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Tickling Games

arctanis8

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Sep 9, 2015
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Hello,

I've been interested in trying to come up with new tickling games (non-video game) that people could use when playing with a tickling partner. Due to the lack of games online, I've decided to come up with a list of my own. I'm hoping that there is enough interest here that people will eventually start posting their own ideas, or at the very minimum post reviews about the games that I've listed. I intent to update the list with new games occasionally as I come up with them. At the least, I would like this to be a contribution to the community.


Tickle-Poker (Must know how to play Texas Hold’em. This is a variant)

2 Or 3 players (One is always dealer) – (Dealer vs. Player 1) or (Dealer (penalty assistant) & Player 1 vs Player 2)
• Each player is dealt 2 cards. They decide at this time if they want to fold with no penalty. Each player is allowed 5 total folds, but cannot fold more than 2 consecutive times. Also, if there have been 3 consecutive folds, both players have to play the 4th hand.
• If both players don’t fold, each player is dealt an additional card to improve their hand. Each player gives one card back to the dealer. These 2 cards given back go into the pot. The value of each card in the pot is added at the end of the hand to determine the amount of time the loser of the hand gets tickled.
• The dealer adds an additional card from the top of the deck to the pot, and then deals the flop. Starting with player 1 (players alternate going first) each player can check, bet, or fold. Each player is allowed to bet 1-5 cards per round. The dealer will set aside that many cards off the top of the deck. The other player may fold, or call (match) the bet, or raise. If they fold, they lose the hand and are tickled for an amount of seconds equal to the value of all cards in the pot (Ace=1). If the bet is called, the dealer matches the bet, places all cards in the pot, adds another card to the pot, and reveals the “turn” card. Another betting round begins. Do the same for the “river” card.
• Since the maximum bet per round is 5 cards, a player cannot raise a bet of 3 – 5 cards since you have to double a bet to raise, and that would exceed the maximum. A player can go “all in” at any time, which means that the value of the pot will be doubled. If an “all-in” bet is called, 10 total cards are added to the pot (5 for each player) in that betting round, both players reveal their hands and any remaining rounds are dealt. The player with the best hand wins. Add up all cards in the pot, and the loser is tickled for that amount of time.


Encryption

2 or 3 players

• Assign 6 conditions to a 6 sided die (body die):
o Armpits
o Sides & Stomach
o Waist
o Legs
o Feet
o Everywhere

• A 6-sided timer die is used as well, and the amount shown on the die is multiplied by 10 (or any number you want) seconds to determine the length of tickling. It’s better to use to different colored dice here, or you can roll each die separately if you don’t have them. Both players should know what body parts are in play before the game starts.

Choose a player to be blindfolded and in bondage (Player 1). The object of the game is for this player to figure out which condition (part) corresponds to each number on the body-die by the end of the 6th round.

• At the start of each round, player 2 rolls both dice, and player 1 (blindfolded) tries to guess the value of the body-die.
o If they guess correctly, player 2 announces that they are correct and proceeds to tickle them in the corresponding place for the specified length of time.
o If they guess incorrectly, but guess the timer-die correctly instead, they are allowed an additional guess to figure out what the body-die shows. If the second guess is wrong, no information is given and they are tickled according to the roll. If they are correct on the second guess, player 2 announces that they are correct and they are tickled according to the roll.
o If they are incorrect on both dice, player 2 says nothing and tickles them according to the roll.
o If doubles are rolled (4 and 4, 3 and 3, etc.) and the number is guessed correctly, player 2 announces that the guess is correct and player 1 is allowed to choose another number to have revealed in addition to what was originally rolled. However, they are tickled for double the length of time shown on the dice.
o If doubles were rolled and the initial guess was incorrect, they are allowed a second guess. If they get this right, player 2 announces that they are correct and tickles them in the corresponding place. If they are wrong, player 2 says nothing and they are tickled in the corresponding place. They are not allowed to reveal an additional number in this case.

