The Sexy Party Game is a uniquely-designed adult multiplayer game. The free Trial account includes 2 Game Tokens to test out the game. You can sign up for one by hitting the green button below.
Once you've signed up or simply closed this window, click on the Rules button to find out how to play.
The Trial account is limited to a single deck, a maximum of 20-rounds, a maximum of 4 players, and a maximum level of 9.
Each game that you play will use up one of your game tokens. More game tokens can be purchased in packs of 10 or more and/or are included in different upgrade sets.
Once Logged-in, the Settings button will show you your user and default game settings. Within the user settings, you will see the option to purchase game packages.
If you' new to the game, please read through the Rules as they will explain how to play the game. This game is unique and unlike any other.
While you can play on a single screen, it is recommended that each player use their own internet-connected device to reduce player wait-times.
If you require addition help or support, click the Help button.
Thank you and have a great Sexy Party!
To start a game, at least one player must have a User Account. That person will then Login and Create a New Game. If none of the players has an account, one person will first have to create a User Account. You can then either continue with the free trial account, or purchase the full-version and any expansion decks. Only one person needs to have a User Account.
Once the User with the account has Logged-In, They can click on the New Game button and create a new game. This will use one of their Game Tokens. Only one token is used per game regardless of the number of players in that game. The total number of tokens on a User's Account is listed in the Settings.
They can then set the Game settings based off their current Account options, which are upgradable through the Settings button.
The Password should be simple. Once each player logs into the game, they will be required to enter this password in order to access it from their device. The password will be stored in a Cookie, so it's not important to remember past the initial setup.
The Players are the total number of people playing the game.
The Speed is a number between 1 and 10 where 1 is the slowest and 10 is the fastest. This number determines how many game Rounds (when each player has completed a Turn) must pass before the game Level increases. Thus the intensity of the Actions in the game increase with the level and will increase more rapidly the higher the game speed is set.
The Game levels consist of 1 through 10. You can set which level you wish to start at as well as the maximum level you wish to play to. If you want a more mild game, the Start Level would remain at 1 and the End Level would be set fairly low. If you want a more intense game, the End Level should stay at 10 (or capped at 9 in the Trial version) and you can start at a higher level. We recommend keeping the default 1 and 10 for the most robust game experience.
The Enable Swapping option should be straight forward. While the game does encourage a lot of play between players, disabling Swapping would prevent players with listed Partners from experiencing most sexual encounters with other players who are not their Partner, keeping the game in a more Soft-swap state.
The End Game is how the game determines it's Game Over for the players. If you have the trial version, you are limited to 20 Rounds, which is fairly self-explanitory. Once the game has finished the 20th round, the game is over. For Max-Level Reached, once you have reached the set End Level, the game is over. Player hits Negative Chicken-Outs should also be self-explanitory; when any player with zero remaining chicken-out tokens fails to complete a task, the game is over. This is more for beginners who do not want the game to progress very far and intend on using a lot of chicken-outs. Lastly, Called, is when the players simply agree to stop playing and will never be forced to stop.
Once the Game has ended, the player with the most points wins. While not enforced or endorsed, players may choose to have the player with the lowest score perform an Interaction for the player with the highest score, etierh determined by the group or by the winning player, keeping in mind consent should always be obtained prior to any activity.
The game is divided into 10 different Decks. The default Deck, which is available in the Trial version is called the Basic Deck. For a more diverse and interesting game, you can purchase additional decks. These purchases are one-time-purchases and linked to the User Account. Purchased Decks are available to be used in any games started by the User but do not have to be included.
For example, if a User purchases the full game, they still only have access to the Basic Deck. If they then Purchase the Tame Deck, each game they start, they can use the Basic Deck, the Tame Deck, or both decks. You must use at least one deck. If none are selected, the game will default to the Basic Deck.
The Tame Deck, relative to the Basic Deck, is more conservative with a large selection of low-level cards designed to help ease hesistant players into the game. All the other decks go the opposite route, adding more extreme and raunchy cards into the game in various fashions.
The Rooms option allows you to select which rooms at the location you're playing the game at to include. Some cards will require specific rooms in order to perform their associated Actions, so the more the merrier.
Lastly, the Items are a list, broken down by category, of all the different items you have available. Like with the rooms, the more items you can include, the more diverse and fun the game will be. For any items that may be disposable, it's best to have a large supply so that you don't run out.
