It works slightly different than it's counterparts, instead of things happening immediately with each drawn card, instead, challenging this deck leads to a match played against it's owner, or, under certain conditions, one of his allies. The drawn cards serve as modifiers (rules) for the game and are not intended to be fair.
Also, in contrast to the other modes, each card can only be drawn once unless stated otherwise in its effect. Each rule that is limited to one player can only be in effect once. If you draw a card that is already active, you have to redraw.
Basic rules would be bondage and hypnosis dice rules without turn limit. Both kinks need to be enabled for both players. Both effects cause your turn to be skipped and need a DC 5 saving throw on 1d6 to escape and can stack. If both effects are active, hypnosis takes priority over bondage, and failing the first saving throw prevents the second one to be rolled.
When the target of a card is decided with a coin toss, heads always refers to the challenger, and tails to Lord Vaalentinus or the ally taking his place.
Current number of cards: n
01: The Wildcard
The effect of this card is determined by the last person who managed to draw nn: The Devil's Advocate.
Current effect:
01: The Mark of the Beast
The target of this card is decided with a coin toss. The target's opponent names an aspect of the target's true self, and a mark representing that aspect appears on them. Make sure to pick an aspect in line with the marked player's kinks! Any time an action or actions pertaining to this aspect appears, the target must choose one of them.
(Added explanation for clarification purposes:
We figured the 'mark' could just be flavor. Essential you give them a word (or a name) like you would for body-writing (I think the examples I used were cocksucker and buttslut). So for the former they would have to choose every option to suck dick that appears, for the latter, any option involving getting fucked in the ass.)
Set by: Willin (in collaboration with Ellika)
02: The Greedy Looter
Throw 1d6. The result of your roll gets added to the number of cards you declared for the challenge and has to be drawn in addition before the game.
03: The Ropebunny
The target of this card is decided with a coin toss. The target has disadvantage on bondage saving throws, meaning they throw two dice and have to use the lower result.
04: The Suggestible Mind
The target of this card is decided with a coin toss. The target has disadvantage on hypnosis saving throws, meaning they throw two dice and have to use the lower result.
05: The Submissive Mind
The target of this card is decided with a coin toss. When under the effect of hypnosis, instead of skipping their turn, the target has to pick a move of their opponents choice. Skipping is not permitted as a choice, but still mandatory while in bondage.
06: The Devil's Choice
When this card is drawn, Lord Vaalentinus can choose any card to take effect.
07: The Premature Orgasm
The target of this card is decided with a coin toss. If the target of this card gets hit by a cum test, they must pass a saving throw, the DC of which is equal to their cum overdrive. If they fail the saving throw, they must concede the cum test and choose to simply cum instead of testing.
08: The Buttslut
The target of this card is decided with a coin toss. If the target of this card is hit by a move involving them receiving anal, they have to flip a coin. At tails, they have to skip their next turn.
09: The Druid's Curse
The target of this card is decided with a coin toss. If the target of this card is hit by a move involving outdoors, they have to flip a coin. At tails, they have to skip their next turn.
10: The Exhibitionist
The target of this card is decided with a coin toss. If the target of this card has a move available to take one or more pieces of clothing off, they must always choose such moves until naked. With multiple available moves, ones that remove the most clothes have priority.
11: The Divine Blessing
If this card is drawn, the challenger may pick one card amongst the ones already in effect. Nullify it.
12: The Smiting Paladin
The target of this card is decided with a coin toss. The affected player gains a charge of Divine Smite. During the game, when using an action involving spanking, slapping, or hitting in some way, they may expend a charge of Divine Smite to make their opponent skip their next turn. This card can take effect multiple times.
13: The Stroke of Bad Luck
The target of this card is decided with a coin toss. The affected player gains a charge of Stroke of Bad Luck. During the game and after their opponent has made a dice roll, they may expend a charge of Stroke of Bad Luck to roll another 1d4 and subtract the result from the result of their opponent's roll, changing the outcome. This card can take effect multiple times.
