Monday, February 25, 2013

Spiral Turquoise's Counting Game

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. 

6 comments:

  1. Yes well, I've started to build denotative associations with certain languages to certain implements.

    I favor Korean for the belt, and Japanese for the switch... if I can get it to work that way. It's hard to predict these things when you're bent over and being struck from behind. If we add anymore implements to the game I might have to allocate French to the wooden paddle.

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  2. I'm definitely going to need to look into trying Russian next time :)

    Though, being terrible at it is actually a perk on multiple levels, for me - I'm one of the "who enjoy struggling only to fail" ones. Specifically, a large part of the appeal for me (aside from the part where I get hit with things :D) is it being something I can try and work at, want to improve at, feel accomplished at a higher score - and then still fail at the end.

    The combining together of that kind of ridiculous but concrete pride, the point of the moment of failure which feeds into my punishment kink, and that feeling of 'it can and will never be enough', adding on top of counting, which I like just on it's own, is I think why this game is so thoroughly great for me.

    (You're very attractively egotistical, by the way :D)

    -Nine

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  3. So, I was telling Demure about the counting game today, and she said a top she knew would play similar games with math and spelling.

    Spelling: The top says a word, and the bottom has to spell it, letter-per-strike. And if they get it wrong they have to start over.

    Math: Each strike has a math problem associated with it. There's a prearranged number of strikes, and if the bottom gets a problem wrong before getting to the end, the count starts over.

    Creative counting/creative impact play for the win!

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  4. OK, wow - when I had to do the prove-you're-not-a-robot thing for the above comment, the twisty-text thing they gave me was "ds lifie". Seriously.

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  5. What a wonderful game. I am going to use this the next time one of my lovers suggests impact play...

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  6. I don't enjoy humiliation but I love the mental challenge of it all. Perhaps a small smaller goal would be very intriguing to just play. Thank you for sharing. :)

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