Naodica Cardgame

The Naodica Saga Card Game
A game by Nicholas A Kempin

Introduction

The Goal of the Naodica Saga card game is to achieve 30 or more Influence. To gain Influence you must develop Locations, and gain power! The road to victory will be fraught with both military conflicts, magical ability, and political intrigue. Which of the ten nations of the Zurian sea will be dominant, and which will be left in smoldering ruins, you will decide. The game is designed to be played with 2 – 5 players with plenty of politicking and deals occurring between players. The average gameplay should last between 30-60 minutes. The game is suitable for players thirteen years and older.

How to Win

To win you must achieve 30 or more Influence. To gain Influence you must spend power during the Consolidation Phase (see phases of a turn for more information) on a one-to-one basis. Playing cards, winning challenges and building up locations all increase the power you gain during a turn, and power can be spent to build new locations, muster units, or gain influence. Balancing how you spend your power will be the key to winning.

Loss Conditions

There are two Loss Conditions in the Naodica Saga Card Game. Keeping track of these two conditions will be vital to ensuring you can continue the fight for the Zurian Sea.

  • If during the Development phase you cannot draw to your full hand size due to no card remaining in your deck, you lose.

  • If you ever have 0 Influence you lose the game.

Rule Zero

Whenever a card disagrees with the rules, follow the instructions on the card.

Starter Deck Components

Each Naodica Saga Faction Kit contains the following:

  • 60 Cards

  • 48 Power/Influence Counters

  • 10 Token Cards

  • 1 Faction/Draft card

Deck Construction (Constructed Format)

When making a deck you must choose one faction to represent it. The Faction card will let you know what types of cards you can use in deck construction. You can only have a maximum of three of any one card in your deck. Decks consist of 60-70 cards, not including your Faction Card.

  • Faction Card (Used to signify your faction and give you additional instructions for game setup)

  • 60 Card Deck (not including tokens and your faction card)

    • You may have no more than three copies of any one card in your deck.

    • You may only include cards that belong to one of the two attributes shown on your faction card.

  • Dice or counters to represent your power.

  • Dice or counters keeping track of your Influence.

Game setup

  • Each Player will start with 10 Influence, please mark this with either Influence Dice (2 ten sided dice), a piece of paper, or with counters of some sort.

  • Place your deck on your right-hand side, and set aside your faction card. Shuffle your deck, ensuring the faction card is not shuffled into it.

  • Then place the faction card above your deck and put a number of power tokens on the faction card as indicated on it.

  • You only gain this number of power tokens at the beginning of the game, all future power tokens come from in-game sources. 

  • The faction card will also tell you your starting and maximum hand size, you will draw up to your maximum hand size now. 

  • Each player gets one mulligan opportunity: You may set aside any number of cards from your hand. Then draw a number of cards equal to those set-aside. Then shuffle the cards you set aside into your deck.

  • The player with the lowest starting power gains the first player token, in the case of a tie roll a die with the highest number shall determine who will go first, the game will proceed clockwise from them. 

  • At the start of the game, you will place in front of you up to three cards (either Units or Locations) face down equal in total cost to five power. These will be your starting locations/units.

  • Once done everyone will reveal their chosen cards, you do not need to pay the power for these cards. 

  • You will then draw cards from your deck to your maximum hand size.

  • The game has begun and you should follow the phases of the game from here on out.

The Phases of a Round

The Four Phases of the game are Growth, Develop, Challenge, and Consolidate. Through these four phases, you will develop your faction and move towards becoming the most influential faction in the region! Here we’ll discuss in simple terms the four phases and what you can do, followed by a detailed breakdown of the phases, and finally an example of a round of the game.

Round Overview

Growth Phase: During the growth phase you will refresh all your cards, gather power from your locations, draw up to your maximum hand-size, and then discard up to two cards to gain 1 power for each card you discard. Everyone will take turns completing their growth phases, once everyone is done you’ll move onto the Develop Phase (details on page 8). [In the two-player format the maximum you can discard is one card during the Growth Phase.]

Develop Phase: During this phase, you’ll spend power to develop locations, muster units, and purchase equipment for those units. Everyone will take turns developing their forces, once everyone is done you’ll move onto the Challenge Phase (details on page 9).

