Friday, 15 August 2014

Archived- Denial Card Game set 1

The original image media for this entry has been archived as part of platform remastering. The core text explored female orgasm denial, strict chastity management, and devious keyholder dynamics. 

True denial relies on psychological tension and erotic regret just as much as the physical lock. While this specific visual gallery is retired, lots of my content is still on the blog. Check out newer posts for more delicious denial scenarios and chastity content.

9 comments:

  1. I think I'm more confused than I need to be about how this works exactly.. What am I rolling for exactly? Like... is it whoever got the higher number chooses something.. or something? What? And if I'm playing against the house... how does the house .. choose?

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  2. OK, I think i get it, so to simplify for everyone.

    You need 1, 6 sided die.
    every player chooses a trait, IE: Longest denial, cock worship rating, reason for denial ect.
    you then roll the die, the number on the die corresponds to the number in the top right corner, look at the number next to the trait you picked, that is your score. highest score wins. (i assume 1week = 7, 1 month = 30, 1 year = 365)
    If you are playing for denial, choose easy medium or hard, then roll, the corresponding card will tell you how long of a denial next to the chosen difficulty.
    If you want a challenge, roll one die and you may only orgasm if the condition for orgasm is met.
    when a second set is released it's number in the top right rather than being (1, 1) (2, 2) will be (1, 7) (2, 8) so you can play with one set or both (using a 12 sided die)

    Hope this helps a bit

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  3. I´m imprressed - wonderful cards and al lot of creative ways to use!
    Looking forward to the second set.

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  4. This is an interesting game, with a lot of potential. There's one problem, though: The choice of what trait to pick to compare the cards is a meaningless choice, because you pick it before the cards are chosen, and those cards are chosen randomly - so it doesn't have any influence on the game's outcome. The rules ought to be changed as follows:

    1. Both players get a card at random. They don't get to see the other player's card.
    2. Once the card is picked, each player picks a means of competition: time without orgasm, number of edges, etc. "Reason for denial" and "favorite kink" can't be chosen.
    3. See who wins on each. If it's a tie, break the tie with "Reason for Denial". If "Reason for denial" is the same, break it with "favorite kink". (Make sure no two cards have the same "reason for denial" and "favorite kink" numbers)

    Now the game is meaningful. But we can do much better.

    Extra rules:
    1. If a sub loses, she has to perform the act she chose to compete over. So, if she chose denial by willpower, she has to be denied for that amount of time. Subs who don't have a belt or some way of preventing orgasm can't choose to compete with denial with belt, and if two subs are playing, both of them have to have a belt for this to be picked. This creates an interesting tension - if your card's rating is high, your odds of winning go up - but so does your risk. The card values would need to be adjusted down to something more reasonable for this to work, of course. 500 edges in a day is not really practical, or even possible. Also, we'd need to change a few categories. "Cock Worship Skills" should become "blowjobs/cunnilingus needed to cum" and "submissive ability" should be "hours of service as a slave needed to cum" or something like that. I'd probably also change "edges in a day" to "edges needed before cumming." And of course we can always make these categories "X needed before you can play again" instead of "X needed before you can come."
    2. If the round goes into "favorite kink", the sub has to perform the kink on her card.

    At this point we can get rid of the hard/medium/easy ratings, because the sub can control her risk/reward based on how she chooses to compete.

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    Replies
    1. Great ideas and comments! I like it, especially your extra rules

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  5. Would the sub need to do her card's value if she had lost, or the winner's value?

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  6. Her card. You could make it the winner's value, but then the sub (if playing optimally) would always choose her strongest value, because the penalty if she loses essentially becomes random - if she chooses a low value, her opponent's card might still have a high one. Instead her decision just comes down to her probability of winning, which always rises if she chooses the strongest category. On the other hand, if her penalty for loosing and odds of winning go together, she has this interesting tension between improving her odds of winning and her risk.

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  7. Anon -

    I like these cards and the wide potential for different applications they have. I also enjoy the the insight into the personalities of the women on each card, the way the stats almost tell a mini-story.

    I would enjoy seeing a full set of these, perhaps released as a PDF that could be printed and used. :)

    Thanks again for your work.

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