For example, if you have Strawberries, you should have a box with at least a dozen. If you only have one or two, you should leave it out. If you have an item listed as available but you run out, any time a player gets a card that requires them to use the item, they will have to forfeit the card because they are unable to complete the task. Fortunately, in most cases, the players have a choice between two cards, so the player could simply opt to choose the other card but it will still prevent the from having options and the card may be selected over and over, so to avoid this situation, please ensure that any non-reusable items are kept well-stocked or not used.
Some Items have a number or initialism beside them: SM, MD, and LG are respectively, Small, Medium, and Large. For the Lubricants, WB or Water-based and SB or Silicon-based. If you only have one or the other, feel free to check both and just substitute the one you don't have for the one you do have. Lastly, with the Beds, the number represents the maximum capacity of 4, 3, or 2, players. For obvious reasons, you wouldn't want to try and cram 4 people onto a bed that barely fits 2. Typically, a King-sized bed would be a 4, Queen 3, and double or full 2. We assume that players are stackable and this is not intended for a comfortable sleep.
Once the User has created the Game, they will be sent to the Player Setup page. On this page, the User will enter their name and a password (twice) for themselves as well as choosing a colour to represent them on the game-board. Once done, the User will pass their device around to all the players to likewise enter the same information: Name, Password, and Colour. Complete by hitting the Create Players button.
Once Player 1 has created the New Game, they will be provided with a Game ID. Each player will then go to the site on their own device directly or by clicking the Join Game button and enter the Game ID and Player Number into the corresponding fields.
To directly access the game, use the following URL format: https://sexypartygame.com/GameID/PlayerNumber/ where GameID is your 13-digit Game ID and PlayerNumber is your PlayerNumber.
Each player will then be prompted to enter their chosen password. This password, as well as the game password, will be stored on their corresponding devices as Cookies. This will prevent other players from cheating and making choices for other players.
Once a Player has entered their password, they will be brought to their personal Player Setup page. This page will show their name in their assigned colour. It will then prompt you to fill in the following information:
Gender, whether Male or Female in accordance with which genetalia you may have. Sex is probably a more accurate term to use. For the sake of simplicity we forgo gender fluidity. If this really bothers you, find a different game. If you have male genetalia but identify as a woman and wear women's clothing, simply put Male for Gender and then choose whatever clothes you wish. The cards will be appropriate.
Next, select from the range of Sexuality. For the most part, the only vast differences will be if you choose Heterosexual or Homosexual. Choosing any flavour in between will typically provide a mostly heterosexual experience with some homosexual play.
Partner should be self-explanatory, if you are in a relationship and your partner is also a Player in the game, select their name from the drop-down list.
Your Target is a little more fluid in choice. You can choose any Player other than yourself. If you wish to have a very vanilla experience, where you do not stray far from your partner and couples will rarely interact with non-partners, then you should choose your Partner as your Target. Otherwise, it is recommended that you choose a different person as your Target, preferably someone you wish to have the majority of interaction with. Typically, you will have more Actions involving your Target than most other players by a small degree but you also gain more points by performing Actions with your Target. The game will attempt to prioritize your Target as your ideal Helper.
Lastly, Clothes. Very simple, if you're wearing it, check the corresponding box. If you're wearing something that isn't in the list, you have two options: you can either Substitute the item with something similar, or you can simply remove the item.
Each Player takes turns rolling a pair of virtual dice and moving their game piece around the board. Landing on tiles may prompt the drawing of cards. Draw the required cards one at a time and perform one of the two actions listed on the card. If you do not want to perform either action, you may choose to Chicken-Out and skip the card. You gain points for performing Actions and passing the GO Tile. You can spend points to purchase Chicken-Out Tokens or to Claim a Tile, making it a Safe space for you.
The Game board consists of 20 Tiles arrange in a rectangle. The 4 corner Tiles are unchanging special Tiles. The GO and SAFE Tiles are the only tiles where you do NOT have to draw a card when you land on them. Furthermore, if you have to draw a card while on either of these tiles, you may choose to Chicken-Out without spending any Chicken-Out Tokens. The difference is that the GO tile is where all the players start the game and as a player passes the GO Tile, they gain points. The amount of points gained is dependent on the game settings.
The two PC Tiles, or Players' Choice, Provide two cards, one a simple Dare and the other, a more extreme Dare. These often pay out a lot more points but are often more difficult Actions for the Player, sort of a greater Risk/Reward Dare. These Tiles are unclaimable to players.
