## Tug kit

Post by Teletubby5 » Tue Apr 11, 2017 4:44 am

Hi,
I was thinking about creating a tug kit with lengths of rope, tape, belts, ribbons and all sorts of fun a safe(!) stuff to play games with.
There would be a clear and consise rulebool to assure the safety of everyone involved.
And several suggestions for games/scenarios which can be played.
I have some ideas for board games and roleplaying games on which I need to expand.
I was wondering though, since it would be mostly marketed at teens would this be a favorable group? I feel any younger might ve dangerous, older would be more inclined to try bdsm which I wish to avoid.
I would like to hear your thoughts on markets and potentials for such a business, would it be creepy? Illegal? Dangerous? Or just simple and enjoyable fun times?

### Re: Tug kit

Post by TapedTy » Fri Apr 14, 2017 5:08 pm

You would maybe wanna name it something like "escape artist kit" otherwise parents would think that it was just plain bondage.

### Re: Tug kit

Post by drawscore » Sat Apr 15, 2017 12:13 pm

From my youth: The "small board" is complete. The "big board" is in two parts. The small board has withstood the passage of the years. The big board, not so much. It had to be redone. You can always print them out, then label your bag/kit "Race to town stuff."
THE RACE TO TOWN
Official Rules and How to Play
1. The object of the game, is to get from the starting point (off the board), to the town, which is the last space on the game board.
2. To start, each player rolls the dice. Highest roll goes first, second highest, second, and so on. Each player will roll, in turn, one die to start. For the second and subsequent rolls, two dice are rolled. Players are numbered by the order in which they start, and keep that number throughout the game
3. Players landing on a colored square must draw a card of the corresponding color, and follow the instructions on that card.
4. Players landing on a "Roll Again" space will roll the dice again, and move forward accordingly.
5. "Adopted by Indians" is a counter to a "Captured by Indians" card, and may be used to escape from the Indians without penalty. Players drawing an "Adopted by Indians" will be given a white card, indicating adoption. This card is surrendered if and when the player is "Captured by Indians." A player may decline to be “adopted” if he so desires.
6. "Mountain Pass," "Short Cut," and "Hidden Tunnel" spaces are all short cuts. Players landing on these squares will follow the arrows to the exit, several squares ahead.
7. "Trade Places" cards enable the player to trade places with another player, unless the player is specifically named, as in "Trade places with player in first place." To determine which player to trade with, one die is rolled, and the player trades with the player of the corresponding number. If a player rolls his own number, or an inactive number, he rolls again, and continues to roll until he rolls an active number that is not his own.
8. There are 136 cards, 34 of each color of red, green, blue, and yellow. These cards are the same for all colors.
a. Captured by Indians. Lose one turn! (4)
b. Captured by Outlaws. Lose one turn! (4)
c. Trade places with player in first place. (If you are first, draw another card) (2)
d. Trade places with player in last place. (If you are last, draw another card) (2)
e. Roll die, and trade places with player number on top face. (If you roll your own number, roll again) (2)
f. Move to closest green square and draw card. (1)
g. Move to closest red square and draw card. (1)
h. Move to closest yellow square and draw card. (1)
i. Move to closest blue square and draw card. (1)
(Note: The closest colored square might be backward, or the one
the player is occupying.)
j. Capture the player of your choice. (2)
k. Get captured by the player of your choice. (2)
l. Get captured with the player of your choice (2)
m. Kidnap the player of your choice. (2)
n. Get kidnapped by the player of your choice. (2)
o. Get kidnapped with the player of your choice. (2)
p. Kidnap the player of your choice (2)
q. Adopted by Indians (2)
It seemed pretty straightforward, and probably would have been fun anyway, playing the game straight up, but Doug made up some rules of his own, which we called "unwritten" rules, and if a situation directed, we made up our own rules.
Under the "official" rules, getting captured meant losing one turn. Under the "unwritten" rules, getting captured meant just that. You were tied up, and lost as many turns as it took for you to get free.
After several games, Doug decided that when anyone got "kidnapped," they'd be tied with the long bandages. We all agreed on it, and from that point on, whenever someone was tied with bandages, they were said to be "kidnapped." (It came from a TV show where a couple of crooks kidnapped a boy and forgot to bring any rope. They solved the problem by tearing strips from a bedsheet, and using them to tie and gag their captive.)
We could help each other escape when we were captured or kidnapped, but it had to be the same. If Ronnie and Charlie had both been "captured by Indians," they could help each other escape, but if one was "captured by Indians," and the other was "captured by outlaws," then they could not help each other, and were usually put on different sides of the room, or at least well apart from each other. The same applied to being "kidnapped." Anyone "kidnapped" could not help someone "captured by Indians," or "captured by outlaws," but could help another "kidnap" victim.
If just one player remained free, with the others all being kidnapped or captured, and he drew a card that required him to be kidnapped or captured, the player who had been tied the longest, was set free to do it. Essentially, it was like getting a "trade places" card.
"Trade places" had an exact meaning. If you had to trade places, and rolled the number of someone who had been captured or kidnapped, that player was freed, and you took his place.
It was not required, but better than 95 percent of the time, all captives were gagged.
There were some variations. Sometimes, the little kids, Mark, Kevin, and some of the others, would whine about getting tied, and not being able to get out, so Doug told them they could watch the older kids play, and take a role. Mark might be an Indian, and whenever anyone was "captured by Indians," Mark would get to tie them up. If Kevin was along, he'd be the outlaw (or vice versa). That was fine with us, since neither of them could tie worth a damn (until Kevin got schooled by his Indian cousins), and the most anybody would ever miss, was two or three turns. But Mark and Kevin and some of the others, were all happy as pigs in slop. They'd get to tie the older kids, and not have any risk of later retaliation, and Mark was on top of the world whenever he got to tie his big brother, Ronnie.