Challenge Phase: During the Challenge Phase you may select a number of your Units to attack another player. These attacks come in three flavors; Military (where you try and destroy a location), Political (where you try and steal power), and Magical (where you get rid of cards from their deck). Once you make your attack that player can defend and a Challenge starts. At the start of a Challenge, the defending player may play a Strategy Card first, followed by the attacking player. Once those cards are played then you can use units’ special abilities, or play tactic cards to try and win. Eventually, both players will pass on playing more cards or using abilities. Once this happens players will compare the final strength numbers on their cards that are not exhausted and whoever has the higher number wins. Play will then pass to the next player who can make their own Challenge, and on until everyone has either made a Challenge or passed on a Challenge (details on pages 9 and 10).

Consolidate Phase: The final phase is where you can choose to turn whatever leftover power you have from the round and turn it into influence on a one-to-one basis. During this phase you'll be allowed to move enhancement cards between units you control. After everyone has finished moving their enhancements, and converting power to influence is when you’ll check to see if any player has reached or exceeded 30 Influence, if so they win the game (details on page 11). Any power you don’t transfer into Influence remains for your use in the next turn.

Basic Concepts

Before you start playing the Naodica Saga Card Game there are a couple important concepts that you should learn to make playing and navigating the cards easier. This section hopes to fill you in on these basic concepts and terms before throwing you into the gameplay as a whole.

Taking Actions

In the Naodica Saga Card Game, there are two types of actions you can take; Actions, and Reactions. Actions are dictated by the card themselves, these can be as simple as playing a Unit from your hand which is an inherent action and needs no reminder text, to utilizing the action on a card during a Challenge. Players take turns doing actions, for example, one player will take an action to muster a Unit, then the next player uses an action to build a location, and the third uses their action to cast a spell, then returning to the first player.

Reactions on the other hand do not take up an action and instead can be done at any time that certain conditions are met, some common ones are when you muster a Unit you might have a reaction that tells you to draw a card. Others might be a reaction that lets you ignore the effects of an action targeting one of your units.

The flexibility between action and reaction continues even in Challenges, though often instead of focusing on the interplay between two players, others are sometimes able to use actions to interject and affect the challenge.

Exhausting & Refreshing

In the Noadica Saga Card Game, there are two terms that you will see over and over again, Exhaust and Refresh. These terms are used as a shorthand for a specific action you will take in-game and the effect they have on the game.

Exhaust means to turn a card sideways from its default position. When a card is exhausted it cannot be exhausted again, and during a Challenge, their strength does not count towards challenge resolution.

Refresh means to turn an exhausted card back to its default position. This means it can be used as normal, and can even be exhausted as normal.

Challenges

Challenges are how you seek to gain power through conflict, as well as interfere with your opponent’s plans and potentially their economy. There are three types of Challenges and all challenges must target a location if able, otherwise they target the opponent directly. These three types of challenges are Military, Political, and Magical. Each type of challenge has a secondary victory effect if you can overcome the location or opponent’s defense. For military challenges, you destroy the location you are attacking, political challenges you steal power from your opponent, and intrigue you force them to discard the top five cards of their deck.

Strength & Defense

Strength and Defense are two important stats for determining victory in various Challenges.

Strength comes in the varieties; Military, Political, and Magical. During these Challenges, you will compare your strength against your opponent’s strength, which strength stat you use depends on the type of challenge.

Defense is a stat that exists on location cards. At the completion of a challenge, the attacker will compare their strength to the defender’s strength. If the attacker's strength is higher they'll subtract the defender's strength from their total, then compare it to the location's defense stat. If their new total is higher than the location's defense stat then they have a secondary win effect depending on the type of challenge.

Playing Cards

Playing cards in the Naodica Saga Card Game typically will require you to spend your hard-gained power. There are several terms used in the game to mean playing a card. These terms are primarily thematic but can have specific in-game effects from specific cards.

Build is the term used for when you're playing a location card.

Cast is used for playing spell cards.

Muster is the term used for when you're playing a Unit card to the muster zone specifically.

Play is the generic term for when you're playing a card except on the three prior examples.

Gaining Power

Gaining power is one of the most important parts of the Naodica Saga Card Game as it is central, not only to playing cards, but also to acquiring Influence. As such there are several ways in which to gain Power.

  • Beginning of Game: At the beginning of the game, each player will gain a certain amount of power based upon their faction card. This is a one-time boost that represents the baseline power of the faction.

