I figured everybody had heard of these games, but I realised that’s probably not the case: so, if you like dating simulators, the owner of sailorvgame.org (a great resource for information and downloads pertaining to any and all Sailor Moon-related games) has made four different SM dating Sims, featuring Hotaru, Usagi, Minako and Rei respectively. Definitely worth a play.
Tags: #Sailor Moon #fanart #game #link #download #Rei #Raye #Sailor Mars #dating sim
I never liked most of the Sailor Moon inspired Minecraft skins, so I made one of my own. This skin is based off of PGSM Usagi. Wish I could make her pigtails look a bit better, but it will have to do for now. :p
Third image is the skin, feel free to take. :)
Don’t play Minecraft myself, but this looks awesome! A recolour to make Mercury would work with the block head, too.
Tags: #reblogged #game #Usagi #Serena #Bunny #link #download #games
Reblogged from mochibuni
Sailor Tumblr Game!
What if… Tumblr accounts were Star Seeds? So all of our Tumblr accounts were actually Sailor Soldier identities??
Use this game/meme to find out what your ~true Tumblr Soldier form~ is!
The number of characters in your username determines what kind of powers you use:
1-5: Fire
6-10: Water
11-15: Earth
16-20: Air
21+ (even number): Light
21+ (odd number): Darkness
The first character determines your main colour scheme. (You can have other colours, so long as the two you’re given are the most obvious.) This includes stuff like hair and eyes as well as your outfit.
A: Green and Blue
B: Green and Red
C: Green and Pink
D: Green and Yellow
E: Green and Purple
F: Green and Black
G: Green and White
H: Blue and Red
I: Blue and Pink
J: Blue and Yellow
K: Blue and Purple
L: Blue and Black
M: Blue and White
N: Red and Pink
O: Red and Yellow
P: Red and Purple
Q: Red and Black
R: Red and White
S: Pink and Yellow
T: Pink and Purple
U: Pink and Black
V: Pink and White
W: Yellow and Purple
X: Yellow and Black
Y: Yellow and White
Z: Purple and Black
0-4: Purple and White
5-9 (or -/_): Black and White
The number of syllables determines what kind of guardian you have.
Odd number: Mau cat
Even number: Coronis bird
Could be an odd or even number, depending on your pronunciation: Frat boy in a gemstone
Now go here: http://deanjackson.dj/nameanagram/
Type your username twice. What results is your battle speech (“For love and justice…”), no matter how silly.
Now do it again, but type it just the once. That’s your attack.
Now go decide what she looks like, and then post all about your *true Tumblr Soldier identity*!
Tags: #Sailor Tumblrs #Tumblr Soldiers #WE WILL FORM AN ARMY #of blindingly-coloured Sailor Soldiers #idek #but I love these kinds of things #Sailor Moon #meme #game
This was ridiculously entertaining to watch.
Tags: #Sailor Moon #Tekken #Tekken 6 #video #YouTube #game
Sailor Moon Drinking Game #2
This isn’t a second drinking game, but rather, more rules to go with the first lot. After playing the game first-hand for a little while it became apparent that there had been some gross oversights.
Same background as before; these are for the Dub DVDs only and are mostly about the first two seasons since 1) reading subtitles when drunk is not recommended, and 2) those are the DVDs I own. I apologise if there are typos; I’m probably drunk. It is a wonder I am typing at all.
- SIP every time the words clearly don’t match up with their mouth-flaps. I’m talking super-noticeable, here; like where a character’s mouth hangs open for ages of silence, or their jaw moves eleven times for a two-syllable word. If you took a sip for every little mis-matched word you’d end up pissing yourself before the ad break.
- SIP each time they mess up which Nega-whatever they’re talking about; for reference, “Negaverse” is the “Dark Kingdom” (their evil organisation) and “Negaforce” is Metaria (the thing they gather energy to feed), but for quite a few of the early episodes they use them interchangeably. If you want you can also SIP each time any enemy past the first series mentions being part of a “Nega-“whatever; like when the Doom Tree aliens mention Queen Beryl, or when Catzy says she’s from the “Negamoon”, etc.
- SIP each time someone mentions a surprisingly long/difficult/uncommon word that would be considered extended vocabulary for its target audience of elementary school kids (“vapid”, “impertinent”, etc.).
