This is an overview of the game including game mechanics, card types, combos, skills and more.
Contents
General Guide
Card Layout
Each card comes in a distinct color based on their rarity. Gray [Common], Green [Uncommon], Blue [Rare], Red [Legendary], and Gold [Mythic].
Going from top to bottom, the card shows the name of it, the level it is at, the stars it has, and the base power of card. The stars are important as the more duplicates you have of the card you can eventually fuse them to a single card making it stronger overall.
Next is the Strength [Weight Icon], and the Health [Heart Icon]. Pretty self explanatory, this card deals five damage and can take 12 points of damage before it leaves the field.
Some cards are able to have skills, you can hover over the icon to see what it does however this guide also covers what each does. In this case, you can see the Sailor gives the Syphilis [Virus Icon] effect which will deal poison damage based on the number next to it.
Lastly is the icon in the bottom, each card is in a card group known as harems. They are known as Yuppies, Petites, Kinkies, Nerdies, and Sporties. As of now I don’t fully understand what the groups do aside from buffing the card during Arena Events for the group listed or your avatar buffing a certain card group.
Card Types
In this game there are 3 types of cards to collect. Those being the resident cards, character cards, and items cards. There is no difference between them aside from the resident cards having their own separate skills. This section will go over my general thoughts and tips of each type.
Resident Cards
Overall, they have some use as they are known to have a high health pool and can be farmed via the Adventure part of the game. I would recommend if you were to put one of these cards in your deck, try to maintain it to a minimum of 1.
Character Cards
We covered this card type from our previous section but these are your butter. You can’t have a well designed deck without having these. I would recommend having a big chunk of your deck consistent of these, more on that later.
Item Cards
Just as how character cards are butter, this is the bread to match it. Without these your deck will most likely fail to those who understand the mechanics. Keep a good handful of these in your deck as with them you can create Combos with character cards.
Combos
From our previous section, we covered the three cards types. In this section we discuss the mechanic of creating combos from the Character and Item Cards.
Combo cards are when you combine an item card with a character card in battle. They do not take a space in your deck and can only be created in the Workshop in the game.
You will NEED to have these as in the battles over your time playing this will be dependent on your cards stars and ability to combo to create stronger cards.
A character card is able to produce a combo of the same outcome with different rarity item cards just at a smaller scale of strength. You can see the card’s combo opportunities by clicking on it in the deck and select Overview on the COMBO part of the screen.
Note: I cannot provide a combo card image for reference as a majority of them are NSFW so forgive me on that!
Skills
Below is the skills for cards and your avatar. Due note that these are from the guide from the Dev so some skills might not be in the game at this moment. Also, I will have to censor some of these words as I am not sure how the rules work for guides.
Aphrodisiac
Reduces the effect of your opponent’s card using its Frick and Rubber skills.
Plug
An opponent’s random card sustains damage BEFORE their turn. Can be blocked with Rubber or Bodyguard skills.
Frick
Blocks damage sustained during an attack. DOES NOT help with Bomb, Drink, Plug or Syphilis. Protects from Masochist, Leaf and Syphilis if equal to or greater in value.
Drink
The card deals counter damage to an attacking card. Can only be blocked by Rubber.
For Avatar: Avatar deals counter damage to an attacking card. Can only be blocked by Rubber.
Strap-on
Reduces the attack of your opponent’s random card for one turn. Doesn’t impact the effect of Silicone.
Golden Strap-on
Reduces the attack of ALL your opponent’s cards for one turn. Doesn’t impact the effect of Silicone.
Syphilis
Infects the opponent’s card (except where it is blocked by sufficient Frick, Rubber or Golden Rubber). In the end of each opponent’s turn, the infected cards lose their health on account of Syphilis. Damage to the card is reduced by the value of active Bodyguard.
Rubber
Reduces damage taken by any friendly card for one turn. Protects against Plug, Bomb, Drink and Syphilis (if equal to or greater in value).
Golden Rubber
Reduces damage taken by ALL friendly cards for one turn. Protects against Plug, Bomb, Drink and Syphilis (if equal to or greater in value).
Steroids
Makes own attack stronger when the player executes a combo of any cards. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself.
Enema
Treats itself and increases its maximum health when the player executes a combo of any cards.
Viagra
Boosts the attack of the card on its right for one turn. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself.
