There's this game I play when I'm topping for impact play. Nine, Grayson, and Sam all agree that it is completely wonderful and that I should do it pretty much whenever we play. Kenji and Petal, after the first time they watched me play with Nine, complimented me upon how delightfully nasty it is.
I call it Spiral Turquoise's Counting Game.
Because I'm egotistical like that.
The game is simple:
The top has at least two different impact implements. They should be distinctive from one another for some reason or another; perhaps one is stingy and the other thuddy, perhaps one is flexible and the other is rigid, perhaps one is thin and the other is wide. (Combinations that I like using: wood paddle/belt, wood paddle/crop, dowel rod/glowstick, rubber paddle/dowel rod)
The bottom must then count the blows - keeping a separate count for each implement.
The game continues until the bottom makes a mistake on either count, or until a pre-arranged minimum count has been reached. The bottom receives a punishment (in the form of a flurry of had strikes, too quickly to count easily; or a switch to a different implement; or some other punishment), and likely also verbal degradation (if the bottom enjoys name-calling and humiliation, their failure to count higher is good material for indulging that kink).
The top can increase the difficulty and disorientation of this game by keeping track of the bottom's particular counting abilities. I have found that keeping the numbers close to one another (8 strikes with the belt, followed by 7 strikes with the paddle, followed by another 4 with the belt) adds to the confusion, although a particularly long series of strikes with one implement can also obscure the memory of the other implement's count. Quickly switching, or varying the length of time between switches, can also increase the difficulty.
If the bottom becomes particularly adept at the game, a third implement can be added to further increase the difficulty.
The goal of the game is to create a situation in which the bottom either cannot win, or can only win with great concentration and effort. The disorientation provides a challenging mental exercise, while the nearly inevitable failure condition creates an opportunity for humiliation play. A pre-agreed number of correctly counted strikes can yield rewards for the bottom; perhaps the bottom gets to enjoy their favorite sex act if they can successfully count to 30 on one implement. (That said, even reaching the 20's has been incredibly difficult for everyone that I have played this game with.)
Multilingual bottoms can decrease the difficulty by switching languages (Grayson has found that he lasts longer when he counts one implement in English and the other in Korean). Tops who do not speak the relevant language should pay close attention, listening for repetitions, hesitations, or other signs that may indicate failure.
Now, clearly, this is not a game to play with bottoms who don't like the feeling of failure, or who have bad associations with frustrations. This is primarily for bottoms who enjoy a mental challenge or who enjoy struggling only to fail; extra bonus for bottoms who enjoy being humiliated, degraded, reprimanded, and insulted for a quantifiable failure.