Nice thread, maid-ticklin' dude.
🙂 I like the whole 10-lives thing and the wildcards you've thrown in there. Can't say I've ever seen (or thought of) those variables in a Trivial Pursuit tickle game before.
As for other board games...well, I wouldn't want to repeat any of the more common ideas floating around out there, but my fiancée and I thought up this idea for the board game Monopoly (since we've been playing it religiously on Pogo.com together these past few months...it's becoming an obsession, really. That game is so damn fun!
😛 ).
So, lemme try and explain. I hope this turns out coherent. xD
-=:Tickle Monopoly:=-
Basically, the game is played just as it normally would be played, 'cept with simple additions and/or alterations to the rules and the Chance/Community Chest cards. Because of this, players should use a Monopoly set that they wouldn't mind marking up or disposing of afterward. Also, my girl and I configured the ticklish alterations to favor a two-player game. Not sure how it'll fare with more than two players, but I'm sure y'all can figure out how to tweak the rules and cards a bit to suit that.
Ticklish scenarios will occur in four ways:
1) Rent
2) Chance and Community Chest cards
3) "Special" spaces
4) Losing the game
Prep-work would include giving different tickle-related values to each Chance and Community Chest card - that is, with a sharpie or post-it notes or something, one would write a "punishment" or "reward" to go along with whatever the card usually allows. So if it's a "negative" card - say, something like "Spend $50 on Christmas Gifts" or whatever, then the punishment could potentially be, "Your opponent uses a Christmas 'toy' of his/her choice to tickle you anywhere for three minutes." And if the card is a positive draw - "Receive $20 For Winning Second Place at a Beauty Pageant" - then the reward can be, "Give your opponent twenty playful pokes along his/her ribcage."
Get the picture?
😉
Not all cards need to have a punishment or reward, of course. It's totally up to the editor to make these up. For instance, the "Move Directly to so-and-so Property" cards are pretty much neutral, 'cept if your opponent owns said property, then another sort of penalty will be implemented. Also, the dreaded "general/street repair" cards both have special values of which I'll explain later. (
😀 )
Next, tickle-time values need to be agreed upon per special space or property. So, if a player lands on said space, he/she is tickled by the other player for a certain amount of time (anywhere, any intensity, blah-blah). This includes: Income Tax, Luxury Tax, Free Parking, Electric Company, Water Works, and Jail.
Here's my personal ideas for those spaces:
Income Tax: Player receives two full minutes of tickling.
Luxury Tax: Player receives a minute of tickling.
Free Parking: Player gets to tickle his/her opponent for three full minutes.
Utilities: Player gets tickle-tortured for
n amount of seconds,
n being the roll value multiplied by 4 or 10, depending on whether the player owns one or both of the utilities (e.g., if your opponent owns both utilities and you land on one with a roll of 9, then you receive 90 seconds of tickling - a minute and a half of coochi-coo!).
Jail: Player receives THREE minutes of non-stop tickle-torture for EACH TURN he/she is stuck in jail, INCLUDING the turn that delivered 'em there in the first place AND the turn he/she gets out, regardless of the method. (So, there can potentially be four three-minute tickle-sessions - twelve minutes in total - if the player so chooses to continue trying to roll his way out of jail and avoid paying the $50. Absolutely
BRUTAL to land in jail...especially multiple times!) You can even tie the person up, should you want to sacrifice more time and energy for that. It IS jail, after all.
🙂
Liking this so far?
😛
Once all of that is taken care of, you're ready to play the game with your ticklish friend/soulmate/arch-rival/random stranger/whoever. Clothing can range from casual to naked, though preferrably bare or sock-footed, for obvious reasons. The setup is all the same - money is distributed evenly, tokens are chosen, snacks and soda are served, 80's music is playing in the background, etc. Each person tries to buy properties and so on, so forth, taking/dealing their punishments for the cards they draw and the spaces they land on.
And now we get to the fun part. As if the other stuff isn't fun enough...heh heh. xP
Most of you who played Monopoly before know how the rent system goes...so I won't go into those details (if you don't know, look up the rules online or something). Basically, the person paying rent to his/her opponent also pays "tickle rent." Simply put, the person receives a certain amount of tickling depending on how built-up the property is. In my version, the values are all the same, no matter how expensive the property is (e.g., same tickle rent for Baltic Avenue as it is with Boardwalk), but you can, of course, make it so that it gets worse for each colored property (if you're crazy enough to exert the effort, anyway). I'll list the "tickle rent" values here:
No houses (no monopoly) - Player receives ten pokes.
