code:
:: Widgets Blackjack [widget]

<<widget "blackjackStart">>
<<if $args[0]>>
	<<set $blackjack to {
		cards:shuffle(shuffle(shuffle(deck()))),
		dealerCards: [],
		dealerSecondCardHidden: true,
		dealerState: null,
		dealerScore: null,
		playersCards: [],
		playersState: null,
		playersScore: null,
		turn: null,
		winner: null,
		endPassage: $args[0]
	}>>
<</if>>
<</widget>>

<<widget "blackjackEnd">>
<<unset $blackjack>>
<<set $blackjack_played += 1>>
<<if $blackjack_streak gt $blackjack_streak_high>>
	<<set $blackjack_streak_high to $blackjack_streak>>
<</if>>
<<if $blackjack_streak gte 5>>
	<<earnFeat "Five in a Row">>
<</if>>
<</widget>>

<<widget "blackjackScore">>
<<if $args[0]>>
	<<set _aces to 0>>
	<<set _score to 0>>
	<<for $_i to 0; $_i lt $args[0].length; $_i++>>
		<<switch $args[0][$_i].name>>
			<<case "A">><<set _score += 11>><<set _aces++>>
			<<case "K" "Q" "J">><<set _score += 10>>
			<<default>><<set _score += $args[0][$_i].value>>
		<</switch>>
	<</for>>
	<<for $_i to 0; $_i lt _aces; $_i++>>
		<<if _score gt 21>>
			<<set _score -= 10>>
		<</if>>
	<</for>>
	<<if $args[1]>>
		<<if $args[0].length is 2 and _score is 21>>
				<<set $_blackjack to true>>
		<</if>>
		<<switch $args[1]>>
			<<case "dealer">><<set $blackjack.dealerScore to _score>><<if $_blackjack>><<set $blackjack.dealerState to "blackjack">><</if>>
			<<case "players">><<set $blackjack.playersScore to _score>><<if $_blackjack>><<set $blackjack.playersState to "blackjack">><</if>>
		<</switch>>
	<</if>>
<</if>>
<</widget>>

<<widget "blackjackCalculate">>
<<if $blackjack.turn is null>>
	<<set $blackjack.turn to "players">>
	<<set $blackjack.playersCards.push($blackjack.cards[0])>>
	<<set $blackjack.dealerCards.push($blackjack.cards[1])>>
	<<set $blackjack.playersCards.push($blackjack.cards[2])>>
	<<set $blackjack.dealerCards.push($blackjack.cards[3])>>
	<<set $blackjack.cards.deleteAt(0,1,2,3)>>
	<<blackjackScore $blackjack.dealerCards "dealer">>
	<<if $blackjack.dealerScore is 21>>
		<<set $blackjack.turn to "dealer">>
	<</if>>
<</if>>
<<if $blackjack.playersState is "hit">>
	<<set $blackjack.playersState to null>>
	<<set $blackjack.playersCards.push($blackjack.cards[0])>>
	<<set $blackjack.cards.deleteAt(0)>>
	<<blackjackScore $blackjack.playersCards "players">>
<</if>>
<<blackjackScore $blackjack.playersCards "players">>
<<if $blackjack.playersScore is 21>>
	<<set $blackjack.turn to "dealer">>
<</if>>
<<if $blackjack.turn is "dealer">>
	<<set $blackjack.dealerSecondCardHidden to false>>
	<<for _i to 0; _i lt 20; _i++>>
		<<blackjackScore $blackjack.dealerCards "dealer">>
		<<if $blackjack.dealerScore gte 17>>
			<<break>>
		<</if>>
		<<set $blackjack.dealerCards.push($blackjack.cards[0])>>
		<<set $blackjack.cards.deleteAt(0)>>
	<</for>>
<</if>>
<</widget>>

<<widget "blackjackControls">>
Wren's cards:

<<for _i to 0; _i lt $blackjack.dealerCards.length; _i++>>

		<<if _i is 0>>
			<<cardImage $blackjack.dealerCards[0]>>
		<<else>>
			<<cardImage $blackjack.dealerCards[_i] $blackjack.dealerSecondCardHidden>>
		<</if>>

<</for>>

<<if $blackjack.dealerSecondCardHidden>>
	<<blackjackScore `[$blackjack.dealerCards[0]]` "dealer">>
	Known Total: <<print $blackjack.dealerScore>>
<<else>>
	<<blackjackScore $blackjack.dealerCards "dealer">>
	Total: <<print $blackjack.dealerScore>>
<</if>>

Your cards:

<<for _i to 0; _i lt $blackjack.playersCards.length; _i++>>

<<cardImage $blackjack.playersCards[_i]>>

<</for>>

Total: <<print $blackjack.playersScore>>

<<if $blackjack.turn is "players" and $blackjack.playersScore lte 20>>
	<<link [[Hit|$passage]]>><<set $blackjack.playersState to "hit">><</link>> |
	<<link [[Stand|$passage]]>><<set $blackjack.turn to "dealer">><<set $blackjack.playersState to "stand">><</link>> |
	<<link "Help and Options">><<overlayReplace "blackjackHelp">><</link>>
<<elseif $blackjack.turn is "players" and $blackjack.playersScore gt 21>>
	Bust

	<<link [[End game|Estate Blackjack Lose]]>><</link>>

<<elseif $blackjack.turn is "dealer">>
	<<if $blackjack.playersState is "blackjack" and $blackjack.dealerState is "blackjack">>
		<<set $blackjack.winner to "tie">>
		You tie with both having Natural Blackjacks
	<<elseif $blackjack.playersState is "blackjack">>
		<<set $blackjack.winner to "player">>
		You win with a Natural Blackjack
		<<set $blackjack_won += 1>>
		<<set $blackjack_streak += 1>>
	<<elseif $blackjack.dealerState is "blackjack">>
		<<set $blackjack.winner to "dealer">>
		You lose to the Natural Blackjack
		<<set $blackjack_streak to 0>>
	<<elseif $blackjack.playersScore gt $blackjack.dealerScore or $blackjack.dealerScore gt 21>>
		<<set $blackjack.winner to "player">>
		You win
		<<set $blackjack_won += 1>>
		<<set $blackjack_streak += 1>>
	<<elseif $blackjack.playersScore is $blackjack.dealerScore>>
		<<set $blackjack.winner to "tie">>
		You tie
	<<else>>
		<<set $blackjack.winner to "dealer">>
		You lose
		<<set $blackjack_streak to 0>>
	<</if>>

	<<if $blackjack.winner is "tie">>
		<<blackjackEnd>>
		<<blackjackStart "Blackjack Finish">>
		<<link [[Next|Estate Blackjack]]>><<pass 1>><</link>>

	<<elseif $blackjack.winner is "dealer">>
		<<link [[Next|Estate Blackjack Lose]]>><</link>>

	<<else>>
		<<link [[Next|Estate Blackjack Win]]>><</link>>

	<</if>>
<</if>>
<</widget>>

<<widget "blackjackHelp">>

Blackjack Guide

Your goal is to beat the dealer in having a higher score that never goes above 21.

Cards are valued from 2 to 11. Jack, Queen and King are worth 10 each, Ace is worth either 1 or 11, whichever is more favourable.

Scoring a total of 21 with 2 cards is known as a "Natural Blackjack," you or the dealer will win over any other combination unless you tie.

If either you or the dealer go over 21, the one who bust loses.

Stand to end your turn, hit to gain another card.

The dealer always plays by specific rules, use that to your advantage. The dealer must hit when their score is below 17.

