Showing posts with label 1000 blank white cards. Show all posts
Showing posts with label 1000 blank white cards. Show all posts

Monday, November 26, 2007

Sex Games

OK, kids, time for bed.

Are they gone? OK.

The subject of today's post is sex games, specifically sexual subject matter in non-electronic games such as board and card games. I'll cover a little about their history and then categorize them.

What do I mean by sex games?

There are games whose subject is about sex, games that are supposed to stimulate sexual desire, and games that are supposed to educate you about sex. There are games to be played before sex and during sex; I haven't run across any games yet that are meant to be played after sex ("Rate your lover's recent performance and move forward three spaces.")

Note that sex in electronic games (including DVD games) covers a wider variety of topics. Some video games reward you with sexual images, simulate virtual sexual activity, or are meant to stimulate you with minimal interaction on your part. These type of things don't happen in non-electronic games.

A thorough work on this subject called Sex in Video Games was recently published by Brenda Brathwaite, and you can read the entire brilliant first chapter online here (PDF).

What don't I mean by sex games?

The term "sexual games" generally has nothing to do with games at all, but connotes power negotiation within a relationship. I've complained before about how the word "game" is misappropriated for activities that have nothing to do with games per se, but does anyone listen to me? No.

Nevertheless, there is a relation between the above usage of the term "game" and its canonical meaning. A large number of "sex games" exist in order to help break down the power struggle of psychological "sex games".

Doing what the dice says in the context of a game is somehow more acceptable than doing the same thing when it's your partner who's asking. No requestor / requestee relationship, ergo the collapse of the power struggle. Of course, this assumes that the performer doesn't manage to muck it up in the small time it takes to perform the specified activity.

A lot of games "for adults" are not specifically sexual in nature, but deal either humorously or ironically with drugs, prostitution, the porn industry, cursing, crime, and so on, often mocking laws or inhibitions about the subject in question.

History

This is merely an overview, and not an exhaustively researched history.

There is evidence that human sexuality was not merely a response to reproductive need but a recreational activity from very early times. Sex toys exist from as far back as 30,000 years ago.

I don't really know what the earliest "games" were. Sometime in prehistory, grownups and kids raced each other or competed in non-lethal ways to earn prizes or status. And I don't know for sure, but I think it's a fair bet that sometimes those prizes or that status was sexual in nature.

Naked male Roman gladiators fought to the lustful admiration of both men and women. The same goes for the participants of the ancient Greek Olympics.

Throughout history, wherever there were adults and games, there were people taking their clothes off for money, a dare, or a loss, or to attract attention.

Physical activities such as sports were historically separated; croquet and gentler sports arising in the 19th century allowed for the mixing of genders and the obvious competition and flirtation that such mixing would allow. Even though board games existed well before the 19th century, women and men generally didn't mix over them. Women are known to have played Go and Mancala games for thousands of years, but not with men (unless perhaps they were married or siblings).

In the 19th century, genteel parlor games were often a rougher sort of sport involving blindfolded people running around the room grabbing people by whatever part of the body they could touch. These also occasioned many an "inadvertent" sexual flirtation or contact. In fact, these games had forfeits (or penalties) that would be considered racy today, such as kissing or other intimate physical actions.

Modern relationship, drinking, romance, and sex games came about only in the 1960s with the rise of sexual liberation and Playboy magazine, the latter of which featured ads for luxury gambling or sex games on occasion.

Modern sex games sometimes come complete with sexual aids, such as condoms or lube, edible clothing or spreadable chocolate.

Categories

The following is a rough division of modern sex games into types. These games are not hard to find on Google or other search engines.

Sex education

These are generally trivia or roll and move / pick a card games that purportedly teach you about sex, abstinence, protection, disease, and so on. Unlike most educational games, these might actually interest kids enough to read the materials. Like most educational games, however, the game play is beside the point and usually pretty bad.

I'm an adult, woo hoo

Some games mirror standard board or party games but include sexual language or nude pictures, such as the infamous pattern matching game Busen Memo (try to match two breasts of a pair), the sentence forming game Dirty Words, or playing cards with erotic pictures. Like drinking games which are not specifically sexual in nature, these are marketed as a prelude to lowering inhibitions before sexual play, but are also often played for simple fun in an adults-only environment.

Naughty trivia

As a specially prevalent example of the above, this is your basic trivia game, but all the questions refer to adult subjects. One clever take on this is Dirty Minds, where the clues are double entendres but the printed answers are actually clean.

Many of these are of a humorous nature, especially ones that pit sexes against each other, or about knowledge of the other sex.

Randomized romance

Dice, cards, or a spinner is used to instruct you on what you should say or do to your partner. The activities are generally of the romantic, esteem building nature.

These are straight out of modern marital philosophy. Marital therapy often includes activities such as: you and your partner write dozens of little notes about things that you want from your partner and each picks one from the other's pile on a regular basis. That's about what these games are like, except that the notes are pre-written for you.