  • Locations: Locations provide you with a constant stream of power, but have a chance of being destroyed by your opponents.

  • Discarding Cards: During the Development Phase, you may discard up to two cards and gain 1 power for each card you discard.

  • Challenges: You can Challenge another player, if you win you will gain 1 power as well as potentially have some other effect for doing so. Check out the Challenges section of the Phases of a Round.

  • Card Effect: Finally some cards may gain you power, be it through keywords, or other effects. These cards are very valuable in building your power.

Gaining Influence

Influence is central to winning the game and thus it is important to know how to gain these much-coveted points. There are several ways in which to gain Influence and we’ll cover them here.

  • Consolidation: During the Consolidation Phase you can take any amount of Power you have and convert it on a one-to-one exchange for Influence. What this means is that for every Power you spend you gain 1 Influence.

  • Card Effects: While much rarer than other effects it is possible to gain Influence from cards. Having access to these cards may push you over the top if you can get the effect.

  • Losing Influence: While losing Influence is typically difficult it is possible, if you ever reach 0 Influence you immediately lose the game,

Round In-depth Breakdown

  1. Growth Phase

    1. If it is not the first turn, pass the first player token clockwise to the next player if you have the first player token.

    2. Refresh any exhausted cards.

    3. Draw cards to your maximum hand size.

    4. Acquire Power 

      1. You will gain power tokens from any Locations you control that say you gain power from them or any other cards that you have in play that would do so

      2. You may discard up to two cards, for each card you discard you gain 1 power token. [In the two-player format you may only discard up to one card instead of two.]

    5. Conduct any other actions that take place during the growth phase.

    6. Once all players have completed their Growth phase actions, proceed to the development phase.

  2. Development Phase

    1. In the development phase, you will play cards from your hand either into the Location zone or into the mustering zone (for Units). The Location Zone is located to the left of your deck, the mustering zone is in front of your Location Zone. This is referred to as either developing (Location), or mustering (Unit). In the case of most other cards, it is called playing the card. Enhancement cards are attached to units or Locations as indicated by the enhancement. You cannot play strategies, or tactics, during this phase. 

      1. To play a card you must spend an amount of power equal to the number in the upper left-hand corner of the card. If that number is a – you cannot play that card from your hand with power.

      2. Players may also move enhancements from one unit to another as an action.

    2. The first player will develop. Muster, or play cards until they decide to pass. When they pass, play continues to the next player clockwise from them. Each player will play all of their actions, once they pass they cannot take any actions until the next phase begins.

    3. Once all players have completed the Development Phase proceed to the Challenge Phase.

  3. Challenge Phase

    1. During the challenge phase, you can either ‘Challenge’ another player, or you can pass.

    2. There are three types of Challenges; Magical, Military, and Political.

      1. If a card has a – for its strength it cannot participate in that type of Challenge.

    3. Challenge

      1. During a Challenge, you select a player and a type of Challenge; Military (Red crossed shield), Political (Blue scroll), or Magical (tbd), which of your units are participating in the challenge, and where the challenge is taking place.

        1. If the opponent has a location you must choose one of those. Otherwise, you may choose the opponent as the location.

      2. The defending player must then choose which units they are defending with, these units must be able to participate in this type of challenge.

        1. If you choose not to defend you will lose 1 Influence automatically.

      3. Strategy Phase: The Defender may play a Strategy or pass, then the Attacker may play a Strategy or pass.

      4. Combat Phase: When both players have either played a strategy or passed the Defender may then take the first action. 

      5. After that, each player takes actions from units or from cards in their hands until both players pass. Typically you can only play tactics and spell cards during the Combat Phase.

      6. Conclusion: Compare combat totals, the player with the higher number wins. In the case of a tie, the defending player is the winner. The winner acquires 1 power and then compares their remaining strength to the location's defense, if the location was the opponent they have a defense of 0. If you exceed the defense of the location you gain a secondary effect.

        1. Military: If you were attacking a location that was not your opponent you destroy that location.

        2. Political: You steal 1 power from your opponent, if they have no power they instead lose 1 influence and you gain 1 power.

        3. Magical: Your opponent discards the top five cards of their deck into their discard pile.

      7. All units involved in a challenge are exhausted at the end of the challenge and return to the Muster Zone. Units are not destroyed at the end of a challenge.