- DRAIN each time someone mentions something that never fucking happened.
- SIP each time the communicators are used because they’re cool and not seen nearly enough.
- SIP each time someone goes too overboard in insulting someone (unless they’re a monster or speaking to one).
- SIP each time someone’s last name is mentioned (unless it’s a teacher, or someone else usually referred to by their last name - in which case, SIP when hearing their first name).
- Later episodes; SIP each time Terri Hawkes does her “yodeling wail”. You know the one.
- SIP each time you see that exact same picture they always recycle to establish “Crossroads Junior High” because they were too cheap to edit the Japanese out of any other scenes.
- SIP if Melvin says something ambiguously camp.
- For later seasons; SIP each time someone mentions Amara and Michelle being cousins. TWO SIPS if it’s someone who has no resaon to know that they could possibly be related; say, Kaori Night.
- SIP each time someone calls Rini “the Rabbit”.
Tags: #Sailor Moon Drinking Game #Sailor Moon #text #game #drunk #hmm
Sailor Moon Drinking Game #1
This game is meant to be played when watching the Dub version because who the hell wants to read subtitles when they’re drunk? And more to the point I’ve focused it on the first season and first half of R because those are the only DVDs I own. Feel free to supplement your own rules if you’re watching a different version.
Everyone play along and post your increasingly drunken thoughts about the series.
- DRAIN if it’s fucking Molly getting attacked again (exception for the first episode)
- SIP every time you see stock footage (this includes Tuxedo Masks’s rose sinking into the floor; you can skip this rule if you’re not too fond of alcohol poisoning). TWO SIPS if it’s “Disguise Power”, though, because it’s cool and doesn’t get used nearly enough.
- SIP every time someone uses out-dated slang. TWO SIPS if it’s a word with “-meister” or “-osaurus” on the end. DRAIN if it’s not even a real word (wongo???).
- SIP every time someone is grossly OOC - Serena’s a total bitch, Amy acts boy-crazy, Mina is the responsible one, etc.
- DRAIN if someone’s attack name is totally different that episode for no reason.
- SIP every time Darien appears wearing a pink shirt or that terrible jogging mishap. If you want to play hard, SIP every time he wears his green blazer.
- SIP every time a Monster makes a truly awful pun regarding their design theme/the theme of the episode. TWO SIPS if Sailor Moon mentions it in her speech. THREE SIPS if it’s any of the other Scouts.
- SIP every time a character lets slip that the show takes place in Tokyo.
- If you really want to get drunk fast, SIP every time you see a Dub-only scene transition. Otherwise, just SIP every time it’s not actually transitioning anywhere (ie. it happens in the middle of a scene). TWO SIPS if it obscures something important.
- SIP every time it’s obvious that Japanese was poorly removed from the background.
- TWO SIPS every time there’s glaringly obvious Japanese that was left in.
- SIP every time Serena trips over something.
- For R: SIP every time Anne says some variation of “But Alan, if the tree dies, we die!”
- TWO SIPS every time Raye and Serena get into a fight that involves raspberries.
- SIP every time Serena is called “Meatball Head”, or some variant of. TWO SIPS if it’s not by Darien.
- SIP: “Moondusted!”
- TWO SIPS if you spot a reference to Sailor Moon or another series within the episode (eg. a Sailor V plush in the crane machine, or a poster with Wapiko on it). Doesn’t count if the characters acknowledge it (so, not for the Sailor V poster/game).
- SIP if Raye gets to use one of her seals.
- THREE SIPS if the girls get to kick ass without being transformed.
- SIP if Amy says something needlessly nerdy in an attempt to show that she is the “smart” one. TWO SIPS if it’s Melvin. THREE if the reference is merely “the Internet”.
- SIP for every panty shot that got by the censors. Awww yeaahhh.
- SIP every time Lita mentions someone (or… thing) reminds her of her “old boyfriend”. TWO SIPS if he mentions him by name (Kenny).
- TWO SIPS every time Serena and Mina do something in tandem.
- THREE SIPS every time someone gets a new item, attack or upgrade.
- SIP if her speech ends with “… and that means you!” instead of “I’ll punish you!”.
- THREE SIPS if the “Sailor Says…” segment includes footage that was cut from the actual episode.