No houses (monopoly) - Player receives twenty pokes.
1 house - Player receives thirty pokes.
2 houses - Player receives a minute of tickling.
3 houses - Player receives two minutes of tickling.
4 houses - Player receives three minutes of tickling.
Hotel - Player receives FIVE minutes of tickling!!
As you can see, the tickling really adds up after landing on build-up properties so many times. Ain't it diabolical?!

Even if you managed to gridlock with your foe so that nobody is able to gain a monopoly without trading or something, that can STILL potentially add up to hundreds, perhaps
thousands of pokes!
😱
So rent, plus the cards and the special spaces... that can equal a LOT of tickle punishment! But wait...I'm STILL not done!! :scared
This will go on, of course, until someone wins the game, in the conventional way (player goes bankrupt, or player has a higher networth when the time runs out). Of course, there HAS to be a severe tickle punishment for the one who lost...right?
😉
First thing to do is to tie the loser down, however way you want. Bondage will only be used at the conclusion of the game, seeing as people need to use their hands to roll the dice and stuff.
😛 Then, take the amount of money the winning player has as his overall networth, and convert each dollar into a second. So for example if the winner ends up with a $6000 networth, that equals 6000 seconds - or in other words, 100 minutes...or an hour and fourty minutes. That's right. An hour and fourty minutes of being tied down at the winner's mercy. :reddevil: Or if that's too long, then you can make it half-a-second per dollar, or a second per every 10 dollars, or however way you want.
Sucks to be you if you lose, buddeh.
😉
But either way, all variables included, this would make for a very fun, laughter-filled game of Monopoly for all involved, supposing you have a huge amount of time to play just one game. Given the frequency of landing on certain spaces (especially JAIL), all those minutes of tickling can really add up to literally hours of actual tickling for both players, and that's enough to get anyone's toes wiggling!!
So, what do ya think? :super_hap
EDIT: Oh! I almost forgot to talk about the "general repair" and "street repair" cards that are found in Chance and Community Chest, respectively. Since those cards are vicious in the later stages of the game, when there are lots of houses and hotels set up all over the place, the tickle punishment for those should be just as vicious. The cards force you to pay a certain amount to the bank for each house and/or hotel you have up. To add to that, you'll be forced to receive ten seconds of tickling per house you have up, and a minute of tickling per hotel.
So, let's say you have two monopolies, and one has twelve houses on it, while the other has three hotels. That's 120 seconds plus the three minutes from the hotels...which adds up to FIVE MINUTES of delicious tickle-torture for you! Now, let's say you're super good (or super mean) and is pulverizing your ticklish victim to death as he/she keeps landing on any one of your twelve hotels that's dominating your four monopolies on one side of the board...heck, let's even thrown in an extra dozen houses on a fifth monopoly for good measure (since there are ONLY twelve hotels...can't go above that). Mr. Meanie Pants has so many properties up...but then lands on Chance and pulls the general repairs card. Uh oh! You know what that means, do ya? Twelve houses = 120 seconds = 2 minutes, + 12 hotels = 12 minutes...yeah, that's right, Mr. Meanie Pants. FOURTEEN GRUELING MINUTES of continuous ticklish hell from your poor opponent whose suffered so much at your tyranical grip on the gameboard. Payback's a bitch, ain't it?
😉
EDIT EDIT: Just thought of another possible twist to the game. Optional: Players who are in Jail
cannot deliver ticklish punishments to his/her opponent for tickle rent or any other thing. So, in addition to the three-minutes-per-round, that poor victim won't be able to have the satisfaction of retaliating until he/she gets out of jail.
Another optional rule that goes well with this is that players aren't allowed to buy their way out of jail. They're only allowed to attempt to roll doubles, at least until the last possible turn they're supposed to be in there for. And if still unsuccessful, they simply pay the $50 after the third try, take their fourth three-minute tickle punishment, and move on from there.
These two rules can make the Jail space a very, very frustrating and frightening space to land in!
😉
IMPORTANT!!!
In order to play this game to its full potential, you'll need to allow at least four to six hours of gameplay, including the penalty tickle for the loser at the end. To limit this, you can implement a time limit on the game itself, but it's advised that you keep it above three hours at the least. Because of the long ongoing gametime, it's advised that you give yourselves maybe a ten minute break every hour or something, as playing a strenuous tickle game of Monopoly like this for a super-duper long time CAN be dangerous. Please, please use common sense and take breaks at regular intervals...and know when to quit if you or your opponent really can't handle anymore.