For Avatar: Boosts attack of any friendly card for one turn. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself.
Pink Viagra
Boosts the attack of ALL cards on its right for one turn. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself.
For Avatar: Boosts attack power of ALL friendly cards for one turn. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself.
Energizer
Every action before the attack restores health to a random card of an ally.
For Avatar: Restores health to one friendly card at each turn before attacking.
Golden Energizer
Every action before the attack restores health to ALL cards, except self.
For Avatar: Restores health to ALL friendly cards (at each turn before attacking).
Leaf
When dealt damage, this card heals ITSELF to the extent of Leaf value, appropriating health from the opponent’s card. This effect is reduced by the values of Frick and Rubber.
Silicone
Increases the force of attack of the cards to the left and right of itself for one turn (the effect is cumulative if there is Silicone on both sides). This effect does not benefit from Strap-on. When facing a Whip, the opponent’s card will appropriate the boost (fully or partially) for itself. The effect is neutralized if the card with Silicone is destroyed.
Bomb
Deals damage to opponent cards near the targeted card.
Masochist
Each turn raises its attack power when dealing damage to the opponent’s avatar or the card it’s facing.
Whip
If the card it is facing increases its attack, Whip appropriates this increase to the extent of own value.
Bodyguard
Reduces the effect of the enemy using a Bomb, Plug or Syphilis on itself and adjacent cards (if cast by two or more cards, the maximum value applies). Does not block Drink or a direct attack. Removed if Bodyguard is destroyed.
Special Skills
Candy Crew
Receives bonus AT and HP values from all other cards with the same effect placed on the field.
Musical Boogaloos
Receives bonus AT and HP values from all other cards with the same effect placed on the field.
Dragon Eye
Receives bonus AT and HP values from all other cards with the same effect placed on the field.
Black Hole
Receives bonus AT and HP values from all other cards with the same effect placed on the field.
Resident Skills
Nurse
Heals your avatar by a certain fixed amount with every move – not to exceed its maximum health. Keeps working until the Resident is killed.
Vampire
Depletes the health of the opponent’s avatar by a certain fixed amount with every move. Keeps working until the Resident is killed.
Unfaithful
Adds health to all your cards when played, and then again, at its next turn. May exceed a card’s maximum health.
Muse
Adds to attack of all your cards when played, and then again, at its next turn only for new cards. Keeps working until the Resident is killed.
Syphilitico
Infects all of the opponent’s cards (may be blocked with sufficient Frick, Rubber or Golden Rubber). At the end of their turn, infected cards lose their health. Damage is reduced by the value of active Bodyguard. Keeps working until the Resident is killed.
Tesla
Inflicts damage on the opponent’s card. Adjacent cards suffer half the damage. In turn, their own adjacent cards suffer quarter-damage, etc.
Impotence
When played, weakens the skills of all of the opponent’s cards. Weakens the skills of all of the opponent’s new cards before they are played. Keeps working until the Resident is killed.
Angel
Completely heals your avatar when played.
Cardsharp
Adds a turn when played. You can play another card right away.
Hypnotic
When played, puts a random card of the opponent’s to sleep, making it lose its turn.
Mistress
When played, hits the opponent’s card directly across it.
Pity
When played, adds to the health of the most weakened of your cards.
Ricochet
When sustaining damage, deals the same amount of damage to a random card of the opponent’s
Avatar Skills
WoW Yuppie
Adds HP to all Yuppie Harem cards at the time the card is played.
WoW Nerdie
Adds HP to all Nerdie Harem cards at the time the card is played.
WoW Petite
Adds HP to all Petite Harem cards at the time the card is played.
WoW Kinkie
Adds HP to all Kinkie Harem cards at the time the card is played.
WoW Sportie
Adds HP to all Sportie Harem cards at the time the card is played.
OMG Yuppie
Adds AT and HP to all Yuppie Harem cards at the time the card is played.
OMG Nerdie
Adds AT and HP to all Nerdie Harem cards at the time the card is played.
OMG Petite
Adds AT and HP to all Petite Harem cards at the time the card is played.
OMG Kinkie
Adds AT and HP to all Kinkie Harem cards at the time the card is played.
OMG Sportie
Adds AT and HP to all Sportie Harem cards at the time the card is played.
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