• After player 1 has been tickled, (player 1 should always be tickled regardless of whether they guess right or wrong) they move to the end of the round. They can choose one of 2 options: They can challenge the tickler (player 2) for more information, or try and “crack the code”.
o Challenge the tickler (player 2) – both dice are rolled. Player 2 tickles player 1 according to the roll. If player 1 can withstand the tickling without laughing, they can reveal another number of their choice and then the round ends. If they fail, the round ends.
o Crack the code – player 1 can start guessing a number and one of the 6 body parts specified above. If they are right, they can continue guessing until they correctly guess all parts (and win the game) or a guess is wrong. Once they have an incorrect guess, the round ends.
o Once the round ends, round 2 begins, and the same instructions for round 1 repeat. At the end of round 6, player 1 must attempt to “Crack the code” based on the information obtained to that point. If they are able to reveal the body part that corresponds to each number of the die, they win the game. (Challenge tickler isn’t available in round 6 since that is the last round of the game.)
• Player 1 is responsible for remembering information. Player 2 cannot assist with information. This means that Player 1 cannot even be given information they have already guessed or revealed correctly. Also, remember that Player 1 is blindfolded the entire game!


Lucky 6

2 or 3 players

• Player 1 is in bondage (the feet need to be restrained, and armpits exposed). Player 2 is the tickler. A third player can assist with tickling and/or be the dealer
• A deck of playing cards with 2 Jokers is needed.
• The object of the game is for Player 1 to earn 6 points before they are tickled on 4 regions of their body by Player 2. The regions of the body correspond to the suits of the cards, as follows:
o Spades – Armpits
o Hearts – Sides & Stomach
o Clubs – Waist & Legs
o Diamonds – Feet
• Player 1 will guess the top card of the deck by guessing a value and a suit. Ace=1, and all face cards are equal to 11. All other cards are at face value. Player 2 reveals the top card of the deck and creates a discard pile with it. Player 1 starts the game with 1 point.
o If the suit is guessed correctly, Player 1 gets 1 point. In addition, reveal 1 card off the top of the deck and set this aside separate from the discard pile. This separate pile is called Player 1’s hand.
o If the value is guessed correctly, Player 1 gets 2 points. In addition, add 3 cards to Player 1’s hand.
o If the value and the suit are guessed correctly, Player 1 gets 3 points, and are allowed to clear a region that they have been tickled on (They will have to be tickled there again for Player 2 to win the game). Also, add 3 cards to Player 1’s hand.
o If player 1 guessed everything incorrectly, what happens depends on what comes up in relation to the guess:
 If the value of the card revealed is less than Player 1’s guess, Player 2 is allowed to tickle Player 1 in any of the 4 regions. All tickling is 30 seconds.
 If the value of the card revealed is more than Player 1’s guess, Player 2 tickles Player 1 on the region that corresponds to the suit of the card that is revealed. All tickling is 30 seconds.
• After each guess keep revealing cards until a player wins.
• Player 1 needs to only get 6 points to win. Player 2 must tickle all 4 regions.
• Other Rules
o Anytime a card comes up and was guessed incorrectly by Player 1, check to see if a card of the same value is in Player 1’s hand (if it exists). If it is, move that card from Player 1’s hand to the discard pile. Player 1 doesn’t get tickled as a result of the incorrect guess.
o If an Ace is revealed and the value not guessed correctly, Player 1 loses a point in addition to other consequences. (For example, If Player 1 guessed the suit correctly; player 1 will gain a point and then lose a point for no net effect). Note: This happens even if Player 1 has an Ace in their hand.
o If a Joker is revealed, all points earned by Player 1 are eliminated, and all regions that have been tickled are cleared. Reveal the top card of the deck, and multiply the value times 20 seconds. Player 2 tickles Player 1 for that amount of time in any region of their choosing. The Joker is shuffled back into the deck. Note: If the Joker ends up in Player 1’s hand, it is shuffled back into the deck.
o If the suit of a card revealed matches the suit of the previous card in the discard pile, player 1 may clear a region that has been tickled in addition to other consequences.
o If a 6 comes up, set that card aside (separate from the discard pile and Player 1's hand) in addition to any other consequences. Player 1 receives 1 point, but is tickled for 6 minutes in any regions Player 2 chooses. The regions tickled do not count for Player 2. When the last 6 has been revealed, Player 1 wins the game. Note: Anytime a 6 is added to Player 1’s hand, it is shuffled back into the deck.


Guess the word

Player 1 is in bondage, player 2 is the tickler
• Player 2 uses their fingers to write letters, words, or phrases on the feet of Player 1. If Player 1 is able to guess correctly, they earn a massage. If not, they are tickled.

The future is in your heels.

Player 1 is in some type of foot restraint. Player 2 is the tickler.
• Player 1 has to hold on to an item between their toes for 30 seconds while having their feet tickled by Player 2. Player 1’s toes should be pointing towards the floor and hanging off the edge of whatever they are laying on. If they are able to hold on to the item, they earn a massage. If not, you get to tickle them for a specified period of time.


Decode and Defuse (2 games in one)

• Player 1 is in bondage, preferably a full bondage table.
• Player 2 chooses 3 numbers between 1 and 20. These are the codes needed for the second game.
• Player 2 also chooses 3 other numbers between 1 and 20. These are safe zones.
• 3 of the 14 other numbers are captures, and the other 11 numbers are traps. This is optional – you could just make the other 14 numbers traps only.
• No numbers are revealed to Player 1

The object of the game is for Player 1 to guess the 3 codes needed for the second game (defuse). They have 6 initial guesses to start, but can earn more by guessing the “safe zone” numbers. Player 2 is responsible for keeping track of player 1’s guesses. If Player 1 runs out of guesses, they can earn a continuation by enduring 2 minutes of tickling on any part of the body. This will earn them 1 guess. They can do this up to 3 times. When Player 1 runs out of guesses and has used up the 3 additional guesses earned via continuation, they lose the game and suffer the consequences (whatever you want)

• If player 1 guesses a code number, they don’t lose a guess.
• If player 1 guesses a “safe zone” number, they are allowed a free guess and are allowed to ask if one of the numbers is in a specific 5 number range. For example, Player 1 may ask, “Is one of the numbers in between 13 and 18? Player 2 answers the question, and then player 1 makes their free guess. Player 1 may not ask how many numbers are in the range. If the same “safe zone” number is guessed more than once, it does nothing the second time and counts as one of the 6 guesses used.
• Traps can be any type of timed tickling action you want. For example:
o 2 = Player 1 is tickled on their feet for 2 minutes
o 9 = Player 1 is tickled on their armpits for 90 seconds.
o The common denominator here is that they all last for a limited time.
• Captures are tests that must be completed before the game moves on. Player 1 has 3 chances to complete the test, and then starts to lose a guess for any additional failures. If Player 1 has no remaining guesses, the capture is over and they must earn a continuation. After they have earned a guess, the game continues as normal. Examples of a capture are below:
o 5 = Player 1 must hold the bristles of an electric toothbrush between any 2 toes (turned on) for 15 seconds.
o 8 = Player 1 must read a document without interruption while being tickled.
o They get 3 tries, and then they lose a guess for each additional failure. When they lose all guesses, the capture is over and they have to earn a continuation. If they do, they may continue guessing again.
• If Player 1 is able to guess all 3 code numbers, they win the game and move on to Defuse.


Defuse

Player 2 arranges the 3 code numbers guessed by Player 1 in a specific order. Player 1 has 3 guesses to state the correct sequence. For each incorrect guess, they must endure 3 minutes of tickling in any location. If they guess incorrectly 3 times, player 2 puts the numbers in a different order. If Player 1 is able to guess the sequence, they win. If the sequence would be changed a 4th time, Player 1 loses instead.


Rodeo

Player 1 vs. Player 2
Player 1 sits behind Player 2 and wraps their legs around player 2’s waist, crossed at the ankles. Player 1's feet should be exposed to both of Player 2's hands. Player 1 cannot hold on to any part of Player 2, but must keep their ankles crossed while their feet are being tickled by Player 2. If they are able to succeed for a specific amount of time, they win the game. If not, they are subject to punishment.


Lockdown

Player 1 vs. Player 2
• Player 1 lies freely on a bondage table, with their arms above their head. They are not restrained in any way initially. However, bondage may be needed.
• In this game Player 1 is only tickled on their armpits and feet.
The object of the game is for Player 1 to get all parts to a “free” state. Player 2 is trying to get all of player 1’s parts to a “lockdown” state. There are 4 different states a part can be in:
• Free
• Open
• Restrained
• Lockdown

Player 1 starts the game in “Open” state. Starting with the left armpit, Player 2 asks player 1 if they will not laugh, or not move when being tickled. Player 1 makes a selection and then is tickled for 30 seconds. If they win the challenge, that part moves up to the next state (in this case it would be “free” state). If they lose the challenge, they move down a state (“restrained” state) and the limb associated with that part (left arm) is restrained above their head. Player 2 then moves to the right armpit and issues the same challenge option and continues to go counter-clockwise, moving each part up or down a state according to the result. The game continues until lockdown occurs for all parts, or all parts are free. There are a few notes:

• Since player 1 is in “open” state in the beginning of the game, if they win the initial 4 challenges, they win the game.
• Player 2 chooses the challenge (don’t laugh or don’t move) for parts in the “restrained” or “lockdown” state. Player 1 gets to choose the option if the part is in “open” or “free” state.
• Don’t Laugh – If this is the challenge chosen, Player 1 cannot make any sounds.
• Don’t Move – If this is the challenge chosen, Player 1 can move any body part other than the limb associated with the part tickled. For example, they cannot move their left leg or foot at all if you are tickling their left foot, but they can move the other parts of their body.
• Parts that are in “free” state are off-limits to be tickled by Player 2 unless all other parts are locked down.
• Unlock – If a part has been locked down, Player 2 can skip that part until player 1 gets all other parts to a “free” state. Player 1 can then attempt to unlock the part in lockdown state. If they succeed, that Player 2 continues to move counter-clockwise until they come to a part that isn’t in “free” state.
• Don’t forget to literally tie up the arms and legs of player 1 when they are in restrained or lockdown state! Player 2 must also unlock those parts if they move from restrained to open state! This is why the game works best on a bondage table with foot stocks. During the game, one arm might be restrained while the other is free, and one or both feet might be in stocks at the same time as player 2 moves from part to part.

If player 1 wins, they can get up from the table and have earned whatever prize they want.

If player 2 wins, they can now tickle their “locked down” victim at their hearts desire.


Read a document
Player 1 vs. Player 2
Player 2 tickles player 1’s feet while player 1 is reading a document of some kind.

Balancing Act
Player 1 vs. Player 2
Player 1 must balance an item on their body while being tickled by Player 2.

Concentration
Player 1 vs. Player 2
Player 1’s feet need to be restrained for this game. Foot stocks work best. A padlock is needed as well.
• Player 2 writes the combination to the padlock in a random order and shows player 1 the numbers for 20 seconds. Player 2 beings tickling player 1’s feet until they are able to unlock the padlock. If they cannot do this in 3 minutes, player 2 can tickle player 1 as long as they desire.

War of Attrition
Player 1 (ticklee) vs. Player 2 (tickler)
Player 1 needs to be in some type of bondage that restricts the feet. Foot stocks work best. Player 2 is the tickler. Also, 3 dice are needed. You may want to use a pen and paper to keep track of where Player 1 is during the game.
The object of the game is for Player 1 to use 3 dice to sequentially count to 12. They have to do this for each foot. Player 2 is trying to prevent this from happening using the same 3 dice.
Player 1 starts with both feet at level 0. Player 1 rolls 3 6-sided dice. In order to move up a level, at least one “1” needs to show up on the dice. Player 1 then looks at all combinations of the 3 dice and uses them to try and move up as many levels as possible in sequence. Player 1 does this first for the right foot, and then the left foot. If Player 1 moves up any number of levels, they are not tickled. If they fail to move up a level, they are tickled on that foot for 30 seconds. See the example below:
• Example – Player 1 rolls the 3 dice for the right foot. They roll a 1-6-2. Player 1 would move to the third level. Since there is a “1”, they move to level one. Since there is a “2”, they move to level two. Since 1+2=3, they are also able to move to level 3. Since there is no combination that shows a 4, Player 1 has to stop there.
• Example – Player 1 then rolls for the left foot. They roll a 4-3-5. Player 1 would stay at zero since a 1 was not rolled. Player 2 is now allowed to tickle the left foot for 30 seconds since Player 1 didn’t move up at least 1 level.
After Player 1 takes their turn for the round, Player 2 rolls the 3 dice in an attempt to try and knock Player 1 down a level on each foot. Before Player 2 rolls the dice, if the foot rolled for is already at level 0, Player 1is tickled for 30 seconds instead. If Player 2 is able to knock Player 1 down a level, Player 2 gets to tickle that foot for 30 seconds. In order to knock Player 1 down a level, Player 2 must roll a combination of dice that creates a difference that matches the level of the foot rolled. See the example below:
• Player 1 is currently at level 3 for the right foot, and level 0 for the left foot. Player 1 is now finished for the turn. Player 2 rolls the dice for Player 1’s right foot. They roll a 5-1-2. Player 2 can knock Player 1 down to level 2 for the right foot because they can use the first and third dice rolled to create the difference (5 - 2 =3). They could have also used the difference (5+1+2)-(5) = 3 as well. As long as the same dice isn’t used more than once to create each number used in the difference, there are no issues. Since the difference matches the level of the right foot (level 3), Player 1’s right foot is knocked down to level 2. In addition, Player 2 is allowed to tickle Player 1’s right foot for 30 seconds.
• Since Player 1’s left foot is currently at level 0, Player 2 doesn’t roll the dice and is automatically allowed to tickle Player 2’s feet for 30 seconds.
When Player 1 is able to get any foot to level 12 that foot is freed and is off limits for tickling. When both feet are free, the game is over.
Additional Rule:
Once Player 1 reaches level 6 and above on a foot, they are allowed to re-roll one die for that foot when trying to move up a level. This only happens for each foot that is at or above level 6.

Trail Runner
Player 1 vs. Player 2
2 decks of traditional playing cards are needed

Shuffle the 2 decks of cards together. Leave the Jokers in the deck. Deal 2 rows of 15 cards face down in a straight line. One row (“trail”) is for Player 1, and the other is for Player 2. Place the remaining deck aside. The object of the game is for a player to reach the end of their trail before the other player does. The player who wins gets to tickle the other player for an amount of time equal to the length of the trail completed. (For example, if the trail ends up being 15 cards long, the time tickled is 15 minutes).

Play begins with Player 1 flipping over a card. If the numbers 2 thru 8 show up, they are considered “safe” and can continue revealing cards along their trail until a 9 or above is revealed. The cards 9 and above are considered “unsafe”, and immediately end the turn when revealed. When an “unsafe” card is reached, player 1 ends their turn and performs the action corresponding to the card revealed. Depending on the card that shows up, take the following actions:

9 – Each player adds a card face down from the deck to the end of his/her trail, and then reveals the next card on top of the deck. If it is a red card, the active player gets tickled by the other for a minute on any part of the body. If it is a black card, the non-active player gets tickled for a minute on any part of the body. Put the card revealed on the bottom of the deck. This will end the active player’s turn.

10 – The player that is further ahead in his or her trail may tickle the other player in any location for 100 seconds (even if it isn’t the active player). Then the player who is behind in their trail may look at the top 5 cards of the deck and add one "unsafe" card (9 thru Ace) to the other player's trail. The active player then ends their turn.

Jack – If the active player reveals a Jack on their trail, their turn ends immediately, and they are tickled for 1 minute by the other player. Then the active player must add a card to the end of their trail.

Queen - If the active player reveals a Queen on their trail, their turn ends immediately, and they are tickled for 2 minutes by the other player. Then the active player must add 2 cards to the end of their trail.

King - If the active player reveals a King on their trail, their turn ends immediately, and they are tickled for 3 minutes by the other player. Then the active player must add 3 cards to the end of their trail.

Ace - If the active player reveals an Ace on their trail, their turn ends immediately, and they are tickled for 4 minutes by the other player. Then the active player must add 4 cards to the end of their trail.

Joker – If the active player reveals a Joker on their trail, each player looks at the remaining cards in the other player’s trail (without revealing them) and either rearranges them in any order, or removes them from the game and then replaces them with the same number of cards from the top of the deck. The player who revealed the Joker is then tickled for a number of minutes equal to the number of cards they revealed on their trail.

The player to reach the end of their trail wins the game, and is allowed to tickle the other player for a number of minutes equal to the number of cards revealed in their trail.


3 Wishes

2 Players, a deck of cards is needed. Keep the Jokers in the deck.

Take all 8’s, 9’s, and 10’s out of the deck and place them in one pile face down. Shuffle the rest and deal 3 cards to each player. Take the bottom card of the deck and place it face up next to the deck. This will be the value for the King for the entire game. The card values are as follows:

Ace = 1
2 thru 7 = face value
Jack = Can be any other card in your hand
Queen = Top card of the discard pile
King = Bottom card of the deck
Joker = Special

Play starts with Player 1. Each player attempts to use the cards in their hand to create the sum that adds up to 8, 9, or 10 based on the values of each card. If they are able to, they place the cards played this way in the discard pile face up in any order, and draw that many cards into their hand. Then they draw a card from the 8, 9, and 10 pile. This ends the turn for that player. If they are unable to create a sum that adds up to 8, 9, or 10, they must discard 1 card from their hand into the discard pile then draw a card and pass the turn.

At the start of Player 1’s fourth turn, wish cards can now be played (the wish cards are 8’s, 9’s, 10’s and Jokers). If a player chooses to play a wish card, they cannot play any other cards for the turn (so they cannot play a wish card and then gain another wish card for that turn). You also cannot play a wish card in the same turn you obtain it. The wish cards are action cards that have the following results:

8 = You may tickle the other player for 3 minutes in any location below the waist. The other player is not allowed to fight back or resist. After the 3 minutes is over, place the “8” in the discard pile. In addition, the other player must also place their foot in your lap until they obtain and action card. You are allowed to tickle their foot on their turn anytime, but not on your turn.

9 = You may tickle the other player using bondage (if you don’t have it, you can adjust this rule). Preferably, their hands should be tied above their head and their feet should be restrained so that all tickle spots are available. Once they are tied up, you can tickle the feet, armpits, sides, and waist for 2 minutes each (8 minutes total). After the tickling is over, place the “9” in the discard pile. In addition, the other player must also place their foot in your lap until they are able to successfully use an action card against you. You may tickle their foot on their turn anytime, but not on your turn.

10 = You may tickle the other player for 5 minutes in any location above the waist. The other player is not allowed to fight back or resist. After the tickling is over, place the “10” in the discard pile. In addition, the other player must also place their foot in your lap until a King or Ace has been placed in the discard pile. You may tickle their foot on their turn anytime, but not on your turn.

Joker = when you play the Joker, you are allowed to tickle the other player in any location for 5 minutes, in addition the other player must return all action cards they have collected back to the action piles. Set the Joker card aside. In addition the other player must place their foot in your lap until the game is over. You may tickle their foot on their turn anytime, but not on your turn. When the second Joker is played, the game ends, and the player who played the Joker gets to tickle the other player for 15 minutes in any location.

