Thinking of an idea for a tie-up board game.

Postby Illest » Wed Jul 27, 2016 2:45 pm

The board would have different spaces, with 5 main objectives. They would either be different positions(hogtie/chair/etc.), scenarios(crossdressed/wedgie/closet), materials(rope, tape, saranwrap, zipties), gags(tape, cleave, panties, etc.), and time limit(10 mins, 30 mins, 1 hour). There may also be accessory spaces(piggy nose, bunny hat, makeup) just for additional purposes.

The premise would be that the winner is whoever is the first to get at least one of each objective, in which you use the objectives you've collected to bind the loser. If you have more than one of an objective, you can use all that you collect.
In fact, even if you have all five you can opt to go three more turns to gather more materials. However, this gives your opponent a chance to win since you're pretty much going for the overkill and you have to go those three turns.

More than two people playing would have a slight difference. In this case, each time there's a winner, they pick someone to bind. After that person is bound, the game continues. The time limit has no bearing until the very end, because the one bound can attempt to escape while the others continue. If he/she escapes, they can come back into the game. However if they get selected again, the materials used on them the first time can be reused along with what the winner has.

Basically, once you have 5 objectives, you cash them in to :tied: the player of your choosing.

Re: Thinking of an idea for a tie-up board game.

Postby drawscore » Wed Jul 27, 2016 7:00 pm

When I was much younger, one of my friends made up a board came he called "The Race to Town." I thought I had a picture of the board, but if I do, I can't find it. It was drawn on graph paper, with a square spiral pattern. starting at the lower right, and ending in the center of the paper.

I did manage to copy the rules, and add a few notes of my own. So, here are the rules:

Drawscore

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 128 cards, 32 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)
e. Move to closest green square and draw card. (1)
f. Move to closest red square and draw card. (1)
g. Move to closest yellow square and draw card. (1)
h. Move to closest blue square and draw card. (1)
i. Capture the player of your choice. (2)
j. Get captured by the player of your choice. (2)
k. Get captured with the player of your choice (2)
l. Kidnap the player of your choice. (2)
m. Get kidnapped by the player of your choice. (2)
n. Get kidnapped with the player of your choice. (2)
o. Adopted by Indians (2)

It seemed pretty straightforward, and probably would have been fun anyway, playing the game "straight." 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 or landing on a "trade places" square.

"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: Thinking of an idea for a tie-up board game.

Postby Oohmynameisblue » Fri Jul 29, 2016 8:21 am

Nice idea! The only thing I would change is the rule where you can try and get more materials, I just don't think it is necessary.

Maybe there should be other spaces too, like an opponent gets an objective/material if you land on it or you lose one of your materials.

Have a great day,

Owen

Re: Thinking of an idea for a tie-up board game.

Postby fungirlkatie » Mon Aug 01, 2016 11:29 am

that sounds like a brilliant idea, i'd play it
Bound, gagged and blindfolded, all with silk scarves

Re: Thinking of an idea for a tie-up board game.

Postby gaggednbarefoot » Wed Aug 03, 2016 11:52 am

Im in
Tie me up, take my shoes and socks and tickle my feet.

Avatar thanks to Jason Todman

Re: Thinking of an idea for a tie-up board game.

Postby drawscore » Wed Aug 03, 2016 10:09 pm

I'm on vacation at the moment, wandering around Germany, France, Italy, Spain, Portugal, and England. Should be home in another week. I'll look for the old game board.

Drawscore

Re: Thinking of an idea for a tie-up board game.

Postby Boocola » Mon Aug 15, 2016 4:35 pm

how about this for a board game this would could require a lot of players have game squares have suggestions square one could be get tied up, square two could be release one person tied up square three could be spank someone tied up a couple of squares can be empty the goal would be to make it to the finish square if everyone get tied up set a time limit or set a time limit for being tied up to make the game go faster.
:twisted:

Re: Thinking of an idea for a tie-up board game.

Postby sagitarium1968 » Sat Aug 27, 2016 12:56 pm

Great idea. I have a More simple idea. A Dice and All your equipment. The players toss The Dice, and The One with The higest number can choose a player to have, for instance, The ankles tied. The Game continues till All but One player is tied hands and feet and gagged. Can even be played online with selfbondage

Re: Thinking of an idea for a tie-up board game.

Postby drawscore » Sun Aug 28, 2016 3:04 am

Found the game board. Here it is:

Drawscore

IMG.jpg

Re: Thinking of an idea for a tie-up board game.

Postby Dominik » Fri Sep 30, 2016 9:53 am

Here’s what I found on a site for boy scouts’ games.
Not exactly a board game, but looks interesting nevertheless,

PROGRESSIVE CARDS TIE 
The group plays a series of hands of any card game (usually varieties of poker).  As the game progresses, each time a player has lost two hands, he is tied by the group not then tied.  The remainder of the group continues then to play.  The tiee attempts to release himself, and if so rejoins in the game.  Those who rejoin have a restarting score of 0 lost hands.   When only one player is left untied, he is declared the winner.  (A different number of  hands to be lost to be tied may be preset by the group playing.)
variation:  A deck of 5x3 cards may be prepared.  On each card is a different tie named or described.  The tiee draws a card from this deck and is tied with the tie named or described on the card he has drawn.

My comment:
It doesn’t have to be a card game – any game is suitable which fulfills the following conditions:
1 – The game must be playable with any number of players,
2 – Player’s abilities, experience etc. should have little or no influence on the game’s result; the deciding factor must be luck,
3 – One round should last some 5 to 15 minutes, and
4 – After each round, there must be exactly ONE loser. Therefore, poker is not a good choice:
every variant I know produces one winner, all other players being losers.

As for the variation, I'm wondering why it must be "5 x 3" cards. Why not simply prepare 1 card for every tieup that's feasible under the circumstances in which the game is played, plus, maybe, one card "tier's choice" and one "tiee's choice"

Re: Thinking of an idea for a tie-up board game.

Postby ducttape1234 » Fri Sep 30, 2016 11:52 am

I like this