Options

<<link [[Save and close|$passage]]>><</link>>

Back cover:

	<<for _i = 0; _i <= 7; _i++>>

			<<if _i == 0>>
				?
				?
			<</if>>
			<<capture _i>>
				<<link "">>
					<<set $cardcover.style = _i>>
					<<run $('#card-cover-options .card').removeClass('active')>>
					<<run $('#card-cover-options .card:nth-child(' + (_i+1) + ')').addClass('active')>>
				<</link>>
			<</capture>>

	<</for>>

	Colour:
	<<listbox "$cardcover.colour" autoselect>>
		<<option "Black" "black">>
		<<option "Navy" "navy">>
		<<option "Blue Steel" "blue-steel">>
		<<option "Light Grey" "grey">>
		<<option "White" "pale-white">>
		<<option "Silver" "silver">>
		<<option "Black & White" "white">>
		<<option "Gold" "gold">>
		<<option "Black & Orange" "yellow">>
		<<option "Yellow" "pale-yellow">>
		<<option "Bronze" "bronze">>
		<<option "Brown" "brown">>
		<<option "Sand" "sand">>
		<<option "Olive" "olive">>
		<<option "Orange" "tangerine">>
		<<option "Red Orange" "pale-tangerine">>
		<<option "Red" "red">>
		<<option "Green" "green">>
		<<option "Light Green" "light-green">>
		<<option "Blue" "blue">>
		<<option "Light Blue" "light-blue">>
		<<option "Pink" "pink">>
		<<option "Light Pink" "light-pink">>
		<<option "Purple" "purple">>
		<<option "Teal" "teal">>
	<</listbox>>

<<run $(() => {
	linkifyDivs('#card-cover-options');
	$('#listbox-cardcovercolour').on('change', () => {
		$('#card-cover-options').removeClass().addClass('clothes-' + $cardcover.colour)
	});
})>>

<</widget>>

:: Widgets High Low [widget]

<<widget "highLowStart">>
<<if $args[0]>>
	<<set $highlow to {
		cards:shuffle(shuffle(shuffle(deck()))),
		correct: 0,
		dealerCard: null,
		playersCard: null,
		playersCardHidden: null,
		gamestart: false,
		turn: null,
		choice: null,
		endPassage: $args[0]
	}>>
<</if>>
<</widget>>

<<widget "highLowEnd">>
<<unset $highlow>>
<</widget>>

<<widget "cardText">>
<<if $args[0]>>
	<<if $args[1]>>
		Turned over.
	<<else>>
		<<switch $args[0].name>>
			<<case "A">>Ace
			<<case "K">>King
			<<case "Q">>Queen
			<<case "J">>Jack
			<<default>>$args[0].name
		<</switch>>
		of <<print $args[0].suits>>.
	<</if>>
<</if>>
<</widget>>

<<widget "highLowCalculate">>
<<if $highlow.gamestart is false>>
	<<set $highlow.gamestart to true>>
	<<set $highlow.turn to "players">>
<</if>>

<<if $highlow.turn is "players">>
	Players Turn

	<<set $highlow.dealerCard to $highlow.cards[0]>>
	<<set $highlow.playersCard to $highlow.cards[1]>>
	<<set $highlow.cards.deleteAt(0,1)>>
	<<set $highlow.playersCardHidden to true>>
<<elseif $highlow.turn is "dealer">>
	Dealer Turn

	<<set $highlow.playersCardHidden to false>>
	<<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>>
		<<if $highlow.correct is 0>>
			<<set $highlow.correct++>>
		<<else>>
			<<set $highlow.correct*=2>>
		<</if>>
	<</if>>
	<<if $highlow.cards.length lt 30>>
		<<set $highlow.cards to shuffle(shuffle(shuffle(deck())))>>
		They reshuffle the deck.

	<</if>>
<</if>>
<</widget>>

<<widget "highLowControls">>

Dealers card: <<cardImage $highlow.dealerCard>>

Your card: <<cardImage $highlow.playersCard $highlow.playersCardHidden>>

Your current score: <<print $highlow.correct>>

<<if $highlow.turn is "players">>
	<<link [[Lower|$passage]]>><<set $highlow.choice to "lower">><<set $highlow.turn to "dealer">><</link>> |
	<<link [[Higher|$passage]]>><<set $highlow.choice to "higher">><<set $highlow.turn to "dealer">><</link>> |
	<<if $highlow.correct gt 4>>

		<<link [[End game|$highlow.endPassage]]>><<set $highlow.correct/=2>><</link>> Lose half your score |
	<</if>>
<<elseif $highlow.turn is "dealer">>

	<<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>>
		Your correct

		<<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> |

		<<link [[End game|$highlow.endPassage]]>><</link>> |
	<<elseif $highlow.playersCard.value is $highlow.dealerCard.value>>
		Draw

		<<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> |

		<<link [[End game|$highlow.endPassage]]>><</link>> |
	<<else>>
		You Lose

		<<link [[End game|$highlow.endPassage]]>><<set $highlow.correct to 0>><</link>>
	<</if>>
<</if>>
<</widget>>

<<widget "cardImage">>
<<if $args[0]>>

		<<if $args[1]>>
			<<if $cardcover.style == 0>>
				?
				?
			<</if>>
		<<else>>
			<<if $args[0].suits is "Diamonds">>
				<<set _suits to "diams">>
			<<else>>
				<<set _suits to $args[0].suits.toLowerCase()>>
			<</if>>
			<<print $args[0].name>>
			<<print "&" + _suits + ";">>
		<</if>>

<</if>>
<</widget>>

<<widget "estate_cards_bet">>

<<if $worn.over_upper.name isnot "naked">>
	<<set $estate.cards.desire to "over_upper">>
	"If I win," <<he>> points at your $worn.over_upper.name. "You lose <<overupperthat>>."
<<elseif $worn.over_lower.name isnot "naked">>
	<<set $estate.cards.desire to "over_lower">>
	"If I win," <<he>> points at your $worn.over_upper.name. "You lose <<overlowerthat>>."

<<elseif $worn.feet.name isnot "naked" and $worn.feet.cursed isnot 1>>
	<<set $estate.cards.desire to "feet">>
	"If I win," <<he>> points at your $worn.feet.name. "You lose your shoes."

<<elseif $worn.legs.name isnot "naked">>
	<<set $estate.cards.desire to "legs">>
	"If I win," <<he>> points at your $worn.legs.name. "You lose <<legsthat>>."

<<elseif $worn.upper.name isnot "naked">>
	<<set $estate.cards.desire to "upper">>
	"If I win," <<he>> points at your $worn.upper.name. "You lose your <<dress>>."

<<elseif $worn.lower.name isnot "naked">>
	<<set $estate.cards.desire to "lower">>
	"If I win," <<he>> points at your $worn.lower.name. "You lose your <<skirt>>."

<<elseif $worn.hands.name isnot "naked">>
	<<set $estate.cards.desire to "hands">>
	"If I win," <<he>> points at your $worn.hands.name. "You lose those gloves."

<<elseif $worn.under_upper.name isnot "naked">>
	<<set $estate.cards.desire to "under_upper">>
	"If I win," <<he>> points at your $worn.under_upper.name. "You lose your <<bra>>."

<<elseif $worn.under_lower.name isnot "naked">>
	<<set $estate.cards.desire to "under_lower">>
	"If I win," <<he>> points at your $worn.under_lower.name. "I take your <<panties>>."

<<else>>

	<<if $estate.cards.state is "ride">>
	"If I win,"
		<<set $rng to random(1, 4)>>
		<<if $rng is 4>>
			<<set $estate.cards.desire to "kiss">>
			<<he>> hovers <<his>> mouth close, until you feel <<his>> breath on your lips. "We kiss."
		<<elseif $rng is 3>>
			<<he>> grins. "I get to fondle your
			<<if $player.penisExist and $player.vaginaExist>>
				<<if random(1, 2) is 2>>
					<<set $estate.cards.desire to "penis_grope">>
					cock."
				<<else>>
					<<set $estate.cards.desire to "pussy_grope">>
					pussy."
				<</if>>
			<<elseif $player.penisExist>>
				<<set $estate.cards.desire to "penis_grope">>
				penis."
			<<else>>
				<<set $estate.cards.desire to "pussy_grope">>
				pussy."
			<</if>>
		<<elseif $rng is 2>>
			<<set $estate.cards.desire to "bottom_grope">>
			<<he>> grins. "I get to fondle your bum."
		<<elseif $rng is 1>>
			<<set $estate.cards.desire to "chest_grope">>
			<<he>> grins. "I get to play with your chest."
		<</if>>
	<<else>>
		<<if $estate.cards.lust gte 2>>
			<<if $NPCList[0].penis isnot "none">>
				"If I win," <<he>> grins.
				<<if $player.vaginaExist and !$worn.genitals.type.includes("chastity")>>
					"You sit on my lap. Don't worry. I won't touch your pussy. Yet."
					<<set $estate.cards.desire to "vaginal">>
				<<elseif $analdisable is "f" and $worn.genitals.anal_shield isnot 1>>
					"You sit on my lap. Don't worry. I won't take advantage. Yet."
					<<set $estate.cards.desire to "anal">>
				<<elseif !$worn.genitals.type.includes("chastity")>>
					"You sit on my lap. Don't worry. I won't take advantage. Yet."
					<<set $estate.cards.desire to "wren_lap">>
				<<else>>
					<<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "I'd love to see beneath it. For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh.
					<<set $estate.cards.desire to "chastity">>
				<</if>>
			<<else>>
				"If I win," <<he>> grins.
				<<if $player.penisExist and !$worn.genitals.type.includes("chastity")>>
					"I sit on your lap. Don't worry. I won't touch your cock. Yet."
					<<set $estate.cards.desire to "penile">>
				<<elseif !$worn.genitals.type.includes("chastity")>>
					"I sit on your lap. Don't worry. I won't take advantage. Yet."
					<<set $estate.cards.desire to "pc_lap">>
				<<else>>
					<<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "I'd love to see beneath it. For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh.
					<<set $estate.cards.desire to "chastity">>
				<</if>>
			<</if>>
		<<elseif $estate.cards.lust gte 1>>
			<<set $estate.cards.desire to "bend">>
			"If I win," <<he>> grins. "You climb atop your chair and bend over. Let us see you more closely."
		<<else>>
			<<set $estate.cards.desire to "twirl">>
			"If I win," <<he>> grins. "You twirl on the spot. Give us a show. And no covering with your hands." The others murmur their enthusiasm.
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "cards_strip_text">>
"Don't keep us waiting.
<<if $rng gte 91>>
	Give it here."
<<elseif $rng gte 81>>
	Let's have it off."
<<elseif $rng gte 71>>
	Strip."
<<elseif $rng gte 61>>
	Off it comes."
<<elseif $rng gte 51>>
	Let's see what's beneath."
<<elseif $rng gte 41>>
	That's my property now."
<<elseif $rng gte 31>>
	Have it off."
<<elseif $rng gte 21>>
	Let's see you strip."
<<elseif $rng gte 11>>
	Strip, or be stripped."
<<else>>
	I'm not a patient <<nnpc_gender "Wren">>."
<</if>>
<</widget>>

