Actual games

Postby Meh » Mon Aug 26, 2013 3:33 pm

I know this site involves a ton of stories about being bound and gagged. But, does anyone know of an actual tug that could be played among friends?

Re: Actual games

Postby drawscore » Mon Aug 26, 2013 6:12 pm

Here are four games I played as a boy. Keep in mind that we were between 10 and 15.


1. HIDE AND GO SEEK:
a. Players: three or more
b. Equipment: Two pieces of rope and a bandana or neckerchief for each player.
c. Time limit: None
d. How to play:
1. One player is selected as "it," and is tied up (usually not very well) by one or more other players. When done, the tying player shouts "GO!!" and he and the other players have until "it" gets loose, to run and hide.
2. A player is captured if his "flag" (bandana or neckerchief) is pulled from his belt, or is lost on the field. Captured players are taken to the base, and tied up.
3. If a captured player can free himself, he is back in the game. If not, too bad.
4. Captured players cannot help each other escape.
5. The last player captured is "it" for the next round. When the last player is captured and tied, the others are untied, and the game starts again.
e. Special Rules:
1. All captives are gagged.
2. Captives may be tied with more than two pieces of rope if available.
3. No rope may be tied around the neck or through the groin under any circumstances.
4. Captives must be checked every 10 minutes.
5. If there are more than six players, two players may be designated as "it." For 10 or more, three "its," and if 16 or more, four "its."
f. Rules violations: Penalties for rules violations will be determined by a majority vote of the players.

2. TEAM CHASE
a. Players: Four or more
b. Equipment: Two pieces of rope and one flag (bandana or neckerchief) for each player.
c. Time Limit: None
d. How to play:
1. Players are divided into equal or near equal teams.
2. Teams select a base from which to start.
3. When the start signal is given, the teams try to capture members of the opposing team by pulling the flag from their belt. If a player loses his flag, he is automatically captured.
4. Captured players are taken to the home base of their captors, and tied up.
5. Captured players are allowed to help each other escape.
6. The team that captures all the members of the opposing team(s) wins.
e. Special Rules: Special rules 1-4 for "hide and go seek" apply.
f. Rules Violations: Penalties for rules violations are determined by a majority vote of the opposing team.

3. TIE UP THE RUSTLER (Scout meeting version)
a. Players: Two or more teams of 5-8.
b. Equipment: Two pieces of rope for each team.
c. Time limit: 15 minutes.
d. How to play:
1. Each team selects one member to be the "rustler." He is sent to one of the other teams.
2. Teams have five minutes to "tie up the rustler."
3. When the five minutes is up, the start signal is given, and the "rustlers" try to free themselves. First one free wins X points for his team, determined by the number of teams. (If there are five teams, he wins five points.) "Rustlers" have ten minutes to get loose.
4. If a "rustler" fails to get loose, the team that tied him gets points equal to the number of teams playing.
e. Special Rules:
1. No rope may be tied around the neck or through the groin under any circumstances.
f. Rules violations: Penalties for rules violations will be determined by a majority vote of the opposing team.

4. TIE UP THE RUSTLER (Home version)
a. Players: Three or more
b. Equipment: Rope, bandanas/neckerchiefs, kitchen timer or stopwatch.
c. Time limit: 10 minutes
d. How to play:
1. One player is selected as "sheriff." The rest are "rustlers."
2. The "sheriff" ties up all his "rustlers" in the same way (hands and feet; hands, feet, and arms, etc.)
3. After the last "rustler" is tied, the "sheriff" sets the timer/stopwatch for 10 minutes, and gives the start signal, and the "rustlers" try to escape.
4. "Rustlers" who get free get one point for each full minute remaining on the clock.
5. For each "rustler" that fails to get free, the "sheriff" gets 10 points.
6. Game is repeated until each player has been the "sheriff." Player with the most points wins.
e. Special Rules: Special rules 1-3 for "hide and go seek" apply.
f. Rules violations: Penalties for rules violations are determined by a majority vote of the players.

Re: Actual games

Postby ropedin » Tue Aug 27, 2013 12:50 pm

Games of luck are always interesting. I've seen a few variants of dice games, where people write down ties/gags before hand and assign them to different numbers. Then depending on the numbers you roll you end up tied in different ways or for varying amounts of time.

There's also TUG poker, where every hand you lose means an additional restraint until your hands are tied and you can no longer play.

Re: Actual games

Postby tightlytaped » Wed Aug 28, 2013 3:24 am

Of course, there's always the CHALLENGE or DARES. Double dare you to try and get out of hogtie or some other predicament. Time challenges work as well: how can get out the fastest.