Haruurare

A few notes while we wait for a full-ish guide:

- Rotate the girls

- When you see an event where there are girls with % and some pink dudes with % as well, that's a groping/kidnapping scenario. If you succeed the girl(s) become available to add to your club. The capture chance up item is crucial to this, but you'll only be able to regularly afford it after a few games. The rate is obviously affected by stats and skills. Generally, a high mental and appearance are more important than skill, but this is affected by skills. Funnily enough, the base capture rate can be negative, it just displays it as 1% in that case.

- When a girl is successfully recruited, the following day there'll be a notice above the Member circle in the daily routines. The middle circle in the member screen will open up the new catch screen.

- Use items to boost the girls' stats. Always. Constantly. Even more emphasis.

- A heart-broken girl (from some bad guys who rip all her heart stat off) will be bad at everything, you've been warned.

- The principal will come collect money every 10 days or so, make sure you have some floating cash on hand. The amount is shown in your calender. It increases by 50k every time. The final payment before you get the credits amounts to 350k. Then you get the credits and the money you earned does NOT get added.

- The occasional phat lewts that you send 1 girl to entertain have fetishes, try to meet them. You will receive an approximate percentage depending on how many you meet. Meeting all is mostly impossible, but an easy 100k is always welcome. The expected fetishes can be shown by hovering in the lower left.

- Total savings of your current game (grey text under your current cash) carries over to the next game, so if you do well before you game over, you'll start up nicely. You receive about 10% of the earnings, this carries over over multiple games.

-The stats are largely simple. Attraction gets you the customer (highest rating wins), Skill determines the earnings, Mental means how long they can keep it up. The color of the symbol determines how close a girl is to a rank up. Light blue basically only requires a level I item, etc. If a girl has a skill a customer desires, she can make up for multiple levels in attraction with that. (S and B still goes to S, e.g.)

- Keeping around a girl with an "n" for attractivity is good for avoiding customers you do not want. At least at the beginning, getting a girl depressed (n for mental) basically puts you down a girl. Or losing 3 Attraction on one of your best earners. Having one or two girls for catching bad skills from customers that net a lot of money is probably a good idea. However, a girl can only have three skills, they do not seem to get overwritten, so you can also block them off that way.

- Your enemy's girls stay largely the same between a few turns, so having them take a Depression skill or so can pretty effectively undermine your opponents.

- If you click the circle+arrows symbol next to a girl, they will only give a handjob. This reduces the money received, but lessen a girl's mentality decrease. (Does not protect against getting skills.)