<<widget "cards_exposure_text">>

<<if random(1, 10) is 10>>
	<<if $worn.over_upper.exposed gte 2 and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 and ($player.gender is "f" or $player.gender_appearance is "f")>>
		<<if $uncomfortable.nude is true>>
			You keep one arm over your <<breasts>>, protecting them from the prying eyes of Wren and <<his>> friends.

		<<else>>
			You can feel Wren and <<his>> friends' eyes on your <<breasts>>, but you don't care. You're focused on the game.

		<</if>>
	<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 1 and ($player.gender is "f" or $player.gender_appearance is "f")>>
		<<if $uncomfortable.underwear is true>>
			You feel self-conscious about the lack of clothing on your chest, and keep one arm over it.

		<<else>>
			You're unbothered by having so little clothing on your chest.

		<</if>>
	<</if>>
<</if>>
<<if random(1, 10) is 10>>
	<<if $worn.over_lower.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
		<<if $uncomfortable.nude is true>>
			Even sat with your legs under the table, your bare <<bottom>> and <<genitals>> make you feel so exposed.

		<<else>>
			You're unbothered by your bare <<bottom>> and <<genitals>>. They're under the table anyway.

		<</if>>
	<<elseif $worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1>>
		<<if $uncomfortable.underwear is true>>
			Wearing so little beneath your waist makes you feel uncomfortable.

		<<else>>
			You're unbothered by having so little clothing beneath your waist.

		<</if>>
	<</if>>
<</if>>
<<if random(1, 10) is 10>>
	<<if $estate.cards.wren_top is 0 and $estate.cards.wren_under_top is 0>>
		<<if $pronoun is "f">>
			<<if $NPCList[0].breastsize gte 5>>
				Wren struggles to keep <<his>> <<print $NPCList[0].breastsdesc>> covered with one arm.

			<<else>>
				Wren keeps <<his>> <<print $NPCList[0].breastsdesc>> covered with one arm.

			<</if>>
		<<else>>
			Wren shuffles uncomfortably as you glance at <<his>> bare chest.

		<</if>>
	<<elseif $estate.cards.wren_top is 0>>
		<<if $pronoun is "f">>
			Wren shuffles uncomfortably as you glance at <<his>> bra.

		<</if>>
	<</if>>
<</if>>
<<if random(1, 10) is 10>>
	<<if $estate.cards.wren_bottoms is 0 and $estate.cards.wren_under_bottoms is 0>>
		<<if $pronoun is "f">>
			Wren folds one leg over the other, covering <<his>> bare groin.

		<<else>>
			Wren keeps <<his>> legs held tight together.

		<</if>>
	<<elseif $estate.cards.wren_bottoms is 0>>
		<<if $pronoun is "f">>
			Wren shifts uncomfortably as a colleague glances at <<his>> panties.

		<<else>>
			Wren shifts uncomfortably as a colleague glances at <<his>> briefs.

		<</if>>
	<</if>>
<</if>>
<<if random(1, 10) is 10>>
	<<if $estate.cards.state is "ride">>
		<<switch $estate.cards.position>>
		<<case "wren_lap">>

		<<case "pc_lap">>

		<<case "penile">>
			Wren kisses your <<penis>> with <<his>> pussy.

		<<case "vaginal">>
			Wren pokes your <<pussy>> with <<his>> <<print $NPCList[0].penisdesc>>.

		<<case "anal">>
			Wren rubs <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>.

		<</switch>>
	<</if>>
<</if>>

<</widget>>

<<widget "cards_naked_cover">>
<<if $uncomfortable.nude is true>>
	You cover your <<breasts>> with an arm, and keep your thighs squeezed tight together.

<</if>>
<</widget>>

<<widget "cards_bottom_cover">>
<<if $uncomfortable.nude is true>>
	You keep your thighs squeezed tight together.

<</if>>
<</widget>>

<<widget "cards_top_cover">>
<<if $uncomfortable.nude is true>>
	You cover your <<breasts>> with an arm.

<</if>>
<</widget>>

<<widget "cards_underwear_cover">>
<<if $uncomfortable.underwear is true>>
	You cover your $worn.under_upper.name with one arm, and make sure your $worn.under_lower.name <<underlowerplural>> on right.

<</if>>
<</widget>>

<<widget "cards_panties_cover">>
<<if $uncomfortable.underwear is true>>
	You anxiously make sure your $worn.under_lower.name <<underlowerplural>> on right.

<</if>>
<</widget>>

<<widget "cards_bra_cover">>
<<if $uncomfortable.underwear is true>>
	You cover your $worn.under_upper.name with an arm.

<</if>>
<</widget>>

<<widget "cards_virginity_warning">>
<<if $estate.cards.position is "vaginal">>
	<<if $player.virginity.vaginal is true>>
		If you orgasm, Wren will take your virginity.
	<</if>>
<<elseif $estate.cards.position is "penile">>
	<<if $player.virginity.penile is true>>
		If you orgasm, Wren will take your virginity.
	<</if>>
<<elseif $estate.cards.position is "anal">>
	<<if $player.virginity.anal is true>>
		If you orgasm, Wren will take your anal virginity.
	<</if>>
<</if>>
<</widget>>

<<widget "cards_arousal_check">>
<<if $arousal gte $arousalmax>>
	It's too much. <<orgasm>>

	<<set _cards_orgasm to true>><<set $consensual to 1>>

<<elseif $arousal gte ($arousalmax / 5) * 4>>

<<elseif $arousal gte ($arousalmax / 5) * 3>>

<<elseif $arousal gte ($arousalmax / 5) * 2>>

<<else>>

<</if>>
<</widget>>

<<widget "cards_naked_end">>
<<covered>>
<<if $submissive gte 1150>>
	"I-I have no clothes," you say. "C-could you give me something to cover with?"
<<elseif $submissive lte 850>>
	"You're really gonna leave me with no clothes?" you ask. "Give me a towel or something at least."
<<else>>
	"Could you give me a towel, at least?" you ask. "I'll be in danger like this."
<</if>>

Wren leans behind <<him>>, and opens a drawer. <<He>> feels inside, and produces a small towel. "You can have this," <<he>> says. "But you'll have to earn it. I think my friends here deserve some fun."

"Satisfy them with your mouth," <<he>> continues. "And I'll let you wear a towel."

<<if $promiscuity gte 55>>
	<<link [[Accept|Estate Cards Oral]]>><</link>><<promiscuous4>><<goralskill>>

<<else>>
	You're not promiscuous enough to take up such an offer. But leaving with nothing will be dangerous.