### Re: Tug kit

Post by Teletubby5 » Sat Apr 15, 2017 2:33 pm

Ah right I think I saw that somewhere on this forum a while back. It's a great concept. Never having tried it myself though, I am curious how the ''give up your turns until you escape'' works out in practice. If you are not very experienced I can imagine it is easy to get out, but once people start to figure stuff out and cinch their ties and what not, would it not simply mean you are tied up for the entire game? Helping each other might help remedy this, but it would still be quite difficult to actually achieve.
I wonder also with the cards for trading places, would you just move up or down on the board or for example if player a was kidnapped by indians and player 2 got this card, would he be the one captured and the other released?
It is fun to consider these games, I feel this entire concept is too much clouded in secrecy. Many people have tried it at some point but it is generally not something you go up to people and talk about unless you know they are about that life. In many adult circles you have forums and meetings for this kind of stuff, but that would be quite dangerous for kids/teens to do. I feel in a family game their parents could be included, perhaps ''mandatory'' so that it would be safe and simple fun.
Tapedty you are definitely right about the name, it seems more fitting to go with something like escape games. Also because it already implies the challenge is just that, escaping. Not controlling or fooling around like you could see in bondage.

### Re: Tug kit

Post by drawscore » Sat Apr 15, 2017 9:28 pm

We had some rules we applied, but were never written down. For instance, no one stayed tied for longer than 20 minutes unless he wanted to continue trying to escape. But 45 minutes was tops.
Since there were 16 cards (four of each color) that read "Captured by Indians," it was quite possible for two, three, or even four or more, to be "captured by Indians" at any given time. There were 19 of us that played, ranging from 10-14, but the most that ever played at one time, (when I was playing) was nine. Usually, we played on rainy days and at sleepovers
Four were "accomplished escape artists." They were tall, skinny kids, who could slide their tied hands under their butts, untie their ankles, step through, and then pull their gags down, and untie their hands with their teeth. Then, they'd untie anyone else in their "category."
For those that were not "accomplished escape artists," they would sometimes request and get, a "handicap," Usually, it was starting 15-25 spaces in, rather than the starting position. Sometimes, the handicap would be for the teenagers to be tied up at the start of the game, while the 10-11-12 year olds would start at the beginning. Sometimes, it was both. And the younger kids absolutely loved tying the older kids.
Drawscore

### Re: Tug kit

Post by Sophietie » Sat Apr 15, 2017 11:22 pm

My TUG kit is contained in a black Adidas gym bag and contains:
2 lengths of 3 metre long rope
4 lengths of 1 metre long rope
1 large roll of black insulation tape
1 pair of scissors (for emergencies - LOL)
My old school gym bag (makes a fine hood)

### Re: Tug kit

Post by soyoutie » Sun Apr 16, 2017 5:55 am

My tug kit is in my bedside table;4 pieces of 1,5 mt rope, 2 pieces of 4mt of rope, 4 pieces of 2mt of rope , handcuffs, leather restraints for wrists and ankles 10 millions of handkerchiefs and silk scarves, cable ties, gardening scissors for emergency