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1. NSFW WARNING: This is an explicit adult game. Before you proceed, understand what awaits you within.
Here's a taste of what's inside:
- A heroine who exists to be used, degraded, and broken.
- Graphic scenes of monstrous violation, including interspecies breeding and tentacle rape.
- Plenty of fuckable shortstacks and one nasty shota.
※ All live toys here are 18+ only!
2. AI Origins: Yeah, the art's AI-generated, but this is the good stuff. No kidding!
A sliver of moon hangs over the mountains, a silent witness to your arrival. You've made it: Glinthaven.
They call it the Sleepless City, a festering den of every pleasure and vice imaginable, and the moment you step past the gates, you can taste its filthy reputation on the air.
The city hits you like a physical blow. A riot of gaudy lights cuts through deep shadows, the air thick with the stench of cheap booze and exotic spices. The sounds are a chaotic symphony – the clash of laughter and desperate cries from the gambling dens, the breathless moans spilling from the brothels.
Walls plastered with lurid posters promise fortunes to the lucky and ruin to the desperate. Casinos, pubs, whorehouses...
they press in from all sides, an overwhelming assault on your senses. It's a city that chews up the unwary and spits them out, broken.
But you're not here for the cheap thrills on the surface. Your purpose lies in the city's rotten heart.
You duck off the main road, plunging into the back alleys. Instantly, the world changes.
The light dies here. Even the moon seems afraid to look, hiding behind towering, decrepit buildings. This is a different kind of darkness.
Every corner reeks of brutality. The glint of discarded needles, dark stains on the cobblestones that you know are dried blood, the slumped shape in a doorway that might be a sleeping drunk or a fresh corpse. The city's cheerful din fades to a dead silence, so heavy it makes the hairs on your neck prickle.
You're a veteran of a hundred battles, but this place... this place feels different.
Every step echoes with the threat of a knife in the dark. Your instincts scream at you to run, to get back to the light.
But you can't. Because you were invited. You hold an invitation to a myth, a legend hidden in this maze of filth.
You're here for the Arena .
Consciousness returns like a slow, painful tide.
The first thing you register is the cold. A damp, biting chill seeping into your bones from the stone floor beneath you.
The air is thick, heavy with the smell of mold and something else... something metallic and foul.
There are no windows. The suffocating silence is broken only by the ragged sound of your own breathing.
You force your eyes open. A wave of dizziness washes over you. Your body feels heavy, wrong. Cold metal bites into your skin.
Shit.
Heavy shackles clamp your wrists and ankles, chaining you to the wall. You tug, but they don't give an inch.
You're completely naked, exposed to the chilling air.
And your skin...
it's slick with something.
A sticky, foul-smelling liquid runs down your thighs. The smell is unidentifiable, sickly sweet, and it makes your stomach churn.
You try to push yourself up, but a splitting headache explodes behind your eyes, forcing you back down with a gasp. Your vision blurs.
What happened? How did I get here?
Shards of memory pierce the fog in your head. Unfamiliar eyes... leering, probing. The sharp, cold touch of metal tools on your skin.
A wave of chilling, primal fear. The images flash, chaotic and terrifying, but then they start to sharpen.
And beneath the terror, a sickening, familiar thrill... a whisper of pleasure in the depths of your humiliation.
Words echo in your mind, words you don't want to remember. You force yourself to breathe, to piece it all together.
The leering faces, the cold restraints, the feeling of being watched...
Violated.
As the fog clears, one horrifying truth solidifies. This isn't just a prison.
You remember what they did to you. And you know, with dawning dread, what they're going to do next.
You look out upon your broken world. A world you shattered.
Below you, a testament to your power: shattered kingdoms stretch to the horizon, their citadels still burning under a blood-red sky. The very ground is cracked and stained with the blood you've spilled. The air itself tastes of chaos.
The Relic of Morvain hums in your hand, a conduit for your infinite will. For so long, you shaped this world to your every whim, your every desire.
Power. Pleasure. Absolute obedience. You got everything you ever wanted.
And now... you feel nothing but a hollow ache. An endless void where satisfaction should be.
Nothing can stand against you. No hero, no goddess, no demon. You are absolute. But this perfect freedom has become a cage. The endless indulgence feels meaningless. Infinite pleasure has lost its thrill.
And then, a ghost of a memory haunts you. A memory from a lifetime ago, from before all this power.
The Arena.