	<<link [[Accept|Estate Cards Oral]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<</if>>
<<link [[Refuse|Estate Cards Oral Refuse]]>><</link>>

<</widget>>

<<widget "cards_play_options">>
<<if $estate.cards.desire is "chastity">>
	<<link [[Leave|Estate Cards Leave]]>><</link>>

<<else>>
	<<link [[Play (0:01)|Estate Blackjack]]>><<pass 1>><</link>>
	<<if $estate.cards.state is "ride">>
		Losing may increase arousal. <<cards_virginity_warning>>
	<</if>>
	<<if _cards_desire is "kiss" and $player.virginity.kiss is true>>
		If you lose, Wren will take your first kiss.
	<</if>>

	<<link [[Leave|Estate Cards Leave]]>><<npcincr Wren love 1>><</link>><<llove>>

<</if>>
<</widget>>

<<widget "cards_lap_return">>
<<if $estate.cards.state is "ride">>
	<<if $estate.cards.position is "pc_lap">>
		You sit down. Wren swings <<his>> leg over you, resuming the position.
	<<elseif $estate.cards.position is "wren_lap">>
		Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
	<<elseif $estate.cards.position is "penile">>
		You sit down. Wren swings <<his>> leg over you, resuming the position.
		<<cards_lap_clothes>>
		<<His>> pussy threatens your <<penis>> once more.
	<<elseif $estate.cards.position is "vaginal">>
		Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
		<<cards_lap_clothes>>
		<<His>> <<print $NPCList[0].penisdesc>> threatens your <<pussy>> once more.
	<<elseif $estate.cards.position is "anal">>
		Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
		<<cards_lap_clothes>>
		<<His>> <<print $NPCList[0].penisdesc>> threatens your <<bottom>> once more.
	<</if>>
	"Where were we?" <<he>> teases.
<<else>>

<</if>>
<</widget>>

<<widget "cards_lap_clothes">>
<<if $estate.cards.wren_bottoms is 1>>
	<<if $estate.cards.wren_under_bottoms is 1>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			<<He>> hitches up <<his>> skirt and pulls aside <<his>> panties.
		<<else>>
			<<He>> unzips <<his>> fly and pulls aside <<his>> briefs.
		<</if>>
	<<else>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			<<He>> hitches up <<his>> skirt.
		<<else>>
			<<He>> unzips <<his>> fly.
		<</if>>
	<</if>>
<<else>>
	<<if $estate.cards.wren_under_bottoms is 1>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			<<He>> pulls aside <<his>> panties.
		<<else>>
			<<He>> pulls aside <<his>> briefs.
		<</if>>
	<<else>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			Wren grinds against you for good measure.
		<<else>>
			Wren grinds against you for good measure.
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "cards_lap_clothes_intro">>
<<if $estate.cards.wren_bottoms is 1>>
	<<if $estate.cards.wren_under_bottoms is 1>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			Wren hitches up <<his>> skirt and pulls aside <<his>> panties,
		<<else>>
			Wren unzips <<his>> fly and pulls aside <<his>> briefs,
		<</if>>
		<<if $estate.cards.position is "penile">>
			revealing <<his>> pussy.
		<<else>>
			revealing <<his>> <<print $NPCList[0].penisdesc>>.
		<</if>>
	<<else>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			Wren hitches up <<his>> skirt,
		<<else>>
			Wren unzips <<his>> fly,
		<</if>>
		<<if $estate.cards.position is "penile">>
			revealing <<his>> pussy.
		<<else>>
			revealing <<his>> <<print $NPCList[0].penisdesc>>.
		<</if>>
	<</if>>
<<else>>
	<<if $estate.cards.wren_under_bottoms is 1>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>
			Wren pulls aside <<his>> panties,
		<<else>>
			Wren pulls aside <<his>> briefs,
		<</if>>
		<<if $estate.cards.position is "penile">>
			revealing <<his>> pussy.
		<<else>>
			revealing <<his>> <<print $NPCList[0].penisdesc>>.
		<</if>>
	<<else>>
		<<if $NPCName[$NPCNameList.indexOf("Wren")].pronoun is "f">>

		<<else>>

		<</if>>
	<</if>>
<</if>>

<</widget>>

<<widget "wren_sabotage_nude">>
<<if $estate.cards.wren_under_bottoms is 0 and $estate.cards.wren_exposed_text lt 2>>
	Wren walks to the door, keeping a hand over <<his>>
	<<if $NPCList[0].penis isnot "none">>
		<<print $NPCList[0].penisdesc>>.
	<<else>>
		pussy.
	<</if>>
	"C-Come on then," <<he>> says.
	<<set $estate.cards.wren_exposed_text to 2>>
<<elseif $estate.cards.wren_under_top is 0 and $NPCList[0].pronoun is "f" and $estate.cards.wren_exposed_ lt 1>>
	Wren walks to the door, keeping an arm over <<his>> <<print $NPCList[0].breastsdesc>>. "This is nothing," <<he>> lies. "I go topless on the beach all the time."
	<<set $estate.cards.wren_exposed_text to 1>>
<<elseif $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 and !$estate.cards.wren_exposed_text>>
	Wren walks to the door without dressing. "Think I won't do it?" <<he>> asks.

	<<set $estate.cards.wren_exposed_text to 1>>
<<else>>
	Wren strides to the door.
<</if>>

<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_text lt 2>>
	You're nervous about your nudity. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?"

	You follow, keeping your body covered as best you can.

	<<set $estate.cards.pc_exposed_text to 2>>
<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_text lt 1>>
	You're nervous about your state of dress. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?"

	You follow, keeping your body covered as best you can.

	<<set $estate.cards.pc_exposed_text to 1>>
<<else>>

<</if>>

<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
	<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>>
		You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well.

		You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens.

		<<set $estate.cards.pc_exposed_walk to 3>>
	<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>>
		You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well.

		You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens.

		<<set $estate.cards.pc_exposed_walk to 2>>
	<<elseif !$estate.cards.pc_exposed_walk>>
		You walk across the estate behind Wren, alongside <<his>> colleagues. You pass a pair of Remy's other goons. They're distracted by Wren's appearance, and don't stop you.

		<<set $estate.cards.pc_exposed_walk to 1>>
	<</if>>
<<else>>
	<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>>
		You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer.

		<<set $estate.cards.pc_exposed_walk to 3>>
	<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>>
		You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer.

		<<set $estate.cards.pc_exposed_walk to 2>>
	<<elseif !$estate.cards.pc_exposed_walk>>
		You walk across the estate beside Wren and <<his>> colleagues. You pass a pair of Remy's other goons. One frowns, but they don't stop you. They must trust Wren.

		<<set $estate.cards.pc_exposed_walk to 1>>
	<</if>>
<</if>>

<</widget>>


code:
:: Estate
<<set $outside to 1>><<set $location to "estate">><<effects>>

<<estate_chaos_bar>>

You are in the Remy estate, near the front gate.
<<if $estate.chaos gte 100>>
	You hear shouting.
<</if>>
<<if $estate.cards.cattle is 1>>
	A pair of escaped cattle run by.
<</if>>
There's a small stone building nearby.
<<if $estate.chaos gte 100>>
	The guards have fled their posts in the chaos!
<<elseif $estate.chaos gte 80>>
	Two guards stand outside. They look ready to run.
<<elseif $estate.chaos gte 60>>
	Three guards stand outside. They look nervous.
<<elseif $estate.chaos gte 40>>
	Four guards stand outside. They look wary.
<<elseif $estate.chaos gte 20>>
	Five guards stand outside. They look cautious.
<<else>>
	Six rough-looking guards stand outside.
<</if>>
There's also a cottage, the mud in front covered in bootprints. Several cars are parked outside.
<<if $estate.cards.fire is 1>>
	Smoke fills the sky.
<</if>>

There's a large barn ahead, and a manor looming from a hill beyond.

<<link [[Approach the stone building (0:02)|Estate Stone Approach]]>><<pass 2>><</link>>

<<if $estate.cards_done isnot true>>
	<<link [[Enter the cottage (0:02)|Estate Cards Enter]]>><<pass 2>><</link>>

<</if>>

<<if $estate.entrance is "gate">>
	<<link [[Leave|Estate Leave Gate]]>><</link>>

<<else>>
	<<link [[Leave|Estate Leave Secret]]>><</link>>

<</if>>

:: Estate Stone Approach
<<effects>>

<<if $estate.chaos gte 100>>
	You approach the stone building. No one stops you entering the open doors. There's a ramp just inside, leading through a dark passage. There's light at the bottom.

	<<link [[Next|Estate Stone Enter]]>><</link>>

<<else>>
	<<generate1>><<generate2>>
	<<if $estate.chaos lt 80>>
		<<generate3>>
	<</if>>
	<<if $estate.chaos lt 60>>
		<<generate4>>
	<</if>>
	<<if $estate.chaos lt 40>>
		<<generate5>>
	<</if>>
	<<if $estate.chaos lt 20>>
		<<generate6>>
	<</if>>
	You approach the stone building. The guards will know you're an intruder, and you'll need to fight your way through
	<<if $estate.chaos gte 80>>
		both of them.
	<<elseif $estate.chaos gte 60>>
		all three of them.
	<<elseif $estate.chaos gte 40>>
		all four of them.
	<<elseif $estate.chaos gte 20>>
		all five of them.
	<<else>>
		all six of them.
	<</if>>
	Making them cum won't be enough.