    4. After the first player completes their challenge play passes clockwise for each player to commit to their challenges. Once all players have conducted a challenge, or passed, continue to the next phase.

  4. Consolidation Phase

    1. During the consolidation phase, players may exchange any power tokens they have for Influence.

      1. You can track Influence with tokens, or with a set of dice.

    2. Players may move enhancement cards between units that they control that are eligible to have those enhancements enhancing them.

    3. Players count up their total Influence, if any player meets or exceeds 30, they win. If more than one player meets or exceeds 30 the player with the highest of the two wins. If they are tied the player with more Locations wins, if they are still tied compare units, if they are still tied, they are considered co-winners.

    4. Should no player exceed 30 begin the next round and start at the Growth Phase.

Special Rules:

Action Rule: You can only use each card’s Action abilities once per round even if they are not exhausted. You cannot use Action abilities if the card is exhausted.

Enhancement Rule: A Unit can only have one Armor, one Outfit, one Shield, and one Weapon Enhancement attached at a time. They may have any number of Item and Title enhancements though. If an Enhancement is exhausted it does not add its bonuses to the attached Unit.

The Heroic Card Rule: You can only have one Heroic Card with the same name in play at a time. When a Heroic Card would be moved from play into a discard pile, you may discard a copy of that Heroic Card from your hand instead, and move them to the Mustering zone exhausted.

Anatomy of a Card:

Power Cost: Nearly every card in the Naodica Card Game has a power cost. This cost is denoted in the upper left-hand corner of the card inside the golden gear symbol. Paying this cost allows you to put that card into play.

Military Strength: This symbol is used when conducting or defending against a military challenge. It is located on the right-hand side of the card inside the red shield symbol.

Political Strength: This symbol is used when conducting or defending against a political challenge. It is located on the right-hand side of the card inside the blue scroll symbol.

Magical Strength: This symbol is used when conducting or defending against a magical challenge. It is located on the right-hand side of the card inside the tbd symbol.

Power Increase: This symbol, if it has no plus sign inside it, gives a one-time power increase, whereas if it has a plus sign within it instead it gives that amount of power every turn during the Growth Phase.

Attribute Gem: This is shown via a gemstone inlay on the left-hand side of the card. They appear in five different attributes; Erudite (blue/book), Primal (green/branch), Shadow (purple/portal), Bravado (red/flag), and Dominion (yellow/tower). 

Faction Symbol: The faction symbol is located directly across from the Attribute color on the right-hand side. These symbols are unique to each faction and show you which faction they typically fight for.

Fan of Cards: This symbol which consists of three blank cards on the Faction Card represents your starting handsize and your maximum handsize.

Name: The location of the name is either across the top in the case of location, tactics, strategies, and spells. Whereas with units and enhancements it is located along the left side of the card.

Type: This is located between the Attribute color and the Faction symbol and denotes the type of card.

Main Textbox: Located below the type of card the main text box contains both card text and ‘flavor text’ which has no in-game effect. The Main Textbox also often has an easy way of seeing when and how a card is supposed to be used. A few examples are; Growth Action, Challenge Action, Reaction. In the first example, it shows that you can use that card or effect during the Growth Phase and that it counts as an action, the next only during a Challenge Phase, and the last as a Reaction to something specific. There are many of these types of effects and they will make it easier to see when you can play those cards and/or effects.

Credits: Located at the bottom of the card this details who made the card art.

Rarity Symbol: Located to the right of the credits it shows the rarity of the card which comes on one of four types; common (black), uncommon (silver), rare (gold), and special (purple).

Defense Symbol: The defense symbol is only on location cards and is located in the upper right-hand corner. It is a grey shield symbol.

Keywords:

Ambush: Units or Enhancements with the Ambush keyword may be played during a Challenge. 

Commander: Whenever a card you control with the Commander keyword wins a Challenge you gain 1 power token. Whenever a card you control with the Commander keyword loses a Challenge you lose 1 power token instead.

Fleeting: At the end of the Consolidation Phase destroy this card.

Foresight: When this card is played you may look at the top card of your deck, you may put that card either back on top of your deck or on the bottom of your deck.

Fortification: Military Challenges must target a location with the fortification keyword if possible.

Gallant: This card is not exhausted from Challenge resolution.

Mercenary: During a Challenge that you are not involved in another player may give you 1 Power, if you accept it they gain control of this card and move it to the Challenge till the end of the Challenge.