You weren't the victor then. You were the prize. Helpless. Crushed by brutal hands, your body used and conquered. You remember the desperation, the humiliation... and beneath it all, a raw, instinctive pleasure you haven't felt
since. A moment when you couldn't escape, couldn't resist, and for the first time, felt truly, horribly alive.
You clench your fist, the Relic pulsing against your palm. You have the power to do anything, and yet, all you crave is to feel powerless again. You want a challenge you can't simply obliterate. You want to lose.
A decision takes shape in the void of your boredom. A dangerous, thrilling decision.
You will rebuild the Arena. And this time, you won't be the champion reigning from on high.
You will be the challenger on her knees, waiting to be broken all over again, just like back then.
Omits all content except for essential choices.
Ever heard of the Arena? Not the fancy tourney grounds. The real one.
They say it's some secret pit fight club for the depraved elite. Membership only. You and I, we only hear the whispers.
They invite the toughest bastards around to fight, but what goes on in there... no one who talks has ever seen it.
The prize... Heh. The stories they tell.
Some say the winner's purse has grown so big you could buy this whole damn city and still have enough left over for a private army.
Probably bullshit, but a girl can dream, right? It's the one thing everyone agrees on: win in the Arena, and you're set for life.
You know how sometimes a famous fighter just... vanishes?
The talk in the alleys is they tried their luck in the Arena and lost. Badly.
No one knows who the champions are. Retired legends, escaped convicts, maybe not even human.
They're just monsters, nightmares that break anyone dumb enough to challenge them.
It's not a duel. Not really. It's a goddamn sex show for rich perverts.
They put a female challenger in the ring with a champion, and broadcast... everything.
The sick part is that they use magic to mess with your head. You think you're in a real fight for your life while the whole world watches you get used and broken.
The woman who runs this place, Sandrea, she has something... a cursed artifact.
It lets her crawl right inside your head; the moment you fall under it, your body and mind are controlled by her will.
She can make you forget everyone you love, make you crave things that disgust you. It's like she's scooping you out and leaving an empty shell she can play with.
There are no winners here. You lose, you become a mindless fucktoy sold to the highest bidder.
You win? You're still her property. She'll use her magic to make you a 'hostess', selling your body to reel in more rich clients, 'training' you to be a better product.
And every so often, she'll throw you back in the ring, until you finally lose. Some of the regulars are high-ranking nobles, covering her tracks. Once you're in, there's no escape. Ever.
You need to recreate the sex duels of the underground fighting arena.
Finding a "champion" was trivial. A flick of your will, and some hapless creature was dragged from its life to play the part.
But this is a pale imitation. The true champions of the Arena were masters, their every move engineered to break a woman's body and spirit.
This... thing you've procured is just a brute. Clumsy. Unrefined. It has no strategy beyond its own base urges.
You try to grant it the powers of the old champions, dredging them up from your fragmented memories.
But memory is a treacherous thing. The details are hazy. Instead of precision, you gave it parody. The most prominent traits of your old foes, amplified into grotesque new forms.
The result is... abnormal. A caricature of your past tormentors. Still, it might be fun to challenge this new monster.
There's just one problem. You can't truly be that helpless girl again.
The power of Morvain sings in your veins; you could unmake this creature with a stray thought. The real challenge, then, isn't to win. It's to lose convincingly.
You'll have to hold back, to pretend to be weak. But even then, your infinite power leaks out, warping the rules of the game. Let's see how long you can keep the facade up.
An invitation to a myth. How could you resist?
You follow its cryptic directions, plunging deeper into the city's guts. The labyrinth of alleys closes in around you, a maze of crumbling stone and the stench of piss and decay. With every pile of stinking refuse and boarded-up hovel you pass, the whole thing feels more and more like a sick joke, a wild goose chase designed to get you robbed or killed.
And then you see it.
It shouldn't be here. It makes no sense. Rising from the filth like a pristine tomb is a mansion, impossibly grand. Polished marble stairs and gold leaf on the gates glitter in the gloom, a grotesque jewel dropped in a sea of filth. Through the windows, you see the soft glow of chandeliers on rich, velvet curtains.
As you stare, a figure detaches itself from the shadows by the entrance. A guard, looking as out of place as the mansion itself, steps into your path. He's a mountain of muscle poured into polished steel. His voice is a low growl when he asks what the hell you think you're doing here.
Bile rises in your throat as the memories flood back—not just flashes, but the whole sordid nightmare.