	A thought strikes you. 	If you caused trouble elsewhere, the guards might be drawn away.

	<<link [[Fight|Estate Stone Approach 2]]>><</link>>

	<<link [[Hide before you're seen|Estate]]>><<endevent>><</link>>

<</if>>

:: Estate Stone Approach 2
<<effects>>

You walk closer. A <<person1>><<person>> and reaches for <<his>> weapon,

<<if $exposed gte 1>>
	but stops when <<he>> sees your state of dress. <<covered>>

	"Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out."

<<else>>
	but stops when <<he>> gets a look at you.

	"Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out."

<</if>>

<<link [[Next|Estate Stone Fight]]>><<set $fightstart to 1>><</link>>

:: Estate Stone Fight
<<effects>>

<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Estate Stone Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Estate Stone Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Estate Stone Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Estate Stone Fight]]>><</link>><<nexttext>>
<</if>>

:: Estate Stone Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> tries to grab you, but you're able to escape. They still guard the door, but their orgasms have left them too groggy to give chase.

	<<tearful>> you hide in a copse.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Estate]]>><</link>>

<<elseif $enemyhealth lte 0>>
	"Remy isn't worth this," the <<person1>><<person>> says as <<he>> turns and runs. The other guards scatter.

	<<tearful>> you stride into the stone building. There's a ramp just inside, leading through a dark passage. There's light at the bottom.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Estate Stone Enter]]>><</link>>

<<else>>
	You fall to the ground, too hurt to fight.

	"What should we do with <<phim>>?" The <<person2>><<person>> asks. "Give <<phim>> to the boss?"

	"We're not wasting Remy's time with this riff-raff," the <<person1>><<person>> replies. "I have an idea. Keep <<phim>> here."

	The <<person2>><<person>> presses a foot on your chest as the <<person1>><<person>> disappears down the tunnel. More thugs arrive to investigate the commotion. The <<person1>><<person>> emerges a minute later, carrying a vials of purple fluid, and a mischievous smile.

	<<He>> kneels beside you. "Open wide."

	<<link [[Open wide|Estate Stone Aphrodisiac Accept]]>><<trauma 6>><><</link>><<gtrauma>><<gggarousal>>

	<<link [[Refuse|Estate Stone Aphrodisiac Refuse]]>><<pain 4>><<def 1>><</link>><<gpain>><<gggarousal>>

<</if>>

:: Estate Stone Aphrodisiac Accept
<<effects>>

You open your mouth. You smell the vapours as the <<person>> opens the vial. So sweet. You almost gag as the liquid touches your throat. The <<person>> feeds you the whole thing.

A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous.

<<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>>

<<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>>

:: Estate Stone Aphrodisiac Refuse
<<effects>>

You keep your mouth shut. You smell the vapours as the <<person>> opens the vial. So sweet. <<He>> pinches your nose, forcing you to breath through your mouth, then pours the fluid down your throat. You almost gag. The <<person>> feeds you the whole thing.

A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous.

<<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>>

<<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>>

:: Estate Stone Aphrodisiac Resist
<<effects>>

<<drugs 300>><<arousal 3000>>
<<if $willpowerSuccess>>
	You feel your mind slip, but you manage to keep yourself together.
	<<if $submissive gte 1150>>
		"I-I'm not gonna do what you want!" you manage.
	<<elseif $submissive lte 850>>
		"F-Fuck you!" you manage.
	<<else>>
		"I-I'm not gonna do what you want!" you manage.
	<</if>>

	"Must be a faulty batch," the <<person>> says, disappointed. "Whatever. Let's give this <<bitch>> to the moor."

	Hands grasp you from all around, your limbs jerking when touched. They carry you to the gate, and dump you on the grass outside. It rattles shut behind you.

<<else>>
	You feel your mind slip, overwhelmed by the toxin.
	<<if $submissive gte 1150>>
		"P-please fuck me," you say, the words unbidden. "I-I've been good."
	<<elseif $submissive lte 850>>
		"F-Fuck me!" you say, the words unbidden.
	<<else>>
		"P-please fuck me," you say, the words unbidden.
	<</if>>
	<<gwillpower>><<willpower 3>>

	You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release.

	<<if $arousal gte $arousalmax>>
		Even without direct stimulation, the sensation is too much. <<orgasm>>
	<</if>>

	You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you.

<</if>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Moor]]>><<estate_end>><</link>>

:: Estate Stone Aphrodisiac Give
<<effects>>

<<if $submissive gte 1150>>
	"P-please fuck me," you say, the words unbidden. "I-I've been good."
<<elseif $submissive lte 850>>
	"F-Fuck me!" you say, the words unbidden.
<<else>>
	"P-please fuck me," you say, the words unbidden.
<</if>>
<<gwillpower>><<willpower 3>>

You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release.

<<if $arousal gte $arousalmax>>
	Even without direct stimulation, the sensation is too much. <<orgasm>>

<</if>>

You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you.

<<clotheson>>
<<endcombat>>

<<link [[Next|Moor]]>><<estate_end>><</link>>

:: Estate Stone Enter
<<set $outside to 0>><<effects>>

You emerge in a large tunnel, extending to the left and right. A pair of metal tracks lie in the middle, and a carriage sits upon them. The tunnel walls are rough, carved from natural rock.

<<generate1>><<person1>>
<<if $exposed gte 1>>
	A <<person>> approaches you. <<covered>> <<He>> averts <<his>> eyes, sparing you some embarrassment.

	"Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles.

	"There are fresh clothes on the carriage." <<He>> doesn't seem surprised by your nudity. "Stay away from the crates. They won't get out, but no sense agitating them."
<<else>>
	A <<person>> approaches you. "Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles.
<</if>>

<<estate_stone_links>>

:: Estate Stone
<<effects>>

You are in an underground tunnel beneath the Remy estate.

<<if $estate.vials is "shattered" and $enemyno gte 1>>
	The <<person>> left in search of help.
	<<if $estate.chaos gte 100>>
		You don't think <<he>> will find any, given the state of the grounds above.
	<</if>>
<<elseif $enemyno gte 1>>
	The <<person>> taps something into <<his>> laptop.
<</if>>

<<estate_stone_links>>

:: Estate Stone Carriage
<<effects>>

You approach the parked carriage. The doors are open, so you step inside. An aisle runs down the middle, flanked by metal seats towards the front, and shelves towards the back.

The shelves are empty, save a pair of overalls.

There's a red lever at the front.

<<link [[Wear the overalls|Estate Stone Overalls]]>><<upperwear 39>><</link>>

<<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>>

<<link [[Leave|Estate Stone]]>><</link>>

:: Estate Stone Overalls
<<effects>>

You pull on the overalls.

<<if $breastsize gte 5>>
	They struggle to accomodate your <<breasts>>, but cover the important bits.
<<elseif $player.gender is "f" or $player.gender_appearance is "f">>
	They leave your chest a bit exposed, but cover the important bits.
<<else>>
	They're a perfect fit.
<</if>>

<<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>>

<<link [[Leave|Estate Stone]]>><</link>>

:: Estate Stone Lever
<<effects>>

You walk to the front of the carriage, and the pullable lever. It clicks into a new position. The carriage lurches, and you fall onto a seat.

You hear shouting over the roar of the engine, but can't make out the words. They're left far behind as the carriage plunges into darkness.
<<endcombat>>

Rings of light occasionally whip by as the vehicle rattles along the tracks.

<<link [[Next|Elk Compound Station]]>><<estate_end>><</link>>

:: Estate Stone Carriage Stop
<<effects>>

You approach the carriage. "The train is off-limits," says the <<person>> behind you. "Make your delivery, and get out."

<<link [[Approach the shelf|Estate Stone Shelf]]>><</link>>

<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>

:: Estate Stone Shelf
<<effects>>

You approach the shelf. It holds a row of vials. Purple liquid swirls within. It's faint, but you smell a sweet scent. You feel lightheaded, and a yearning warmth builds within. <<garousal>><<arousal 600>>

<<link [[Knock over the vials|Estate Stone Knock]]>><<arousal 600>><<farm_aggro -10>><</link>><<garousal>><<laggro>>

<<if $exposed gte 1 or $estate.vials is "shattered">>
	<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>

<<elseif $estate.carriage_attempt isnot true>>
	<<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>>

<</if>>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>

:: Estate Stone Knock
<<effects>>

You sweep the phials off the shelf, and run before they shatter.<<set $estate.vials to "shattered">>

"Stupid <<girl>>," the <<person>> shouts while marching closer. "That's a whole day's harvest!" <<He>> grasps your arm. "Who sent you?"