Raider: Once per round this Unit can either be moved to or from a Challenge you are involved in.

Ritual: As an additional cost to cast a ritual spell, exhaust a spellcaster.

Spellcaster: This Unit is a Spellcaster and can be targeted as part of the casting cost of a spell.

Unending: When this card is destroyed you may shuffle it back into your deck instead of putting it into your discard pile.

Important Terms:

Build: This means playing a Location into the Location zone.

Challenge: Challenge is the term used to represent a conflict between two players.

Controlled (Control): This card is currently being used by this player and is not used by another.

Damage: This represents the effect of combat or effects on a unit. Should damage meet or exceed the strength of a unit they are destroyed.

Destroy/Destroyed: This means to move a card from play into your discard pile.

Exhaust(ed): When a card is exhausted it is turned sideways. Exhausted Units cannot be declared to a Challenge, and cards that become exhausted during a Challenge do not add their Strength to Challenge resolution.

Influence: A resource you accrue over time.

Keyword: These are bolded terms in the main textbox of a card. These have special in-game effects that are listed in this rulebook.

Muster: This means to play a Unit into the Mustering Zone.

Owned: This means the card belongs to that player’s deck that they are using.

Play: This term means to place a card in one of the zones of the game, Location, Mustering, or Challenge Zones. It can also mean a card that exists in one of those three zones.

Power: A resource used for playing cards and spent to gain Influence.

Refresh: Exhausted cards that are turned back to their standard position are refreshed and are no longer considered Exhausted.

Strength: This is one of the three numbers in the upper right-hand portion of the card, which number is used for strength depending on the type of Challenge.

Trait: The words next to the type of card examples include; Draken, Soldier, Rebel, Spellcaster. These traits do not affect the game by themselves but other cards may care about these.

Card Types:

Enhancement: These cards are attached to units typically, but some can be attached to Locations. Enhancements can add additional abilities to a card, as well as improve the strength of cards in various Challenges.

  • Enhancements alter the base stats of a Unit.

  • Enhancements can typically only be played during the Development Phase.

Location: These cards have a defensive rating that dictates how much strength is needed to destroy it. These cards provide additional power tokens every turn, and/or provide some sort of special ability or effect.

  • Locations provide you with a set amount of power during the Growth Phase.

  • Locations have a certain amount of defense that must be overcome during a challenge to gain the secondary effect.

  • Locations can only be played during setup or during the Development Phase.

Spell: Spell cards represent the magical abilities of your units. To play a spell card you need a unit with the Spellcaster trait. These cards tend to be very powerful but come at the cost of exhausting one of your spell casters instead of power.

  • Spells offer powerful effects but require you to have a spellcaster.

  • Spells can be played at any time.

  • Some spells have limitations when they can be played, this is displayed on the card itself.

Strategy: These cards represent the strategy you plan to use in a Challenge. They provide a constant buff or effect for a Challenge. They tend to be relatively cheap, but must be played before any other cards during your first action in a Challenge.

  • Strategies are powerful effects that can only be played at the very beginning of a Challenge.

  • You can only play one strategy during a Challenge.

Tactic: These cards are the tactics utilized by individual units in a Challenge and they tend to only target one unit at a time. Some tactics can be played in response to another player’s actions.

  • Tactics can only be played during a Challenge.

  • There is no limitation on the number of Tactics you can play during a Challenge.

Unit: A Unit represents your soldiers, mercenaries, spell casters, spies, politicians, etc. It is through your Units that you will gain power and overcome your opponents.

  • Units have three stats; Military strength, Political strength, and Intrigue strength.

  • Units can typically only be played during setup or during the Development Phase.

Heroic Cards: A Heroic Card comes in several forms, Heroic Units, Heroic Locations, and Heroic enhancements. These represent the generals, commanders, unique heroes, specific locations, and one of a kind items

  • When a Hero card would be destroyed you may discard a hero card with the same name to prevent its destruction, but moving them to the mustering zone exhausted.

  • Heroic Units also have the Heroic X Keyword which has specific game rules.

Faction Cards: Faction Cards are used to show what faction you are playing as, as well as provide you with specific setup rules and dictate what your maximum hand size is. Each Faction card also has a special ability.