You see yourself... on top of someone, hips swaying, a fake, coy smile plastered on your face as you rode them. The sticky fluid cooling on your skin is the undeniable proof. It's real. All of it.
The truth is a hammer blow, threatening to shatter what's left of your mind. A scream claws at the back of your throat, a desperate, animal sound of pure horror. You swallow it down.
No. You won't break. Not yet.
You force the panic down, deep into the pit of your stomach. Before anything else, you need to remember. Strip away the shame, the violation, and find what's left beneath.
Who the hell were you before they did this to you?
Choose your race.
The continent of Oldinsaleia is a cesspool of different peoples.
But when you boil it all down, these are the four you see most often:
Choose your flesh and blood.
On the continent of Oldinsaleia, your race is more than just a name—it's the first thing the world judges you for.
These are the four most common faces you'll see, from the back alleys to the throne rooms.
Ambitious, stubborn, and everywhere you look.
The relentless heart of the world.
The humans. Like weeds, they spring up everywhere and can survive almost anything.
Their endless ambition drives them to build empires and ruin them in equal measure.
An Eldorian can be a brilliant scholar, a cunning merchant, or a ruthless killer — often all in the same lifetime.
They are masters of adaptation, and in a world this cruel, that's the only skill that truly matters.
The humans. Like weeds, they spring up everywhere and can survive almost anything. Their endless ambition drives them to build empires and ruin them in equal measure.
An Eldorian can be a brilliant scholar, a cunning merchant, or a ruthless killer — often all in the same lifetime. They are masters of adaptation, and in a world this cruel, that's the only skill that truly matters.
Ears like knives and a gaze just as sharp.
They've seen empires turn to dust and think it makes them better than you.
Ears like knives and a gaze just as sharp.
They've seen empires turn to dust and think it makes them better than you.
Centuries of life have left the Sylvani with two things: immense knowledge and an unbearable sense of superiority.
They hoard history and tradition, looking down on the "lesser" races from their secluded enclaves..
They are often called 'Guardians of Knowledge' thanks to their vast collection of expertise across every field from magic to medicine to engineering, but only recently have they begun to share this knowledge with outsiders.
Though Sylvani are revered by other races they still limit their interactions with them, due either to their pride or cautious temperment.
Centuries of life have left the Sylvani with two things: immense knowledge and an unbearable sense of superiority. They hoard history and tradition, looking down on the "lesser" races from their secluded enclaves.
Their grace is a mask for their pride, their wisdom a weapon for their schemes. Many find their cold beauty irresistible, a fatal mistake when dealing with a people who see others as little more than amusing, short-lived pets.
Diminutive and oddly cute.
Diligent and skillfull.
Small in stature, but with the grit of a giant.
Their hands build wonders, their memories hold grudges.
Don't let their size fool you. There's steel in a Halfling's spine, forged in an age of slavery they'd rather forget.
That history taught them to be resilient, community-minded, and incredibly resourceful. They survived by being smarter and more skilled than their masters.
Their hands can craft marvels of machinery and intricate tools, making them invaluable in any trade. They still face prejudice from bigger folk, but every sneer just makes them work harder to prove everyone wrong.
Don't let their size fool you. The Halflings survived an age of slavery, and it forged them into a people of unbreakable community and sharp ingenuity. They had to be smarter, faster, and more skilled just to stay alive.
Now, their intricate machines and clever contraptions are indispensable across the continent. They may still face the sneers of taller folk, but every Halfling knows that true strength isn't measured in height, but in the will to endure.
The heart of a beast in the body of a woman.
Primal, passionate, and dangerously unpredictable.
The beast within, made flesh.
Guided by instinct, ruled by passion.
"Beastfolk" is a lazy name for a hundred different tribes, each with the spirit of the wild running through their veins.
They live by instinct and passion, closer to nature than any city-dweller could understand. One tribe might be fierce hunters, another mystical shamans, a third disciplined martial artists.
This diversity means they fight amongst themselves as often as they trade. Their loyalty is fierce, their tempers are short, and they are forever caught between the "civilized" world and the untamed wilderness that calls to their souls.
"Beastfolk" is a crude term for a hundred different tribes, each with the blood of the wild in their veins. They live by instinct, not dusty laws, forming clans of hunters, shamans, and warriors.
Their passions run as hot as their blood, making them fierce lovers and even fiercer enemies. To outsiders, they can be surprisingly loyal... or terrifyingly feral. With a Beastfolk, you never know if you'll get a gentle purr or a vicious claw.