14: The Inspiring Bard
The target of this card is decided with a coin toss. The affected player gains a charge of Bardic Inspiration. During the game and after a dice roll, they may expend a charge of Bardic Inspiration to roll another 1d4 and add the result to the result of the first roll, changing the outcome. This card can take effect multiple times.
15: The Assassin's Ambush
The first move in the game is turned into a sneak attack, surprising the opponent and forcing them to skip their next turn.
16: The Drow Warlock
If this card is drawn, Lord Vaalentinus will be replaced by his servant Lucirael in the upcoming sexfight. All effects of cards and privileges affect her in the same way they would affect her patron.
17: The Sexfighter's Expertise
The target of this card is decided with a coin toss. The affected player may choose a type of move. When targeting their opponent with a move if that type, their opponent must make a DC 5 saving throw on 1d6. If they fail the saving throw, they must skip their turn. This card can take effect once per player. Skip the check to determine the target when this card is drawn for the second time.
18: The Heroic Stand
The target of this card is decided with a coin toss. If the affected player fails their first cumtest, they gain advantage on all saving throws and ability checks for 3 turns, and their opponent skips their next turn. If they were the first person to fail a cumtest, their opponent has to skip 3 turns instead.
19: The Routing Coward
The target of this card is decided with a coin toss. If the affected player fails their first cumtest, they gain stacking disadvantage on all saving throws and ability checks for 3 turns, and they skip their next turn. If they were not the first person to fail a cumtest, they have to skip 3 turns instead.
20: The Patron's Bond
If this card is drawn, whenever Lord Vaalentinus uses a move that would involve another girl joining the sexfight, he can choose to call Lucirael. If he does, the target of the move has to flip a coin. On tails, they have to skip their next turn.
***21: TODO
22: The Mind-Blowing Orgasm
The target of this card is decided with a coin toss. If the affected player fails a cumtest, they have to skip their next turn.
23: The Exposed Weakness
The target of this card is decided with a coin toss. The affected player has to name three of their kinks, which have to be applicable in the mode the game is played in. Their opponent nay choose one of those kinks. Whenever the affected player is the target of a move involving the chosen kink, they have to flip a coin. On tails, they have to skip their next turn.
24: The Plot Armor
The target of this card is decided with a coin toss. Once per game, when their opponent wants to use a cumtest, the affected player can choose to make them skip their turn instead.
25: The Set Bonus
The target of this card is decided with a coin toss. As long as the affected player wears 6 or more items, they have advantage on all saving throws.
26: The BBEG's Monologue
If this card is drawn, Lord Vaalentinus has to skip his first three turns of the game, and instead has to make a speech detailing his evil plans.
27: The Legendary Resistance
The target of this card is decided with a coin toss. The affected player gains a charge of Legendary Resistance. If the target is Lord Vaalentinus, he gets three charges instead (does not apply if he was replaced by Lucirael due to the effect of 16: The Drow Warlock). During the game and when required to roll a saving throw, they may expend a charge of Legendary Resistance before attempting the saving throw to automatically succeed. This card can take effect multiple times.
n-1: The Dark One's Own Luck
If you draw this card, throw 1d6, resulting in a number, n. For all cards drawn after this one, if the target would be decided with a coin toss, instead, you have to roll 1dn. Any result that is smaller than n or equals 1 lets Lord Vaalentinus decide the target of the card. If you roll n and n is greater than 1, you may decide the target instead.
n: The Devil's Advocate
If you draw this card, you can set the effect of the card 01: The Wildcard. The effect should be in the spirit of the Deck of Many Competitive Things and can be vetoed by Lord Vaalentinus if he deems it necessary. After the first veto, you get one more chance to find a compromise, else, 01: The Wildcard retains the effect it had before you drew this card.
Challengers
Ellika dared a challenge, drawing six cards, and won despite being unlucky with the deck!
Willin dared a challenge, drawing six cards, and won despite being unlucky with the deck!
You can keep some notes on this character. You'll be the only one to be able to see this: