Virtual Tickling Games
10.10.2019 admin
Kongregate free online game Tickle Me Cosmo - Tickle Me Cosmo. Tickle Sergie, he'll love it. Tickle him hard enough and he'll dance a little. Play Tickle Me Cosmo. Enjoy the most popular free online girl girl games on Didigames.com!
(I haven't tested this; if somebody does, let us know how it goes!) You need: At least one d6 (a regular die); 4 is max (preferably distinguishable, but it's fine if they're not) A timer that can handle the amounts of time you set Space in which to be loud Attire: Preferably clothing that leaves the underarms, tummy, and feet bare, or which allows them to be bared without exposing anything that they don't want showing. Suggested: bikinis for girls, shorts for boys. Players: 2.whatever works All players should be comfortable enough with tickling and being tickled by each other. If one person is uncomfortable about being tickled by another, they should probably not play the same sessions. Players sit in a circle.
Decisions should be made about various aspects of the game. If your dice are different enough, which die means what. Whether things other than fingers should be used to tickle, or whether it should just be fingers.
The boundaries: what spots may be tickled on a roll of 6 with the spot die. Depending on the group, this can range from 'any spot of the five that may be chosen by the die' to a true 'anywhere'.
(Kids should probably stick to non-private parts.) 4. On the duration die, the amount of time that each number indicates. (There is a suggestion in the appropriate place, but adjust it for your group. Try to strike a balance in choosing times that a tickled player might conceivably give up in, and not boring the other players too much.) Decide who goes first using whatever method you want. If you have four (or three, if only two people are playing) dice that all look different enough, roll them all at once. Otherwise, roll one die. If you rolled more than one die, pay attention to the action die.
If you rolled a 1 or 2, someone is going to tickle you. If you rolled a 3 or 4, you'll tickle someone. If you rolled a 5 or 6, it's your choice whether to tickle or be tickled.
(If there are only two people playing, this die should be omitted.) If you rolled one die, roll another. Otherwise, now pay attention to the person die. If you rolled a 1 or 2, then the someone is the person to the left. If you rolled a 3 or 4, the someone is the person to the right. If you rolled a 5 or 6, you may choose anyone in the circle.
If you're rolling one at a time, roll another. Otherwise, now check the spot die.
If you rolled a 1, the underarms are the tickle spot. If 2, the ribs. If 3, the tummy. If 4, on or in the bellybutton. If 5, the feet. If 6, anywhere (but see point 3 above) the tickler chooses, and the tickler doesn't have to keep to one spot. Finally, the duration die.
This decides the target time that the player being tickled is to try to allow himself/herself to be tickled. (Suggestion: For a 1, 10 seconds. For a 2, 20 seconds. For a 3, 30 seconds. 4, 40 seconds.
5, 50 seconds. 6, a full minute.) So, if you rolled 1-2-6-5, you have to let the player to the left (2) tickle you (1) wherever (s)he wants (6) for 50 seconds (5). Or, for a two player game, if you rolled 1-2-3, you have to let the other player tickle you (1) on your ribs (2) for 30 seconds (3). If the player being tickled wants the tickler to stop early, (s)he should say so. (Optionally, a safeword may be used instead of 'stop'. Preferably one that's not hard to think of, say, understand, or distinguish from laughter.) This will cause him/her to lose. (If the game started with more than two people, one die may be set aside once it gets down to two.) Bathroom breaks should be allowed.
Optimally, the player who has to go should do so when it's not his/her turn, and (s)he's not being tickled. If you're the one to be tickled, and you feel like you might have to go, call a break and go to the bathroom. The players then know to wait for you. (Alternatively, if the tickler is the player whose turn it is, (s)he may select a different player to tickle.
The winner is the player who never asked the tickler to stop early. VARIATION Additional requirement: A number of 'markers', enough so that each player has the same amount. These can be anything smallish, as long as they're allowed to be used. Styrofoam cups.
Animations
Actual markers. Give each player the same amount. (Up to three each should be okay.) Instead of losing when you ask your tickler to stop early, you give up a marker. If you ask your tickler to stop early when you have no markers, you lose.
The player who doesn't lose all his markers wins.