fetish set (e.g. foot, armpit, navel)
-- CBT set
-- Chastity set ( have cards that add/remove chastity time, or could convert strokes to anal)
-- Censored set
-- SPH set
-- BBC/Blacked set
-317 "senran style", it's hard for me to tell who is from senran as I haven't played the games. Could we add a senran type to them?

For reference, cards made on that website look like the attached image.
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Last edited by TypingMad on Tue Nov 29, 2022 10:23 am, edited 8 times in total.
JeriKING
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Re: [Release] Magic the Fappering card game

Post by JeriKING »

Thank you everyone for your comments and questions!
First, yep I tried eos and thought of tts, but discarded both options. I guess it can be done, but rn is too much for me. Regarding the squashed images, I know there are some, in newer cards I adressed the issue.
Regarding your questions, I did all the cards myself, the problem is that some of the batches of cards were quite distant in time (and I made 2 different games at the same time, note the missing numbers between cards) and that resulted in some inconsistency on card style and rules, effects and keywords. Some acclarations regarding this: Defend and Guard are the same keyword; on field and on board are synonyms; revive, recover from the discard pile and draw a card from the discard pile are synonyms.
Ok, so now I'll try to clarify all the specific cards you posted.

-509: it works just as you described, note that the effect only activated if it's boosted if not is just a 10 strokes card.
-316: first of all guard is not a boost, just an effect, so it does not double (a boost is any +X strokes. There is a particular case of a negative boost in card 93, it would be doubled too given the case). Then, about the interaction with the reshuffle effect, this action can't be done until the card is defeated, so you're not adding any additional copy of the card to your deck.
-324: Guard forces you to fight the next card twice, so all of it's effects will be resolved twice, with the exception of an action that requires the card to be defeated (for example the reshuffle, placing the card on field or anything that states when this card is defeated...). In your case if you happen to get comboed by Guard/Balluart you have to face the card 4 times.
-10/14: Recover is essentially the same that drawing a card from the discard pile, if it doesn't specify which one you're supposed to draw the top card from the discard pile. Whenever drawing a card from the discard pile you have to face it again, and after beating it you send them back to the discard pile.
-15: stays on the field and the effect becomes permanent
-17: that effect activates if it's drawn fron the discard pile, see 10/14.
-22: means that this card can be revived from the discard pile (drawn from there and fought again) if the condition is met, this card can become troublesome if a lot of White cards are drawn in succesion (if that happens it goes like this: you face 22, then a white card, 22 again, white,22,white,22... You go like this until the card drawn from the deck is not White or the deck is empty)
-36: there are really few cards that benefit the player, those are not enemies, so this effect can't draw them.
-42: yes, everytime a card is put into the deck it should be reshuffled
-49: all of them are in play at the same time.
-50: this is supposed to be a choice, you can discard the top 2 cards from the deck if you do this card doubles its strokes.
-54: no, it means all of the cards from the discard pile. Some cards even have symbols on the text box