Other rules
1. You may not hold more than 2 action cards at a time. If you have 2 action cards, you must play one before taking another.
2. To defend yourself, you may use an action card to cancel the effect of an action card played against you. If you use a card in this way, both cards are placed in the discard pile, and no tickling occurs.
3. The values of the face cards only apply when the card is in your hand or when you are playing the card. The values of face cards in the discard pile is always 0. This means that the queen has a value of 0 when there is a King or Jack on top of the discard pile.
4. The only wish card that can be in your hand (because you drew it) is the Joker. If the Joker is drawn, you still cannot play it until your next turn (you can only play wish cards at the beginning of your turn and you cannot play any other cards during the turn). Any 8, 9, or 10 cards obtained should be set aside separate from your hand.
If there are no more wish cards to be obtained, the game ends. The player who would have obtained a wish card (but couldn’t since there were no more) gets to tickle the other player for 15 minutes in any location.


Give or Take
3 or more players – A deck of cards is needed. Remove the Jokers.

Player 1 Shuffles the deck and deals 5 cards face up to each player and places the remaining cards aside. The cards remain in front of the player. Player 1 starts the game off by announcing “Give” or “Take”.

If Player 1 says “Give” – Player 1 reveals the top card of the deck. If any players have that card in their 5 card hand, they may tickle any other player for 1 minute in any location. If they have multiples of that card in their hand, they may chose an additional person for each card, or double the amount of time for each card. (If a player is matching 3 cards to the first card revealed, they would be able to tickle 1 person for 3 minutes, or tickle 3 different people for 1 minute). If no one has the card, the active player (the player who chose "give" or "take") adds that card to his / her 5 card hand for the remainder of the round. For the remainder of the game, their hand is permanently increased by 1, even after the round is over.

If Player 1 says “Take” – Player 1 reveals the top card of the deck. If any players have that card in their 5 card hand, they are tickled by the other players for 1 minute in any location. If multiple players have the card, they are each gang-tickled one at a time. If no one has the card, the active player (the player who chose "give" or "take") adds that card to his / her 5 card hand for the remainder of the round. For the remainder of the game, their hand size is increased by 1, even after the round ends.

After the resulting actions have occurred for the first card revealed, a second card is revealed. The option that Player 1 chose continues for the first 3 cards revealed. For the second card, all tickling is for 2 minutes, and for the third card all tickling is for 3 minutes, and so on. After the first 3 cards are revealed and actions have been completed, each player shuffles their hands back into the deck and is dealt a new 5 card hand. Player 2 chooses the action (give or take) for the next 3 cards revealed. Play continues until the deck is exhausted.


Tickle Trivia!


2 Players and a blindfold – One is tickler (Player 1) and one is ticklee who is blindfolded (Player 2). Player 2 should be in bondage preferably, but this isn’t necessary as long as tickle spots are available.
15-20 Multiple choice questions are needed and they can be about any topic, preferably one that the ticklee knows about to give them a fair chance.

Before the game starts, set up each question so that there are 4 possible answers. One answer is correct, but instead of just punishing them with tickling for any wrong answer, assign a specific tickling punishment to each incorrect choice. There are many variations of this, but I’ll just use a basic example.


Example:
What TV series had characters named Kirk, Spock, Sulu and Uhura?
A. Star Wars – (Punishment A)
B. Battlestar Galactica – (Punishment D)
C. Star Trek – (correct answer)
D. Space Odyssey – (Punishment F)

The object of the game is for Player 2 to answer as many questions correctly as possible. There are 15 questions, with 5 of the questions containing rewards for a correct answer (questions 3,6,9,12 and 15). If an answer is incorrect, the punishment depends on the wrong answer chosen, and the punishment must be endured before the game can continue. You can come up with your own of course, but here are a list of punishments that can be assigned to answer choices:

Punishments:
A. Each foot gets tickled for 30 seconds
B. Armpits get tickled for 30 seconds
C. Is tickled in any location until they can recite the alphabet backwards

You can create whichever rewards you want for the reward questions. The game is over when all 15 questions have been answered.
 
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Tickle Experiment
Door 44
Live Camgirls!
Live Camgirls
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Pic of the Week
Pic of the Week
Congratulations to
*** brad1701 ***
The winner of our weekly Trivia, held every Sunday night at 11PM EST in our Chat Room
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