Define your look.
What fire burns in your eyes? What defiance is set in your jaw?
This is the face they'll remember when they break you.
Look in the mirror. Who's staring back?
A hardened cynic? A defiant firebrand? An innocent soul about to be broken?
This is the face they'll see before they break you... or you break them.
Select your combat class.
Classes are distinguished based on the tactics used in combat and the position within a party.
Four paths are most renowned:
※ Only the Warrior role is available during your first journey.
Choose your Combat Discipline.
Your class defines your role on the battlefield and the strategies you employ to dominate your foes.
Four paths are most renowned:
※ The Warrior is the only class available on your first journey.
A bastion of martial might, facing down foes with an indomitable will.
The Warrior anchors the front line, weathering the fiercest assaults with formidable stamina, only to retaliate with shattering force.
They can gamble on high-risk, high-reward attacks, or focus on their defenses for a steady, unbreakable battle rhythm.
A bastion of martial might, facing down foes with an indomitable will.
The Warrior anchors the front line, weathering the fiercest assaults with formidable stamina, only to retaliate with shattering force.
They can gamble on high-risk, high-reward attacks, or focus on their defenses for a steady, unbreakable battle rhythm.
A blade in the shadows, the Assassin strikes with lethal precision.
They are masters of evasion, dancing around their opponent's clumsy attacks to find the perfect moment to exploit a weakness and deliver a devastating blow.
Specializing in crippling their opponent's strategy, or unleashing a blinding flurry of attacks in rapid succession.
A blade in the shadows, the Assassin strikes with lethal precision.
They are masters of evasion, dancing around their opponent's clumsy attacks to find the perfect moment to exploit a weakness and deliver a devastating blow.
Specializing in crippling their opponent's strategy, or unleashing a blinding flurry of attacks in rapid succession.
A conduit for raw arcane energies, weaving devastating spells from the fabric of reality.
The Mage's versatile arsenal of magic allows them to control the battlefield, adapting to any threat with the right incantation.
They can patiently gather power for a single, overwhelming spell, or tactically combine a variety of lesser magics to dominate the flow of battle.
A conduit for raw arcane energies, weaving devastating spells from the fabric of reality.
The Mage's versatile arsenal of magic allows them to control the battlefield, adapting to any threat with the right incantation.
They can patiently gather power for a single, overwhelming spell, or tactically combine a variety of lesser magics to dominate the flow of battle.
A sanctuary in the heart of chaos, the Healer is a master of restoration.
They mend flesh and spirit with sacred arts, enduring where others would fall and turning the tide of battle with powerful blessings and divine Bane.
Focus on endurance and recovery for a long-term battle, or carefully empower their abilities to prepare for a decisive final push.
A sanctuary in the heart of chaos, the Healer is a master of restoration.
They mend flesh and spirit with sacred arts, enduring where others would fall and turning the tide of battle with powerful blessings and divine Bane.
Excelling in wars of attrition through potent healing, or fighting a more deliberate battle by fortifying their abilities and preparing for the future.
Choose your background.
Your background is the story of who you were before today, shaping your strengths, weaknesses, and motivations.
It will influence your journey in countless ways.
Choose your history.
Your past has shaped who you are today, granting you unique strengths, weaknesses, and a story yet to be fully told.
You are a trained soldier, bound by oath to a nation or military order.
Your life as an adventurer is an extension of your duty, a mission for your superiors.
As a Soldier, you fight by the book. Your tactics are solid and dependable, with a balance of offense and defense.
You were born to a life of privilege, a scion of a noble house or a person of great authority.
For you, adventuring is a thrilling diversion, a game to be played.
As a Noble, you carry the confidence of wealth and power. You begin with greater resources and find it easier to wield high-cost, powerful cards.
※ Halflings cannot be of Noble blood.
You are a renowned adventurer, famous for your skill and charisma.
Your name is known throughout the land, and adoring fans often offer their support.
As a Celebrity, you know how to play to the crowd, building momentum for a dramatic finish. You are weaker early on, but grow immensely powerful over time.
You are a devout servant of a higher power, a member of a holy order.
You walk the path of an adventurer to spread your faith and carry out your deity's will.
As a Cleric, you seek to resolve conflict through peaceful means. Your strengths lie in defensive tactics and outlasting your opponent.
※ The prideful Sylvani do not bow to gods.