- SIP every time Serena is referred to as the “leader” before she gets the Crescent Moon Wand.
- THREE SIPS every time Rini uses the Luna-P ball’s “Kitty Magic”.
- THREE SIPS if Tuxedo Masks’s speech doesn’t make a fucking lick of sense.
- THREE SIPS each time it’s painfully obvious that the scene has been edited - the frame freezes awkwardly, or they decide to recycle/reverse clips…
- THREE SIPS if the episode title has “Blues” in it.
- TWO SIPS if Sailor Moon’s speech is prompted by someone else asking, “Who are you??”.
- THREE SIPS each time you hear a proper song in English - stuff like “Rainy Day Man”, “My Only Love”, etc. This doesn’t include the opening at the beginning of the episode, but it does count if you hear it during the episode sung by the characters.
- You can skip this rule if you want, but SIP every time Princess Serena shows that she’s
A LADYa Princess by not using a contraction (that means something like “it is” instead of “it’s”). - For the later seasons, SIP every time you see “the gang” hanging out at the Crown Parlour (that’s the cafe part, not the arcade). Also SIP every time there’s a study session at Raye’s.
- DRAIN if a Scout other than Sailor Moon beats the MoTD.
That’s all I can think of for now. Some are pinched from various other Sailor Moon Drinking Games I found on the ‘net. If you have your own suggestions let me know through Asks, or post them and tag them with #Sailor Moon Drinking Game. Hopefully this will be fun.
Tags: #Sailor Moon Drinking Game #Sailor Moon #text #game #birthday #yeaaahhhh
And here’s a Battle Card and three Soldier Cards. As you can see, the Soldiers in Sailor War are the various “Monsters of the Day” from all 5 series.
I don’t play many board/card games in this style, but there are probably going to be many similarities to other trading card games like Pokemon or Yu-Gi-Oh. At any rate, a normal Battle - without any effects brought in place by the Location, or from using Cards - happens between the two players’ Active Soldiers (pick a Soldier Card to become your Active Soldier. Once you have chosen it cannot be changed until that card is beaten. If you enter a Battle without an Active Soldier, you automatically lose). The win is decided by two factors; each card has a strength level and a magical alignment. Strength level is pretty straight-forward; One star is the weakest, three is the strongest. The magical alignment is basically a game of Elemental Rock Paper Scissors (hey, I’m not trying to be innovative or anything). There are eight different alignments; Ice, which is weak against Fire, which is weak against Water, which is weak against Earth, which is weak against Steel, which is weak against Sky (which is weak against Ice). The last two are Light and Dark, which are both strong and weak against each other - the advantage is given to whoever initiates the Battle. A Soldier’s alignment can be seen by checking the little Star Seed in the bottom-right-hand corner, or looking at the background of their card image. Here, “Avocadorar” is an Earth Soldier, “Derella” is an Ice Soldier and “Gesen” is a Steel Soldier.
So the formula for winning (without any extra effects) is that each level of strength higher gives you one point of advantage, and a strong alignment gives you another one. So, if you had a 2-star Earth Soldier fighting against a 1-star Light Soldier, the Earth Soldier would win because neither alignment is stronger against the other, meaning the outcome is decided by their strength levels. A 2-star Water Soldier fighting against a 2-star Fire Soldier would win, because although their strength levels are the same, the alignment advantage makes the Water Soldier stronger. And a 2-star Ice Soldier fighting against a 3-star Sky Soldier would be evenly matched, because of the alignment advantage making up for the strength gap; so there would be a 50/50 chance of victory.
Not exactly ground-breaking, but if it works, it works.
Battle Cards can be used to change this system; in the “Dumb Luck” example here, if you have no choice but to use your one-star Ice Soldier against a three-star Fire Soldier, a 50/50 chance of victory would be much more in your favour. As in the “Gesen” example, some Soldier Cards can also change how Battles operate.
But in addition to this, most Soldiers will have a “Prism Power”, a secondary effect that can be activated instead of using them in Battle. Soldiers are usually sent to the Galaxy Cauldron if their Prism Power is activated, though some are Sealed or returned straight to the Soldier Deck.
As in the “Derella” example, some Soldiers can also be collected as parts of Quests.
I don’t have any proper examples to show for Effect or Location cards, so I hope you at least found these interesting.
