They say that love is war, and sometimes a war calls for an alliance. The GM may optionally include scenes where the girls temporarily split into opposing teams. Further, the GM may choose to run an entire campaign with fixed teams; this method may even be used to allow for a cooperative game in which the players join forces to keep the protagonist out of the clutches of a whole host of scheming, nefarious suitors.
Team Rolls
In a team game, a typical scene consists of one Main Roll and one or more Assist Rolls. In each scene, each team nominates one of its members to attempt the Main Roll, and the remaining members all attempt the Assist Rolls. A Main Roll may be an unopposed roll, or it may be an opposed roll against the representatives from the other teams. Assist Rolls are often unopposed, but they may also be made opposed against the other teams’ representatives or assisting characters.
The results of the scene are dictated by the result of the Main Roll, which is modified by the results of the Assist Rolls. The GM determines what impact the Assist Rolls have - each team member who succeeds on an Assist Roll might grant modifiers, rerolls, or lower difficulties to the character attempting the Main Roll, or they might impose penalties on the opposing teams' representatives. If there are multiple Assist Rolls available, they might have different effects.
Cooperative Play
The GM may run a cooperative game in which the competition between the girls is replaced by a charming adventure in which the girls work together in pursuit of a common goal. Perhaps the girls of the Occult Club must join forces to keep those hussies over in the Light Music Club from stealing away their handsome new recruit. Perhaps the former rivals must all band together against a callous high school supermodel who suddenly sweeps onto the scene from her time abroad in Norway. Or perhaps the girls must use their talents and feminine wiles to help the protagonist keep the hot springs resort he grew up in from being demolished.
There are a few ways a GM could handle such a game. One option is to create a team of rivals using the standard character creation rules (or perhaps a single foe outfitted with additional advantages or bonus modifiers) and run a standard team game, with the rival team controlled entirely by the GM. The GM could also run a game where there is only one team and all Main Rolls are unopposed (but have a high enough difficulty to require strong cooperation between the girls). In such a game, the GM can use the team’s overall VP total as a metric for choosing between story branches and endings (or even entirely discard the VP system and use rolls solely as a mechanic for determining the outcome of story events).
Example of Play
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Akiko, Haruka, and Natsumi are determined to keep Takeshi from falling into the clutches of Kurumi, the manipulative yet gorgeous supermodel who just transferred into class. The big school dance is coming up, and they need to make sure that Takeshi goes with any one of them instead of Kurumi. The Main Roll is an opposed Allure against Kurumi to ask Takeshi out to the dance for 2VP. The Assist Rolls are a D5 Skill roll to help choose a flattering outfit which grants a +2 bonus to the character attempting the Main Roll and an opposed Conflict roll against Kurumi which imposes a -2 penalty on her roll if successful.
Akiko, the skillful and fashionable Ojou, successfully picks out a trendy French dress while Natsumi, the spiteful Yandere, ruthlessly takes a baseball bat to Kurumi’s kneecaps, leaving Haruka with a considerable leg up as she musters up the courage and speaks straight to her beloved’s heart. The girls’ team gains 2VP over Kurumi, but she’s not ready to throw in the towel just yet. This battle is won, but not the war...
Another Example of Play
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Miyako, Miyuki, and Mei are lending the protagonist a hand as he runs a bake sale in a last-ditch effort to save his grandmother’s failing hot springs resort. The main roll is a D6 Luck roll to find a customer with a big enough heart and wallet to make a donation to save the historic inn, and the Assist Roll is a D4 Skill roll to bake enough delicious sweets to draw more potential donors to the inn, granting the character attempting the Main Roll a free reroll for each success. Miyako’s brownies are suspiciously gritty, but Miyuki’s outstanding cream puffs grant Mei one reroll. Mei botches her first roll with a 1 on her d6, but with Miyuki’s reroll, she rolls a miraculous 6 and touches the heart of the local tycoon, saving the home of so many of the protagonist’s childhood memories and winning them all a special place in his heart!