You are a researcher, driven by an insatiable thirst for knowledge.
Adventuring is a practical means to an end: a way to fund your studies and gather rare data.
As a Scholar, you fight with your mind. You gain power by analyzing your opponent and exploiting their weaknesses under specific conditions.
You make a living through unlawful activities.
The identity of an adventurer helps you conceal your movements and freely move around cities.
As a criminal, you swiftly and mercilessly violate your enemies.
You have traits of powerful but short-lived effects.
You have made your way in the shadows, living a life outside the law.
The guise of an 'adventurer' is the perfect cover for your less-than-legal activities.
You fight dirty, overwhelming your foes with merciless aggression.
Your abilities are often potent and immediate, but their effects can be fleeting.
You are a merchant who earns money by selling goods.
As an adventurer, you protect yourself while peddling or procure items to sell from dungeons.
As a merchant, you are cunning, experienced, and sometimes bold.
You have traits that create variables, for better or worse.
Your life is a balance of risk and reward, your trade the art of the deal.
Adventuring is just another business venture—escorting your own caravan or plundering dungeons for valuable inventory.
You are a master of opportunity, able to create fortune—or disaster—out of thin air.
Your playstyle thrives on calculated risks and unpredictable outcomes.
You are an independent mercenary, not particularly affiliated with anywhere.
You operate by finding suitable commissions from various sources and carrying them out.
As a mercenary, you have a wealth of experience honed on the battlefield.
You have traits that allow you to gain advantages by taking risks.
You are a sword for hire, your loyalty belonging only to the highest bidder.
You live by the contract, taking on dangerous jobs that others are too scared or too smart to handle.
Your experience was forged in the chaos of countless battlefields.
You thrive in high-stakes situations, where daring gambles pay handsome dividends.
If you create your profile like this, you can select the following traits.
Select your personality and the corresponding attitude you display when hypnotized.
This choice only changes dialogue and has no direct impact on gameplay.
"I will follow your orders."
- Uses formal honorifics, speaking in a stiff but loyal manner.
You have an upright personality that values rules.
Therefore, when hypnotized, you act as a faithful servant and obediently follow commands.
"Ugh, if it weren't for the command..."
- Uses direct and aggressive informal language, with a rough and rebellious tone.
You have a proud and rebellious personality.
Therefore, even when hypnotized, you show reluctance, but your body can't help but obey.
"Huh? Like this?"
- Uses a cheerful and bright tone with honorifics, and is easily swayed.
You have a pure and innocent personality.
Therefore, when hypnotized, you are unable to have any suspicion and naively follow the suggestions as they are.
"Can you satisfy me?♡"
- Uses a relaxed and confident informal language, with a provocative and skillful tone.
You have a free and unrestrained personality.
Therefore, when hypnotized, you act sensuously and proactively, as if you are doing it of your own free will.
If you proceed, you will no longer be able to modify the contents of your profile.
Is the following correct as your profile?
Unleashing accumulated lust.
Lewdly, vulgarly.
Warriors gain an equal amount of Lust whenever they gain Excitement during combat.
You can consume Lust when using certain cards to activate additional effects.
Every female says she won't lose.
Until she's taken.
Warriors directly reduce Heat to offset the opponent's [Stimulation].
Permanently reducing Heat is an effect unique to Warriors.
Throwing away everything to offer one's body.
A fucktoy should do as much.
Warriors have effects that discard and remove certain cards from the deck.
You can remove disruptive cards or combine with some card effects to gain additional benefits.
Covered in all sorts of perversions,
a masochistic perverted sow.
Warriors have effects that grant Penalty Cards.
Penalty cards make the duel disadvantageous, but in return, you can exert powerful effects.
A hole, thoroughly wet and damp.
Soaked and waiting for a cock.
Wetness is a temporary resource Assassins gain each time they use a card, and it disappears at the end of the round.
If Wetness is greater than or equal to Heat, you can evade [Stimulation].
Certain cards activate additional effects when Wetness is above a certain value.
With fast and precise techniques,
bring the opponent to climax in an instant.
Additional Card is an effect that allows you to play extra cards this round.
Assassins have many effects that take advantage of playing multiple cards at once.
How about this position? This caress?
I'll give you new stimulation without rest.
Assassins create cards that were not in the deck through various means.
They repeatedly replenish their emptying deck due to rapid card consumption with newly added cards.
