Overview

Conditions do exactly what you'd think - make cases conditional based on certain criteria. By using conditions wisely, you can make your character act in a much more convincing way than just filling out the bare minimum generic lines for each phase.
You can add conditions to a case in three ways:
  1. Using a pre-built recipe with the flask in the dialogue tree.
  2. Searching for a condition type using the "Add a condition" field near the middle of the case editor.
  3. Choosing a condition from the various Speed Button menus next to the search field. This is the fastest method once you know what you're looking for.
Each condition type is summarized below, categorized by which Speed Button they appear under.

Also Playing

These conditions revolve around another character at the table other than yours, and other than the current phase target (ex. during a stripping phase, the target is the character stripping).

Game

These conditions are for game-wide events.

Self

These conditions target information about your own character.

Table

These conditions target information about the overall state of the poker table (i.e. the general demographics of the people playing)

Target

These conditions target information about the current phase's target when there is one. The target is the player who lost the hand, is stripping, or is masturbating and people are reacting.

Player

Everything under the Player category is used to target different information about a player. Each condition takes a player you want to test information about, which can be: Player conditions include:

Clothing

When clothing is being removed, this can test information about that clothing.

Macros

Any user-defined condition macros that were not categorized into another menu can be found here. See the Macros help for more information about macros.

Variable Tests

Variables are placeholder text that gets replaced with other text during the game. For instance, ~name~ gets replaced with the current target's name. While some variables are useful for dialogue, other variables are more useful for checking the state of the game when creating case conditions by using Variable Tests. In fact, a good number of conditions listed above are actually just variable tests in disguise.
Example variable test: ~clothing.plural~ == plural
This condition would hold true if the current article of clothing being stripped has a plural name (ex. socks).
Most variables worth testing are given dedicated conditions in the speed menus so that you don't have to worry about the details of the variable name, but here are a few that may be useful that don't have their own conditions:

Filters

Filters are the most powerful type of condition, particularly because they let you create one-time-use variables for dialogue. For instance, you could identify in a table with 3 clothed males and 2 naked females, the name of the other female, store that into a variable, and then in your dialogue reference that variable to name the other female without knowing in advance who that female actually is.
Filters also effectively let you use multiple "Also Playing" conditions.
A filter takes a range and then one or more other criteria, including: To see some of these more advanced options, click the double arrows on the right of the filter to expand it. Then click Add Filter to add the filter type you want to use.
You can refine your filters to limit them to certain characters using the character and role fields.
Finally, you can use "store into variable" to create a variable that will hold the name of one random character that matched the filter's conditions. For instance, if you make a filter with the following settings: You could write a line of dialogue, "Hey, ~naked~, how's life?" and ~naked~ would be replaced with the name of a naked female character other than the speaker.