How to play

The Decks:

For standard play all decks must be exactly 60 cards including drugs. There can not be more than 3 copies of an individual card in a deck. For draft play decks can be from 40 – 60 cards including drugs and you can have any number of an individual card in your deck.

The Cards:

All cards have their name in the top center portion of the card and their play cost cascading down the right side of the card. The card type is centered on the left side of the card and include…
 
-Hos are the main characters of the game. They have attack and defense stats designated by the red(Attack) and blue(Defense) numbers on the right side of the card. They also have a sex power on the left side in pink, this determines how many sex counters they will put on a john when sexing. You cannot exhaust a Ho on the turn that you play them. When they first are played they still need to “learn the streets” which will happen at the start of your next turn.
You can only have 5 Hos on your board at a time. Once you have 5 Hos you cannot play another Ho or take control of an opponent's Ho.
Once a Ho has learned the streets there are three actions they can take:
-Sex a john. Exhaust the Ho to put a number of sex counters on target john equal to the sex power of the Ho. Hos can only target one john at a time and any extra sex points are ignored.
-Fight a Ho. Exhaust the Ho to fight one of your opponent’s exhausted Hos. Each Ho will deal damage equal to their Attack stat to the other Ho. Damage is permanent so place damage counters on any surviving Hos.
-Attack a Pimp. Exhaust the Ho to send them at one of your opponent’s Pimps.(see pimp section for attack rules)
Players can have a maximum of five Hos played to their hood at a time. Once there are five Hos on your board you cannot play any more Hos until one of them dies or is removed.
 
-Pimps have activated abilities or can give your Hos passive buffs. Unlike Hos, Pimps can be activated the same turn they are played. Pimps are subject to the “Legend of Pimpin’” rule which states that you cannot control two pimps with the same name. If you play a second pimp or gain control of a pimp that shares a name with a pimp you already control you must choose one and sacrifice it. You cannot sacrifice it to another card’s ability. Pimps cannot attack or sex. Pimps can be attacked whether they are exhausted or not. When a Pimp is attacked, it’s controller can assign any number of untapped Hos that they control to block for it. The attacking player will decide what order the Hos will fight in and each fight resolves individually.
 
-Actions are cards that have an immediate effect. They can only be played on your turn and only before the during the Day phase(see phases section below). Action cards have a cost on the right side and an effect in the text box. You can only play one action at a time.
 
-Tools are cards that can enhance your Hos. Tools must be armed to a Ho to have any effect. The cost to arm is written below the card type and can be paid with any type of drug. Hos can only have two tools armed at a time(because they only have two hands). If a third tool is armed, the Ho’s controller will choose a tool to drop off the Ho. When a ho dies or is over-armed the tools that fall off remain in the hood of the Ho the tool was attached to regardless of ownership.
 
-Drugs are your resources. They are used to pay the playing cost of a card. They can be exhausted to add one of their type to your “High” which can then be used to pay the playing cost of a card.

Setup:

Play starts by randomizing the decks and rolling for turn order. Each player should have five john tokens laid out in front of them. Each player draws seven cards and mulligans if necessary. To mulligan, put your hand on the bottom of your deck in a random order and draw seven new cards from the top. The first mulligan is “free” and you can retain all seven cards. For each mulligan after the first you will need to put one card on the bottom of you deck when you decide to keep your hand.

Gameplay:

There are four main phases in Whore Wars.
 
Morning- This is the start of your turn and is separated in to three sub-phases.
Wake-up, turn all of your cards upright and any Hos that entered last turn “learn the streets”.
Hair of the Dog, Any HOTD effects trigger(coming in the next release!).
Draw phase, Draw cards. The first player in a game does not draw on their first turn. The second player will draw one card. Each player after that will draw two cards each turn for the rest of the game. This rule is the same for more than two player games as well so please remember to randomize seating order for fairness.
 
Day- This is your main phase. You can place one drug down each Day, and you can play as many cards as you can afford and activate abilities during the Day. You cannot play any cards or activate abilities once you have moved to the next phase so make sure you don’t have any more moves before declaring the next phase.
 
Night- Once you are done playing cards and activating abilities you can move to the Night phase. This is where you declare all your attacks and sexings. Once you are happy with your choices you can now move to the last phase.
 
Midnight- At the start of midnight, if a pimp is being attacked the defending player will declare their blockers and attacking player will choose their block order. After any blockers are declared all damage will resolve simultaneously. After damage is complete you can resolve any effects that occur from the damage.                
If you have more than 10 cards at the end of the last phase, discard untill you have 10 cards left.                         (10 cards is the maximum hand size)

General Notes:

Hos and Pimps are both considered “characters”. If a card says “target character” it can target Hos or Pimps.
When a Ho or Pimp has its defense reduced to zero it dies and is sent to the discard pile. This includes if the defense is reduced due to an effect ending.
If you can’t draw a card because your deck is empty, play continues as normal and you will ignore any draw effects.
Whenever you copy a coke bag or a bottomed out Ho the new tokens will be put on your board if you have room (bottomed out Hos still take up a space)
Whenever you copy a stoned token you may choose a Ho to place it on. You can stack stoned tokens and only one gets sacrificed when the Ho wakes up.
Players can concede at any time but it will count as a loss
If both players run out of cards and there are still johns left the winner will be decided by who has the most johns remaining.
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