  • Show Hand Size

  • Show Starting Power

  • Deck Construction Limitations

Factions

The Naodica: Conquest Card Game Focuses on the conflict and political maneuvering of the major powers near the Zurian Sea. Each faction fights and interacts with the world in different ways and has access to its own unique card pool as well as shared cards and mercenary factions. Each faction is made up of two distinct aspects out of five. Factions make their decks from these two aspects and gave access to a small subset of those cards that are unique to their faction.

Faction Symbol

Faction

Aspects

The Kingdom of Aetheria: One of the oldest Kingdoms in Naodica, the Kingdom of Aetheria seeks to maintain the status quo, with them as the de facto power to the west of the Zurian Sea region.

Dominion & Erudite

The Beyari Revolutionaries: the Beyari Revolutionaries are seeking to reform their lost homeland. These people have been conquered by the Empire of Zanaro and have seen the effects of this foreign occupation.

Erudite & Shadow

The Praetorate of Dagroth: Founded by a group of mercenaries who unified this disparate region from various city-states. The nation, is in essence, a military dictatorship and has brought an end to nobility, slavery, and the system of feudal lords.

Bravado & Shadow

The Queendom of Emura: A meritocratic matriarchal nation that has a strong faith in the spirits and a deep connection to the natural world. The nation is dominated by powerful clans that serve the nation.

Dominion & Primal

The Korvinhall Republic: Republican forces that seek to spread the revolution are particularly skilled in infiltration and military intervention. While they claim to support 'freedom' they power their nation through the use of slave labor.

Dominion & Shadow

The Miraki Tribes: A land of various tribes and clans that have begun to seek to spread their raiding lands and to settle for fertile lands. This has brought them into direct conflict with the nations of the Zurian Sea.

Primal & Shadow

The Kingdom of Mordrane: A Magocratic nation ruled by a powerful mage family. They maintained their independence from the Praetorate, and have long opposed the Republic of Korvinhall. Only those with magical aptitude have any hope of power within the kingdom.

Bravado & Erudite

The Pirate Federation of Restone: The island nation of Restone has long been dominated by pirate lords and with the conflicts between the various nations, they have sought to take the chance to become a ‘legitimate’ nation in their own right. They value the freedom to choose their leaders and hate monarchical and feudal systems.

Bravado & Primal

The Imperium of So’Karsa: With the Imperial family long extinct the Imperium of So’Karsa has been dominated by internal strife among the great families, now though some force seems to have united them and they seek to retake what they lost. They utilize religious conversion to bring new people to serve their nation.

Erudite & Primal

The Empire of Zanaro: The Empire of Zanaro is a pro-human, anti-magic nation that seeks to utilize its ever-increasing technological might to overcome the various nations of the Zurian sea. Witch-hunters prowl the streets for magic users, and 'recruiters' travel to the semi-independent Principalities to conscript new soldiers to serve the Empire.

Bravado & Dominion

Aspects

The five aspects represent the primary traits of those beings, locations, nations, and powers that are used. These five aspects are fairly broad, but also provide a way to develop the unique character of your deck.

Orb Color

Name

Domains

Bravado

Idealism, Haughty, Community, Brashness, Mentoring, Stirring Rhetoric

Dominion

Order, Collectivism, Industry, Industrious, Hivemind, Dogmatic

Erudite

Freedom, Imagination, Creative, Passionate, Willful, Knowledgeable

Primal

Realism, Naturalism, Resourceful, Predation, Stubborn, Instinctive

Shadow

Individualism, Profit, Subterfuge, Opportunistic, Selfish, Stealth

Game Designers

Head Game Designer: Nicholas A Kempin

Other Game Designers: Sean Boothby, Vivian Frye

Game Development Advisor: Thomas Foster

Artist Credits
Card Templates: Trevor Cuba
Card Art: Anthonette Bueno, AttacRacc, Chainilla, Gofzilla-Gofz, Lady Rosse, MikoArtsite, Moonlore, Qualangolango, Raevynn Vile, Shu

Faction symbols: MikoArtsite, Nicholas A Kempin

Card Back Revision Design: Justin Dilgard

Interlocked Pentagram Symbol: AnonMoos (public domain)

Heroes of Naodica (Card Sponsors): Amanda Brown, Al Frye, Anonymous Donor, Au Ma, GalacticVespir, Khei'Chaun, Rebecca Goleniewski

?Nicholas A Kempin 2020

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