<<link [[Bailey|Estate Stone Bailey]]>><</link>>

<<link [[Remy|Estate Stone Remy]]>><</link>>

<<link [[Harper|Estate Stone Harper]]>><</link>>

<<link [[No one|Estate Stone No]]>><<def 1>><</link>>

:: Estate Stone Bailey
<<effects>>

<<if $submissive gte 1150>>
	"B-Bailey sent me," you say.
<<elseif $submissive lte 850>>
	"Bailey sent me," you say.
<<else>>
	"Bailey," you say.
<</if>>

The <<person>> hesitates, then releases you. "I didn't know we did business with that sort," <<he>> sniffs. "Remy will hear of this. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you.

<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>

<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>

:: Estate Stone Remy
<<effects>>

<<if $submissive gte 1150>>
	"R-Remy," you say. "Like you."
<<elseif $submissive lte 850>>
	"Remy," you say. "Idiot."
<<else>>
	"Remy," you say. "Same as you."
<</if>>

The <<person>> tightens <<his>> grasp. "Strange," <<he>> says. "I know all our employees, and I don't recognise you." <<He>> pulls you towards the ramp leading outside. "Don't struggle."

<<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>>

<<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>>

:: Estate Stone Harper
<<effects>>

<<if $submissive gte 1150>>
	"D-Doctor Harper sent me," you say.
<<elseif $submissive lte 850>>
	"The doctor," you say. "Best let me go."
<<else>>
	"Doctor Harper," you say.
<</if>>

The <<person>> releases you. "Then go tell the good doctor what you've done," <<he>> says. "No punishment I could give would compare. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you.

<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>

<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>

:: Estate Stone No
<<effects>>

<<if $submissive gte 1150>>
	"I-I'm here on my own," you say.
<<elseif $submissive lte 850>>
	"I'm no one's dog," you say.
<<else>>
	"No one sent me," you say.
<</if>>

The <<person>> tightens <<his>> grasp. "I don't know how you got in," <<he>> says. "I'll be having a word with security." <<He>> pulls you towards the ramp leading outside. "Don't struggle."

<<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>>

<<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>>

:: Estate Stone Inner Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Estate Stone Inner Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Estate Stone Inner Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Estate Stone Inner Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Estate Stone Inner Fight]]>><</link>><<nexttext>>
<</if>>

:: Estate Stone Inner Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid.

	<<clotheson>>
	<<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>>

<<elseif $enemyhealth lte 0>>
	The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid.

	<<clotheson>>
	<<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>>

<<else>>
	<<tearful>> you fall to the ground. You're too hurt to continue fighting.

	The <<person>> grasps your arm, and tugs you up the ramp.

	<<clotheson>>
	<<link [[Next|Estate Stone Quiet]]>><<clotheson>><</link>>

<</if>>

:: Estate Stone Inner Fight Aphrodisiac
<<effects>>

<<He>> lands in the purple fluid. <<He>> scrambles away on <<his>> hands and knees. "I-I can't," <<he>> says. "I can't stop."
<<if $NPCList[0].pronoun is "f">>
	<<if $NPCList[0].penis isnot "none">>
		<<He>> flips up <<his>> skirt, revealing <<his>> <<print $NPCList[0].penisdesc>>, and masturbates.
	<<else>>
		<<He>> flips up <<his>> skirt, revealing <<his>> pussy, and masturbates.
	<</if>>
<<else>>
	<<if $NPCList[0].penis isnot "none">>
		<<He>> unzips <<his>> fly, revealing <<his>> <<print $NPCList[0].penisdesc>>, and masturbates.
	<<else>>
		<<He>> unzips <<his>> fly, <<He>> flips up <<his>> skirt, revealing <<his>> pussy, and masturbates.
	<</if>>
<</if>>
<<tearful>> you step away. The <<person>> is lost in <<his>> own world for now.

<<clotheson>>
<<saveNPC 0 estate_stone>>
<<endcombat>>
<<loadNPC 0 estate_stone>><<person1>>
<<clearNPC estate_stone>>

<<link [[Next|Estate Stone]]>><</link>>

:: Estate Stone Quiet
<<effects>>

<<if $estate.chaos gte 100>>
	You emerge outside. The <<person>> drops your arm as <<he>> beholds the scene before <<him>>. Free cattle rampaging around, chased by confused goons. The smell of burnt sweetness in the air.

	<<He>> doesn't notice you slip away. You return to the tunnel, now absent its guardian.

	<<link [[Next|Estate Stone]]>><<endcombat>><</link>>

<<else>>
	You emerge outside. The <<person>> pulls you towards the gates. The <<generate2>><<person2>><<person>> standing guard opens it as you approach.

	You're shoved through. The gate rattles shut behind you.

	<<endcombat>>

	<<link [[Next|Moor]]>><<estate_end>><</link>>

<</if>>

:: Estate Stone Leave
<<effects>>

You walk up the ramp, and emerge outside.

<<link [[Next|Estate]]>><</link>>

:: Estate Approach
<<effects>>

You approach the fence. The bars are several times your height, and the top menaces with barbed wire. Most of the farm beyond is concealed by copse and hillock, but you can see the top of a barn peak above. A stately manor perches on a hill beyond, overlooking the moor.

There's a gate nearby. It's guarded.

<<if $estate_done is true>>
	Security is on high alert. You won't be able to enter until tomorrow.

<</if>>

<<if $farm_stage gte 5>>
	<<if $estate_done isnot true>>
		<<link [[Approach the gate|Estate Gate]]>><</link>>

	<</if>>
<</if>>

<<if $estate_fence is "bird">>
	<<link [[Search for another entrance (0:30)|Estate Entrance Bird]]>><<pass 30>><</link>>

<<elseif $estate_fence is "landry">>
	<<link [[Search for another entrance (0:30)|Estate Entrance Landry]]>><<pass 30>><</link>>

<<elseif $estate_fence is "secret" and $estate_done isnot true>>
	<<link [[Use the secret entrance (0:03)|Estate Entrance Secret]]>><<pass 3>><</link>>

<</if>>

<<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>

:: Estate Gate
<<effects>>

<<generate1>><<person1>>
You approach the gate.

<<if $daystate is "night">>
	A light flares into life. You shield your eyes.
<<else>>
	A <<person>> leaves a checkpoint, and speaks into <<his>> radio.
<</if>>

<<if $estate_bluffed is true>>
	<<He>> peers through the gate. "You again?" <<he>> says. "Clear off."

	They won't let you in today.

<<else>>
	<<He>> peers at you. "This is the Remy estate," <<he>> says. "What's your business?"

	<<if $estate_fence is undefined>>
		<<set $estate_fence to "quest">>
		You could avoid the gate by breaking through the fence, but you'll need help from someone with underworld connections, or someone who knows the moor.

	<</if>>

	<<set $skulduggerydifficulty to 800>>
	<<link [[Bluff your way in|Estate Bluff]]>><<set $estate_bluffed to true>><</link>><<skulduggerydifficulty>>

<</if>>
<<link [[Turn away|Estate Approach]]>><<endevent>><</link>>

:: Estate Bluff
<<effects>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>

	<<if $submissive gte 1150>>
		"I-I'm here with a delivery," you say. "Something from town."
	<<elseif $submissive lte 850>>
		"Got something for Remy," you say. "From the usual people."
	<<else>>
		"Got a delivery," you say. "From the usual people."
	<</if>>

	The <<person1>><<person>> presses a button on the other side of the fence, and the gate shudders open. You enter without further trouble.

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>

	<<link [[Next|Estate]]>><<endevent>><<estate_init gate>><</link>>

<<else>>

	<<if $submissive gte 1150>>
		"I-I-I don't mean to be a bother," you say. "I-I'm just here to deliver something."
	<<elseif $submissive lte 850>>
		"Remy's expecting me," you say. "Let me through. Or your boss will hear of it."
	<<else>>
		"Just delivering something," you say. "Let me through."
	<</if>>

	The <<person1>><<person>> laughs. "Nice try. Get gone."

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
	<<else>>
		That was too easy. You didn't learn anything.

	<</if>>

	<<link [[Next|Estate Approach]]>><<endevent>><</link>>

<</if>>

:: Estate Entrance Bird
<<effects>>

You search the fence, looking for any damage wrought by the Great Hawk.

You're peering beneath a bramble patch when you see it. A hole torn through the bars.

You crawl beneath the thorns, and through the fence, emerging on the other side.

<<set $estate_fence to "secret">>

<<link [[Next|Estate]]>><<estate_init secret>><</link>>

:: Estate Entrance Landry
<<effects>>

You search the fence, looking for any damage wrought by Landry's specialist.