Tags: #Sailor War #Sailor Moon #trading card game #game #cards
Here’s an example of a Quest card and three Object cards.
The Quest Card shows a good example of a Quest requiring a set of certain cards. The logic behind this one is obvious; in order to get the Holy Grail, you have to collect the three Talismans.
The first Object Card is the “Aqua Mirror”, which is a good example of an Object Card involved in a Quest. It tells you the card’s effect and also how much the completed Quest is worth, so you can weigh up whether you want to use the card now or save it and try and get the Energy Points. (“Active Soldier” and “alignment” will be explained in the next post.)
The small Holy Grail in the bottom left corner means the card is a part of a Quest (each Quest-related card will have the same little image; it’s not just a Holy Grail because it’s part of the specific “Holy Grail” Quest, if you understand what I mean).
The Flower Brooch card is a good example of an Object Card that can be used at any time; it’s not dependant upon a Soldier Card or a Battle.
The Spirit Sealing Bottle is an example of a card that is activated in Battle. It also shows the variety of effects that cards can have, and the ways they are activated.
The “Galaxy Cauldron” mentioned is an extra “deck” where cards are sent; from there, the cards are slowly filtered back into the game after a “cool-down” period to be drawn again. Essentially it means that, though it leaves your hand, the card will eventually be returned to play.
“Sealed”, as mentioned on the Flower Brooch card, means the card will not be returned to gameplay. Once it’s used, it’s used for that game, though certain cards can be used to bring back other cards that have been Sealed.
Some cards are immediately returned to the deck they came from, skipping the Galaxy Cauldron.
Though the Object Cards shown here are all based off of real items in the series with specific names, many Object Cards refer to generic or invented items.
Tags: #Sailor War #trading card game #game #cards #vector trace
Here’s an early board mock-up I did of the Sailor Moon card/board game I was talking about (called “Sailor War”). I haven’t finalised all the rules, but here are the basics; You can see that there are two “pieces” on the board (the players’ “Star Seeds”), in the big squares at the top and bottom - the game is for two players, one being the “good guy” and one being the “bad guy”. The purpose of the board in gameplay would be to decide when the players can draw cards, and to assist in starting Battles. Land on a coloured squares and you draw a corresponding type of card, eg. land on a yellow square, draw a Soldier card, land on a red square, draw a Battle card, etc. The green squares allow you to draw a Location card (top left hand corner), changing the location. Different locations have different effects.
For Battles, if you manage to land on the same square as your opponent, a Battle starts immediately (more info on how those work later). If you are within three squares away from them, you can challenge them, and they can either accept or roll a dice to see if they manage to escape. If not, again, a Battle. Some cards allow players to challenge their opponent when further away.
There are three factors to Sailor War that indicate who is “winning” - Energy Points, Quests, and Pure Hearts. Pure Hearts are basically your “life”. If you run out of them, you die. Pure hearts are split up into quarters, though, so in this mock-up (at the beginning of the game), the player “Sailor Harmony” has 20 “lives”.
Quests are unlocked/accepted by drawing Quest cards (you must return to a home “base” square to pick them up - it does not have to be the one you started the game in). You start the game with one random Quest card. Quests can be fulfilled through different means, but many of them involve collecting a set of certain cards. When you have filled the requirements of the Quest card, you can complete it, and you will receive a certain amount of Energy Points (usually detailed on the card).
“Energy Points” are the game’s “point” system and are the clearest indication of winning. There are other ways to earn EP, but completing Quests or winning Battles are the simplest.
The standard way to “win” a game of Sailor War is to get a certain amount of Energy Points (for example, 250), with a minimum requirement of Quests completed, and at least 1/4 of a Pure Heart (otherwise you die and your opponent wins). But the players can organise their own criteria for a “win” - it could only be based on Energy Points and ignore the other factors (including Pure Hearts), it could be a contest to see who can get the most amount of Quests completed in a certain amount of time, or it could be a bloody “fight to the death” where merely the first person to lose all their Pure Hearts is the loser. Any combination could be agreed upon before starting the game.
This particular mock-up is done in the style of a self-contained Flash game; the communicator in the bottom-left corner would show the name of your opponent (“Sailor [whatever]”), as well as an image of whatever Avatar they chose to represent themselves (there would be a variety to choose from when starting the game, of both good and evil “futuristic” made-up Sailor Soldiers), and would allow communication between the players. Even though Sailor War is likely to never be completed as a Flash game, the same board idea would be used.