A game that asks the players to tell each other fantasies, complement each other, or otherwise promote kindness to each other, can be just as erotic as a subtle or sensual sex game. In fact, probably more so. Meanwhile the usual sex games of simply doing whatever sex act the die roll says to do seems like it sets a couple up for the return of the power struggle when the act is over. It's not what you do, it's how you do it.

Stories

From adult versions of Mad Libs to competitive storytelling ala Once Upon a Time.

Truth or dare

The age old game of weeding children too foolish not to stick their tongues on an ice cold railroad track out of the gene pool. Those kids actually get off easy compared to having to listen to truths better left unsaid. Games range from mild to nasty.

Strip poker

With or without various accessories and "action" cards for when the clothing is already gone.

Move your body

Variations on the Twister theme, although the original game is hot enough for most people.

Random foreplay / sexplay

Dice, cards, or a spinner is used to instruct you on what you should do to your partner. I assume the science behind this is a) you may do something, or have something done to you, that you've always been afraid to try, b) you may gain complicity, or feel the need to comply, with something that you generally don't do because the game tells you to do it, and c) since it's not your partner telling you to do it, there's less of a power struggle involved.

In addition to the above randomizers, some of these games include darts, chips, or balls you have to toss, or other physical feats in order to secure an activity of your choice. There are also several revamped standard games where, as pieces are captured or points are scored, random instructions are revealed, such as Naughty Checkers.

I think it bears saying that just because the dice, cards, or spinner tell you to do something doesn't obligate you to do it.

Special Mention

These games warranted a special mention.

Indecent Proposal (http://www.simply4lovers.com/Indecent-Proposal-p-16709.html)

In this game whenever you land on a square you actually offer (game) money to your spouse for performing a task or collect from your spouse for acceding to a request. The object is to gain enough money to earn the right to do something that you really want to do.

I don't know what bothers me more: turning yourself into an actual whore, or the message that a healthy approach to sex is to persuade someone into doing something that they really don't like to do.

Hentacle

A strategy card game involving the playing of tentacle-like appendage cards onto a stereotypical hentai girl in order to perform unnatural sex acts. Actually has two published expansions.

1,000 Blank Cards

Every player creates their own cards with points, actions, and little drawings, which get mixed into a common deck.

While theoretically this is not a sex game, I've yet to see a completed deck that wasn't 95% penises, boobs, and bodily functions.

Now go take a shower.

Yehuda

Monday, February 12, 2007

Nomic: Games Where You Make Your Own Rules

Nomic is a classic game idea of laws, negotiation, and law-making.

What's classic about the game is the idea of the game itself: Nomic consists of nothing but rules. The initial rules number the rules, indicate how new rules are introduced, changed, or removed, how players earn points, and how to win. But all of these rules are, themselves, subject to the change as part of the game.

It is so simple, it achieves the finest adjective for game or hacks: it is elegant.

Sadly, I have not had an opportunity to play the game, yet. I'm not sure it's actually a game that I would do well at.

The game was invented by Peter Suber in 1982, and he provides information and resources for the game as well as a sample starting rule-set, as follows (with permission):
Immutable Rules

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

Mutable Rules

201. Players shall alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

In mail and computer games, players shall alternate in alphabetical order by surname.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score.

In mail and computer games, instead of throwing a die, players subtract 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

In mail and computer games, the winner is the first player to achieve 200 (positive) points.

209. At no time may there be more than 25 mutable rules.

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

Other Games

There are other games that are also aimed at the super-creative who can't be bound by a game's initial rules.

1000 Blank White Cards - By Nathan McQuillen. It's just how it sounds. Give all players a set of blank cards and ask them to fill in a bunch of them. These are mixed together and dealt out. On each player's turn, he or she plays a card and then picks a new one. The game ends at a certain point limit, unless a played card says otherwise.

There are also simple trivia games like this, where each person makes up trivia questions for others to answer.

Mao - A card game that I detest, is a game where players at specific times get to make up secret rules and then penalize other players who violate these rules.

Mao is an induction game. There are induction games that I like very much, such as Mastermind, Zendo, and Queries and Theories. In these games, a governing principal is made up by the master at the start of the game, and the student, or students, have to arrange items on each turn. The master then tells the student whether the items they constructed matches the governing principal, and if not, why not. Using this information, the student gradually constructs better patterns until he or she can eventually guess the rule.

Dvorak - Dvorak is apparently much like 1000 Blank Cards, except that card sets are supposed to have a theme, and new cards are supposed to be allowed to be created and introduced during game play.

The Dvorak project announced this week that they are working on a new CCG Dvorak game. I'm not sure how a Dvorak game can be "collectible", but I assume they mean in the style of CCG games.


Game News

The BBC reports that someone has solved the Perplex City game, a game that involved its players in a real-world worldwide treasure hunt, which probably sucks if you just bought the game yesterday.

About.com reports on three new mini and quick versions of the games Monopoly, Sorry, and Scrabble. They are supposed to be portable and take only twenty minutes each to play. They look cute.

And Mark Steere sent me a link to his game site with several freely downloadble games, many of which look quite good.

Yehuda