You're peering beneath a bramble patch when you see it. A hole torn through the bars.

You crawl beneath the thorns, and through the fence, emerging on the other side.

<<set $estate_fence to "secret">>

<<link [[Next|Estate]]>><<estate_init secret>><</link>>

:: Estate Entrance Secret
<<effects>>

You crawl beneath the bramble patch, and through the hole in the fence, emerging on the other side.

<<link [[Next|Estate]]>><<estate_init secret>><</link>>

:: Estate Leave Gate
<<effects>>

<<if $estate.chaos gte 1>>
	The gate is unguarded. You push the button, and it rattles open. No one stops you leaving.
	<<set $estate_chaos to true>>
<<else>>
	A guard opens the gate as you approach. They watch as you pass.
<</if>>

<<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>>

:: Estate Leave Secret
<<effects>>

<<if $estate.chaos gte 1>>
	<<set $estate_chaos to true>>
<</if>>
You crawl beneath the bramble patch, and the fence, emerging on the other side.

<<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>>

repo_name: Area/degrees

license: mit


code:
:: Estate Cards Whisky
<<effects>>

Wren holds out <<his>> glass, and the <<person2>><<person>> pours <<person1>><<him>> a shot. <<He>> downs it at once. "That all?" <<he>> asks, slamming the empty vessel against the table. "My turn." <<He>> pauses.
<<estate_cards_bet>>

<<if $NPCName[$NPCNameList.indexOf("Wren")].love gte 50 and random(1, 10) is 10>>
	<<Hes>> relieved you didn't ask for more. You know Wren well enough to tell.
<</if>>

<<cards_play_options>>

:: Estate Cards Kiss
<<effects>>

Wren doesn't hesitate. <<He>> grasps the

<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
	<<person2>>
<<case 2>>
	<<person3>>
<<case 3>>
	<<person4>>
<<case 4>>
	<<person5>>
<<default>>
	<<person6>>
<</switch>>
<<person>> by the collar, pulls <<him>> close, and kisses <<his>> lips.

<<person1>>
Wren lingers for a moment before pulling away, leaving <<his>> colleague flushed. "My turn," <<he>> says.
<<estate_cards_bet>>

<<cards_play_options>>

:: Estate Cards Steeds
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Steeds 2]]>><</link>>

:: Estate Cards Steeds 2
<<effects>>

<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
	<<if $beastmalechance is 100>>
		<<set _estate_cards_monsters to "bulls">>
	<<elseif $beastmalechance is 0>>
		<<set _estate_cards_monsters to "cows">>
	<<else>>
		<<set _estate_cards_monsters to "both">>
	<</if>>
<<else>>
	<<set _estate_cards_monsters to "beasts">>
<</if>>

<<if $daystate is "day" and $hour gte 12>>
	Wren directs the group towards a large barn. You continue past it, along a mud trail leading towards a gate in the fence. There's an enclosed field beyond.
	You see
	<<switch _estate_cards_monsters>>
	<<case "bulls">>
		bullboys grazing, while centaur drink from a river.

	<<case "cows">>
		cowgirls grazing, while centaur drink from a river.

	<<case "both">>
		bullboys and cowgirls grazing, while centaur drink from a river.

		<<if random(1, 2) is 2>>
			<<set _estate_cards_centaur to "m">>
		<<else>>
			<<set _estate_cards_centaur to "f">>
		<</if>>
	<<default>>
		cattle grazing, while horses drink from a river.

	<</switch>>

	"You lot wait here," Wren says, before striding on.
	<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
		<<He>> shares a few words with a bashful guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does.
	<<else>>
		<<He>> shares a few words with a guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does.
	<</if>>
	<<switch _estate_cards_monsters>>
	<<case "bulls">>
		<<He>> walks past the grazing bullboys, towards the centaur. One steps forward to meet <<him>>. He wears a wary expression.

		Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" he bellows. "Say that again and I'll stomp you into the mud."

		Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off his chest, but his glare follows Wren all the way to the gate.

	<<case "cows">>
		<<He>> walks past the grazing cowgirls, towards the centaur. One steps forward to meet <<him>>. She wears a wary expression.

		Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" she bellows. "Say that again and I'll stomp you into the mud."

		Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off her breast, but her glare follows Wren all the way to the gate.

	<<case "both">>
		<<He>> walks past the grazing bullboys and cowgirls, towards the centaur. One steps forward to meet <<him>>. <<if _estate_cards_centaur is "m">>He<<else>>She<</if>> wears a wary expression.

		Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" <<if _estate_cards_centaur is "m">>he<<else>>she<</if>> bellows. "Say that again and I'll stomp you into the mud."

		Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off <<if _estate_cards_centaur is "m">>his chest<<else>>her breast<</if>>, but <<if _estate_cards_centaur is "m">>his<<else>>her<</if>> glare follows Wren all the way to the gate.

	<<default>>
		<<He>> walks past the grazing cattle, towards the horses. One steps forward as if to meet <<him>>.

		Wren bites into the apple before speaking. You can't make out <<his>> words, but the horse bellows a neigh, and stomps the ground in response.

		Wren turns around, and throws the apple core over <<his>> shoulder. It bounces off the horse's back. The others pace, as if nervous.

	<</switch>>

<<else>>
	Wren directs the group along a trail, and through a copse. You emerge beside a stone building. It's a stable.

	<<switch _estate_cards_monsters>>
	<<case "bulls" "cows" "both">>
		Centaur watch from some of the stalls.

	<<default>>
		Horses watch from some of the stalls

	<</switch>>

	Wren swaggers up to the closest. "Who's a good horsey?" <<he>> mocks. "You are. Staying safe in your cage. I'm sure you'll be freed later. When your master says so."

	<<switch _estate_cards_monsters>>
	<<case "bulls" "cows" "both">>
		The centaur snarls, and lunges for Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues.

	<<default>>
		The horse snorts, and tries to bite Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues.

	<</switch>>

<</if>>

<<if $cow gte 6>>
	Remy's steeds are proud, and like to consider themselves near equal to Remy's human servants. Certainly above cattle. Remy will find them uncooperative for a while.

<</if>>

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Rumour
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Rumour 2]]>><</link>>

:: Estate Cards Rumour 2
<<effects>>

Wren leads you to a stone shed. It's small, but three guards stand beside it.

<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
	They leer at Wren.
<<elseif $exposed gte 1>>
	They leer at you, until Wren gets their attention.
<<else>>
	Wren walks up to them.
<</if>>

<<set _rng to random(1, 2)>>
<<if _rng is 2>>
	"Has Remy really done a runner?" <<he>> asks. That redirects their attention. "I know there's a copper around, but I thought it was the usual friendly sort. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away.
<<else>>
	"Have you seen those creatures about too?" <<he>> asks. That redirects their attention. "I thought they kept them caged. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away.
<</if>>

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Top
<<effects>>

Wren hesitates a moment, then

<<if $pronoun is "f">>
	pulls off <<his>> top, revealing the bra
<<else>>
	unbuttons <<his>> shirt, revealing the vest
<</if>>
beneath.

<<His>> friends seems more interested in ogling you, for the moment.

"It's warm in here anyway," <<he>> says, chucking the garment on the counter. "My turn next," <<he>> pauses.

<<estate_cards_bet>>

<<cards_play_options>>

:: Estate Cards Weapons
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Weapons 2]]>><</link>>

:: Estate Cards Weapons 2
<<effects>>

You arrive at a stone shed. The entrance is guarded, but Wren leads you around the edge. <<He>> points at an open window, several feet above your head.

"Give us a lift," <<he>> says, pointing at the ground beneath the window.

<<link [[Help Wren up|Estate Cards Weapons Help]]>><<npcincr Wren love 1>><</link>><<glove>>

<<link [[Let one of the goons do it|Estate Cards Weapons Goon]]>><<npcincr Wren dom -1>><</link>><<ldom>>

:: Estate Cards Weapons Help
<<effects>>

You crouch beneath the window, and let Wren step on your shoulders to reach the window above. <<He>> disappears inside.

<<if $exposed gte 1>>
	<<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long.
<<else>>
	<<He>> isn't long.
<</if>>

A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons.

"They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime."

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Weapons Goon
<<effects>>

The <<person2>><<person>> crouches beneath the window, and lets Wren step on <<his>> shoulders to reach the window above. <<person1>><<He>> disappears inside.

<<if $exposed gte 1>>
	<<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long.
<<else>>
	<<He>> isn't long.
<</if>>

A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons.

"They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime."