Bodily fluids and byproducts are excellent aphrodisiac ingredients.
Mix them well and drink up.
Assassins use Concoction cards that apply poison to the opponent.
Poison is permanent and applies continuous disadvantages to the opponent.
You can adjust your play style by selecting the type of poison to use when building your deck.
When will this boring task end?
Maybe I'll undo the block for a bit, just to test?
Mages gain Sense Lock whenever one of their cards is Transformed by an effect.
When Excitement increases, you can consume an equal amount of Sense Lock to prevent it.
Behind the elegant and intellectual appearance,
lies the face of a lewd, perverted slut.
Mages have the ability to change cards in their deck into other cards.
You can remove disruptive cards or use unneeded cards as material to obtain powerful ones.
Lewd crests, graffiti, cum counts.
All sorts of patterns drawn on the body.
Mages obtain Runess, which are unplayable token cards, through the effects of certain cards.
Runess are used as material for Transformation, and their usage differs slightly depending on the type.
For the Spell, it's best to use obscene and vulgar words,
to please the cock.
Mages can specify which Spell cards to use when building their deck.
The specified Spell cards can be obtained during the duel by being created or transformed through card effects.
The choice of Spell cards greatly changes the combat style.
Sharing each other's warmth,
let's mingle our bodies deeply.
Healers can recover their own Excitement or increase their Excitement Limit to prevent Orgasm.
Essence Drain is an effect that recovers your Excitement by the same amount you increased the opponent's.
Something this pleasurable...
Why did I ever try to endure?
Healers gain 1 Corruption each round.
The effects of some cards change when Corruption is above or below a certain value.
The Healer's Position cards have a characteristic of being improved and changing their effects when Corruption exceeds a certain threshold.
Squish♡
Squish♡
Healers have the ability to combine the effects of two or more cards into a single card.
When a Combined card is used, the effects of the material cards are activated sequentially.
The uses for semen are endless.
Cumming in holes, drinking it, rubbing it on the body.
Healers can use various Essence cards as material for Combination.
Essence cards cannot be played directly, but they grant additional effects to the Combined card when used as material.
Traits are additional effects applied during the duel.
You can pay points to acquire positive traits, or add negative traits to gain points.
You can choose up to 4 traits, regardless of their type.
Select the Concoction cards for the poisons you want and put them in your poison sac.
Effects that randomly obtain or use Concoction cards will only target those in your poison sac.
If the same poison is applied multiple times, its effect stacks on the existing one.
Putting more Concoction cards in your poison sac allows for a variety of effects, but it becomes harder to get the specific one you want.
You can fill three slots with the spells you want.
Spells in each slot can be obtained through card effects during the duel.
The cost and power of the spell will vary depending on the slot.
Instant: Can be obtained immediately without any additional cost. As they are easy to get, their effects are usually one-shot.
Chant: Can be obtained by transforming one card as material. The number of casts or the effect of the spell increases, making it good for combos.
Focus: Can be obtained by transforming one Runes card as material. It is very powerful but requires significant resources, making it slow and preventing subsequent actions.
Essence cards cannot be played directly, but they serve to add effects by combining with other cards.
Separate from the deck size, you can start with up to 5 desired Essence cards.
You can add up to 2 for free, but any more will cost 5 points each.
Eldorians can choose one card to add to their deck for a low cost.
You can add a high-cost card cheaply, or add a duplicate of a card already in your deck to use two copies.
Arcane cards are powerful cards with special effects.
Sylvani can pay a high cost to choose one Arcane card to add to their deck.
※ Arcane cards cannot be played, discarded, transformed, or combined by the effects of other cards.
Halflings can create their own desired card by choosing and combining effects to add to their deck.
The cost of the Custom card depends on the effects chosen.
※ Custom cards cannot be played, discarded, transformed, or combined by the effects of other cards.
Beastfolks can add a Trial card to their deck, which has an effect that grants a special victory upon meeting its condition.
There is one type of Trial card for each class.
※ Trial cards cannot be played, discarded, transformed, or combined by the effects of other cards.
Penalty cards have effects that disrupt or disadvantage their owner.
They can be removed from the deck by using them.
Incorporating penalty cards into your deck can earn you points based on their level of risk.
If you proceed, you will no longer be able to modify your deck.
Is the following correct as your deck?
Excitement
0 / 5
Orgasm
0 / 5
2
2
Excitement
0 / 5
Orgasm
0 / 5
Champion's Action
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