-66: it remains on field active.
-67: this card is the only one that uses servants for now, they are cards on field but not active, just boost 67 by 10 for each symbol they have
-73: this card works as a combo with 74 and 75, the three work the same: the card stays onfield with a particular effect that only affects them, and when another Ass attack card is shown (73/74/75) you have to fight it again and apply its effects to all ass attack cards
-79: you can place the green cards aside instead of under this card if that helps somehow
-86: reviving and drawing from the discard pile is the same, whenever a card would be drawn from the discard pile, instead of that draw a card from the new discard pile that has exclusively Black cards and is boosted by +20. Maybe it's easier to code something like draw the first Black card in the discard pile and boost it by 20.
-97: numbers in the cost, yes.
-100: this one clears all cards except itself, sending all of them to the discard pile then add 10 strokes for each card discarded this way.
-110: destroying and discarding is the same, this card just focus on the ones that benefit you (which are only a couple I think, like 113)
-115: the face up part can be replaced for something like when you face it for a second time, because being on top face up and being drawn again is practically the same.
-116: exactly the same
-121: it works pretty much as 22, where the trigger of coming back from the discard pile is you failing your guess.
-129: two random cards, including the top discard pile and all on board cards
-137: you got it right, it takes effect from the discard pile, and given the case it can boost itself.
-141: yes, the card being affected
-149: this card is supposed to combo with 150, whenever one is drawn the other one comes along wherever it is and you face them both. If it is not there the effect does nothing.
-245: only if it comes from the discard pile.
-246: the last discarded
-248: destroyed=discarded
-315: random, if there are no cards it's discarded.
-321: exile/exiliate means outside of the game, so there is no way that card returns in any way. And it can only be done once, unless the card comes back from the discard pile.
-322: totally optional yes, and there's no benefit to it.
-323: in this case exiliate is an option, you can exiliate this card by reshuffling 2 cards from the discard pile in your deck or discard it and the next card gets +40 and Massage balls because it will be on top of the discard pile
-330: this is not an option, you take a blue card from the discard pile and exiliate it from the game.
-344: this card can be used as a way to reuse an exile or discard effect from another card, really situational though. You can choose to fight again any card to increase the difficulty if you feel like it too
-433: Barrier 2 and 3 summon the cards at the same time, so if they have any kind of sinergy it activates.
-440: you take a random card from the discard pile into play.
-456: it's the same
-498: well that's an error is meant to be set aside
-517: basically this creates a second deck with the cards of the discard pile, you draw cards from here instead of the regular deck until a White card appears. When this happens the remaining cards return to the discard pile, if there are no White cards in the new deck you draw and fight every single card before you can draw from the regular deck again.
-578: like 115 it can be replaced with a when drawn for a second time if it's easier to code that way, the rotation is just meant to be used as an indicator that it has been drawn before, like the face up.
-29: yes reshuffle
-76: you do destroy/discard the card after its use yes
-266: its meant to double the boosts for every card you're facing (for example in a Barrier 3 case)


Regarding the loop, if a card is the last one on the deck it can't be reshuffled in the deck no matter what, because the deck is empty and therefore you win when you defeat the last card. Taking a look at the cards 297 is almost never reshuffled in mid/late game because it's easy that there is more than 4 cards onfield/onboard, same happens with 301 (but in this case you only need 1 card onfield) and 359 (needing 8 symbols might be the hardest of these conditions, but in a deck with 60 cards it's an easy condition to meet in late game). The trouble comes from the combo of 381 and 270, those two can create a loop if the top card from the discard pile meets the condition of 270, a possible solution is to reshuffle the discard pile every time you cycle through your deck, this way you break the loop.

Wow that was a wall of text, I think everything is here but I'll check again just to be sure

Edit: I saw TypingMad post after posting myself, so I added a few card clarifications that were missing, also thanks for adding the cards! I'll take a look as soon as I can and update the original post including the file. I should do sets of cards yes, future cards will be released like that and I'll take any suggestions for new cards, thank you everyone!
Last edited by JeriKING on Mon Nov 28, 2022 11:06 pm, edited 1 time in total.
apant2222
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Re: [Release] Magic the Fappering card game

Post by apant2222 »

On the topic of tabletop sim, it's actually incredibly easy to make custom decks. Documentation here https://kb.tabletopsimulator.com/custom ... stom-deck/ but basically just make a png of up to 69 cards in a 10 by 7 grid, then go into tts, open objects, components, then either cards or custom from which it can automatically turn the png into a usable deck. No need to worry about nsfw since it's not in the workshop, just hosted either locally or through steam cloud. There is even a tool to make the grids within the game files.

edit: https://gofile.io/d/VcLvZF quickly made groups of current cards
TypingMad
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Re: [Release] Magic the Fappering card game

Post by TypingMad »

I've completed the cards in CardCraft (and updated my last post, so at least that will have all cards). One note for the future - the images for these are included in the json, which I have not cropped. If someone could provide all the source images cropped to the right size, then it would be a trivial task to change the image to those and dramatically reduce the JSON file size and complexity.

One thing I've done for the first 100 cards is add JeriKING's numbers to them so we can easily reference cards. Let me know if this is appreciated, and I'll extend it to the rest of the set. I've tried to update terminology, spelling, and errors where possible, but I'm not well known myself for being particularly detail oriented, so let me know if there are typos, or upload a fixed copy to here and I'll add it to my post.

I've gone through the process of generating each of the cards, and here's the output. This is about 1GB in total (about 2.5-3MB per image). Would be worth running the cards through a size reducer, esp due to the style - all the way down to 230MB.... but I cbf atm. If people want me to update the card numbers, I'll update this post with 0.2. Otherwise, enjoy!
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