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Bottoms
<<effects>>

Wren hesitates a moment, then

<<if $pronoun is "f">>
	tugs off <<his>> skirt, revealing a pair of panties.
<<else>>
	tugs off <<his>> trousers, revealing a pair of briefs.
<</if>>
A couple of <<his>> friends glance at them. Wren acts cool, but <<hes>> blushing.

"It's a freeing feeling," <<he>> says, chucking the garment on the counter. "My turn next." <<He>> pauses.
<<estate_cards_bet>>

<<cards_play_options>>

:: Estate Cards Cars
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Cars 2]]>><</link>>

:: Estate Cards Cars 2
<<effects>>

There's a muddy carpark nearby, full of tall vehicles with thick wheels. Wren holds out <<his>> hand, and the <<person3>><<person>> passes <<person1>><<him>> a set of keys. Wren opens the bonnet of each car in turn, fiddling with the interior, tugging off parts and hurling them aside.

"Hope there are no emergencies," Wren says after closing the last. "There's no permanent damage, but I don't envy whoever has to fix them." <<He>> laughs.

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Window
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Window 2]]>><</link>>

:: Estate Cards Window 2
<<effects>>

Wren's colleagues seem nervous as you approach the manor. It looms above the rest of the estate, sitting atop a rocky hill. There's only one clear path up. It's guarded.

Wren leads you away, across a dell, to the base of a cliff. The manor perches above, and there's no one in view. Wren searches the ground, and finds a fist-sized rock.

<<if random(1, 2) is 2>>
	Wren's aim proves true despite the distance, shattering a window on the second floor.
<<else>>
	The rock hurtles upwards, but misses its mark, bouncing harmlessly off the wall. Wren's second attempt is more successful, and shatters a window on the third floor.
<</if>>
Wren's colleagues make a hasty escape, and Wren isn't far behind.

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Under Top
<<effects>>

Wren glances around the room. <<His>> colleagues look away, but <<he>> blushes regardless. <<He>> takes a breath,

<<if $pronoun is "f">>
	and reaches behind <<his>> back, undoing <<his>> bra and revealing <<his>> <<print $NPCList[0].breastsdesc>>. <<He>> covers them with an arm.
<<else>>
	and pulls off <<his>> vest, revealing <<his>> muscular chest.
<</if>>

You catch a few of <<his>> colleagues sneak peeks.

"You're not to be underestimated," <<he>> says, chucking the garment on the counter. "But you'll get yours." <<He>> pauses.
<<estate_cards_bet>>

<<cards_play_options>>

:: Estate Cards Cattle
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Cattle 2]]>><</link>>

:: Estate Cards Cattle 2
<<effects>>

<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
	<<if $beastmalechance is 100>>
		<<set _estate_cards_monsters to "bulls">>
	<<elseif $beastmalechance is 0>>
		<<set _estate_cards_monsters to "cows">>
	<<else>>
		<<set _estate_cards_monsters to "both">>
	<</if>>
<<else>>
	<<if $beastmalechance is 100>>
		<<set _estate_cards_monsters to "beast_bulls">>
	<<elseif $beastmalechance is 0>>
		<<set _estate_cards_monsters to "beast_cows">>
	<<else>>
		<<set _estate_cards_monsters to "beast_both">>
	<</if>>
<</if>>

Wren directs the group towards a large barn.
<<if $daystate is "day">>
	You continue past it, along a mud trail leading towards a gate in the fence.
	<<switch _estate_cards_monsters>>
	<<case "bulls">>
		Bullboys graze in the enclosed field beyond.
	<<case "cows">>
		Cowgirls graze in the enclosed field beyond.
	<<case "both">>
		Bullboys and cowgirls graze in the enclosed field beyond.
	<<default>>
		Cattle graze in the enclosed field beyond.
	<</switch>>
	The guard glances at Wren, and at you. <<covered>>

	"Remy's asking for ya," Wren says. The guard sits upright. "Best not keep the boss waiting. We'll take over here."

	The guard rushes away. Wren wastes no time, and opens the gate. "Here cows," <<he>> says. "You're free. Go!" There's no response.

	<<switch _estate_cards_monsters>>
	<<case "bulls">>
		It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys through the gate.
	<<case "cows">>
		It takes some cajoling, but Wren and <<his>> friends manage to herd the cowgirls through the gate.
	<<case "both">>
		It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys and cowgirls through the gate.
	<<default>>
		It takes some cajoling, but Wren and <<his>> friends manage to herd the cattle through the gate.
	<</switch>>
	They're energised once outside, eager to explore a new environment.

<<else>>
	<<He>> throws open the doors. The sides are lined with stalls,
	<<switch _estate_cards_monsters>>
	<<case "bulls">>
		each housing a bullboy.
	<<case "cows">>
		eaching housing a cowgirl.
	<<case "both">>
		each housing a bullboy or cowgirl.
	<<case "beast_bulls">>
		each housing a bull.
	<<case "beast_cows">>
		each housing a cow.
	<<default>>
		each housing a cow or bull.
	<</switch>>

	Wren marches down one side, opening each gate. It takes some encouragement, but <<his>> colleagues manage to cajole the cattle from their cells, and through the front doors.

	They're energised once outside, eager to explore a new environment.

<</if>>

"Job done," Wren says as the pair of goons you passed earlier run by, chasing after one of the escapees. "That should liven things up."

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Under Bottoms
<<effects>>

Wren's face reddens.

<<if $pronoun is "f">>
	<<He>> pushes a thumb behind the hem of <<his>> black panties, and pushes them down <<his>> legs.
<<else>>
	<<He>> pushes a thumb behind the hem of <<his>> black briefs, and pushes them down <<his>> legs.
<</if>>
<<Hes>> left with nothing but <<his>> shoes and socks. <<His>> colleagues smirk as <<he>> hides <<his>>
<<if $NPCList[0].penis isnot "none">>
	<<print $NPCList[0].penisdesc>>
<<else>>
	pussy
<</if>>
with <<his>> arm.

"No more going easy on you," Wren says, throwing the garment on the counter. "My turn next." <<He>> pauses.
<<estate_cards_bet>>

<<cards_play_options>>

:: Estate Cards Fire
<<effects>>

<<wren_sabotage_nude>>

<<link [[Next|Estate Cards Fire 2]]>><</link>>

:: Estate Cards Fire 2
<<effects>>

You arrive at a carpark. Wren holds out <<his>> hand, and a <<person3>><<person>> passes <<person1>><<him>> a set of keys. <<He>> opens a boot, and retrieves a petrol can. <<His>> colleagues seem nervous. "You're trouble," Wren says. "But I gave my word."

There's a field across the estate. Strange, purple flowers grow in rows. Wren feeds them with petrol, just an unlucky patch. One match is all it takes.

<<link [[Next|Estate Cards Fire 3]]>><</link>>

:: Estate Cards Fire 3
<<effects>>

<<earnFeat "Firestarter">>
<<drugs 60>>
"Job done," Wren says, striding away. "Best we be gone before it's discovered." The fumes are sweet. You feel lightheaded.

You hear shouting behind you not long after, followed by an alarm. Wren laughs.

<<link [[Next|Estate Cards Return]]>><</link>>

:: Estate Cards Return
<<effects>>

You return to the cottage.

<<cards_lap_return>>

<<cards_play_options>>


code:
:: Widgets Estate [widget]
<<widget "estate_init">>
<<set $estate to {}>>
<<set $estate.cards to {}>>
<<set $estate.cards.lust to 0>>
<<set $estate.cards.daring to 0>>
<<set $estate.cards.wren_top to 1>>
<<set $estate.cards.wren_bottoms to 1>>
<<set $estate.cards.wren_under_top to 1>>
<<set $estate.cards.wren_under_bottoms to 1>>
<<set $estate.cards.wren_exposed_text to 0>>
<<set $estate.cards.pc_exposed_text to 0>>
<<set $estate.cards.pc_exposed_walk to 0>>
<<set $estate.entrance to $args[0]>>
<<set $estate.chaos to 0>>
<</widget>>

<<widget "estate_end">>
<<unset $estate>>
<<set $estate_done to true>>
<</widget>>

<<widget "estate_chaos_bar">>
Chaos:
<<statbarinverted $estate.chaos 100>>

<</widget>>

<<widget "estate_chaos">>
<<if $args[0]>>
	<<set $estate.chaos += $args[0]>>
<</if>>
<</widget>>

<<widget "estate_stone_links">>
<<if !$estate.vials>>
	<<link [[Approach the shelf|Estate Stone Shelf]]>><</link>>

<</if>>
<<if $exposed gte 1 or $estate.vials is "shattered">>
	<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>

<<elseif $estate.carriage_attempt isnot true>>
	<<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>>

<</if>>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endevent>><</link>>

<</widget>>