Tags: #Sailor War #Sailor Moon #trading card game #game
So for a while now
I’ve wanted to make a combination board/card game about Sailor Moon that could be played online, with real people. The unfortunate part is that I have no idea how I’d do that. I don’t really have any bias about how it would be set up - to have the entire game available as a flash game would be handy, of course, but perhaps not practical/feasible. I wouldn’t mind if it were set up on a kind of “honour system” (like, it’s meant to accompany talking/organising the actual game with your friends over MSN or AIM, and the “game” parts just do things like randomize which cards you get, show you which ones you have and where you are on the board, etc. so there aren’t any actual strict anti-cheating methods in the game). It would be ideal if you could sign up and actually play with random people in other parts of the world without knowing them beforehand, but this wouldn’t be necessary at the beginning.
Does anyone have any ideas? (Or, in the unlikely event that anyone here is good at even basic coding/scripting, and you’d be interested in offering some time/advice, you know I’d be all over that.) Have you seen other online card games that were handled simply/easily rather than a big flashy Flash game (no pun intended) or server-needing clusterfucks?
In the meantime maybe I’ll just post pictures of some of these concept cards I made, because even without the game they’re kind of interesting to look at.
Tags: #text #Sailor Moon #Sailor War #scripting #coding #programming #game #HALP






![Here’s an early board mock-up I did of the Sailor Moon card/board game I was talking about (called “Sailor War”). I haven’t finalised all the rules, but here are the basics; You can see that there are two “pieces” on the board (the players’ “Star Seeds”), in the big squares at the top and bottom - the game is for two players, one being the “good guy” and one being the “bad guy”. The purpose of the board in gameplay would be to decide when the players can draw cards, and to assist in starting Battles. Land on a coloured squares and you draw a corresponding type of card, eg. land on a yellow square, draw a Soldier card, land on a red square, draw a Battle card, etc. The green squares allow you to draw a Location card (top left hand corner), changing the location. Different locations have different effects.For Battles, if you manage to land on the same square as your opponent, a Battle starts immediately (more info on how those work later). If you are within three squares away from them, you can challenge them, and they can either accept or roll a dice to see if they manage to escape. If not, again, a Battle. Some cards allow players to challenge their opponent when further away.
There are three factors to Sailor War that indicate who is “winning” - Energy Points, Quests, and Pure Hearts. Pure Hearts are basically your “life”. If you run out of them, you die. Pure hearts are split up into quarters, though, so in this mock-up (at the beginning of the game), the player “Sailor Harmony” has 20 “lives”.Quests are unlocked/accepted by drawing Quest cards (you must return to a home “base” square to pick them up - it does not have to be the one you started the game in). You start the game with one random Quest card. Quests can be fulfilled through different means, but many of them involve collecting a set of certain cards. When you have filled the requirements of the Quest card, you can complete it, and you will receive a certain amount of Energy Points (usually detailed on the card).“Energy Points” are the game’s “point” system and are the clearest indication of winning. There are other ways to earn EP, but completing Quests or winning Battles are the simplest.The standard way to “win” a game of Sailor War is to get a certain amount of Energy Points (for example, 250), with a minimum requirement of Quests completed, and at least 1/4 of a Pure Heart (otherwise you die and your opponent wins). But the players can organise their own criteria for a “win” - it could only be based on Energy Points and ignore the other factors (including Pure Hearts), it could be a contest to see who can get the most amount of Quests completed in a certain amount of time, or it could be a bloody “fight to the death” where merely the first person to lose all their Pure Hearts is the loser. Any combination could be agreed upon before starting the game.
This particular mock-up is done in the style of a self-contained Flash game; the communicator in the bottom-left corner would show the name of your opponent (“Sailor [whatever]”), as well as an image of whatever Avatar they chose to represent themselves (there would be a variety to choose from when starting the game, of both good and evil “futuristic” made-up Sailor Soldiers), and would allow communication between the players. Even though Sailor War is likely to never be completed as a Flash game, the same board idea would be used.](http://25.media.tumblr.com/tumblr_ls2j2834VQ1qe8we7o1_500.jpg)