The remaining 16 Tiles are all either TD or DD Tiles dependent on the Game Level. As the Level increases, TD Tiles will convert to DD Tiles. TD, or Truth or Dare Tiles allow the Player to choose either a Truth Action or a Dare Action whereas the DD or Double Dare Tiles allow you to choose between two different Dare Actions. In addition, these 16 Tiles are Claimable. If a Player lands on an unclaimed Tile, they may choose to spend points to Claim the Tile. Once claimed, no other player may claim the tile. If a Player lands on a Tile they have claimed, the Tile acts just like the SAFE Tile and the Player may Chicken-Out of any Action for free.
In the centre of the board, there are 3 rows. The first shows the game progression and who's Turn it is. The middle row shows all the Buttons available to the Player. The bottom row displays any messages for the Player.
There are 4 Types of Cards and 4 Types of Actions. The four cards: TD, DD, PC, and I each give a player a choice between two Actions. The four actions: Truth, Dare, Players' Choice, and Interaction.
As mentioned, the Truth or Dare card allows a Player to choose between a Truth Action and a Dare Action and the Double Dare card lets a Player choose between two different Dare Actions. The Players' Choice card allows a choice between two Dare Actions where one is more challenging but more rewarding. THe main difference between a PC and DD card is that the choice of Action for a PC card is given to the other Players. Where all other cards, the Player gets to choose their Action, with the PC card, the other players vote on which action they want the Player to perform and that is the one they are given, though the player may choose to use a Chicken-Out token to avoid it. Lastly, the Interaction cards are strictly group-action cards where the Player is the focus of the card.
Cards are gained by landing on a Tile that requires a card to be drawn and draws the appropriate card. Furthermore, if a Player lands on a Tile (passing over a Tile doesn't count) that is currently occupied by one or more other Players, the Player must draw an Interaction card in addition to any other cards they may have. On top of that, if a Player rolls doubles (The values of the dice are the same), they must draw a Double Dare card in addition to any other cards.
During your turn, you will see, in the middle row, a series of buttons. From right-to-left, in yellow, the current number of Chicken-Out Tokens you have, in red, the current number of Points you have, the Stats button, which will popup a list of all players and their corresponding colour, points, and c/os. Next to that is the Rules button, which brings up this page in case you wish to review the game Rules. These options are available to all Players throughout the Game, whether it's your turn ot not.
On the Left side of the middle row will be the specific options. If it's not your turn, buttons may spring up here if either you are called to Judge an Action, or choose a PC card for the Player whose turn it is. During your Turn, the Buttons will show you your current Options, starting with Buy CO and Roll Dice. You can only purchase Chicken-Out tokens before you roll the dice at the start of your turn. Clicking on the Buy CO button show you the price to purchase a single CO token at that point. The price will vary depending on the game level and on the number of CO tokens you have. The price increases the more you have so it' much more expensive to stockpile CO tokens than to just buy them as needed, though there is a possibility of needing several in a game turn.
The Roll Dice button brings up a screen where you roll the dice and then move to the corresponding Tile. The game will then determine which cards your are required to draw. If you land on an unclaimed Tile, you will have the option to claim the Tile. Clicking on the Claim button will show you what the point-cost is to claim the tile. Claiming a Tile makes that Tile a SAFE space for you but has no effect on other Players. You can only Claim a Tile if you have sufficient points to claim it. The price will vary depending on game settings.
The Cards button will show you a list of cards you have to play this turn. There will be anywhere from one to three cards. Choose one and select Continue. You will then be shown the card and given a choice between two Actions (unless the card is a PC card, in which case you have to wait while the other players choose your Action). Select the Action or choose to Chicken-Out if you have an available CO token, then hit Continue.
Once you have selected an action, you will see a Complete Action button. This button allows you to review the Action you are required to complete. At the same time, the other players will get a Judge Action button where they are asked whether or not the Action has been completed. Once the Player whose turn it is completes the Action, all the other Players must hit their Judge Action button and choose Yes or No, whether or not the action was completed. They will see the Action text as well, so they know what they are judging. If more than half of the players agree the Action was completed, The Player will then have the option to Complete the Action and progress. If the players feel the action was not completed, the Player will fail the Action and lose both points and a CO token. Therefore, if a Player feels they cannot complete the Action, they are better off just using a CO token to prevent the additional loss of points.
If a Player is unable to complete an Action, they forfeit the action by simply allowing the other players to vote NO that the action was not completed. If, however, the Players all agree that the card was unreasonably unfair, they can opt to agree that the action was completed and give the Player a free pass on it. This course should be discouraged, however, because the Player should be able to perform one of the two Actions provided, so they could have chosen the other option. An example would be if the Action required the use of an item and the item is either currently being used by another player, or in the case of consumable items, the supply has run dry and you are out. The players should decide at the start of the game if they're going to make exceptions in these cases or not.
Once a player has completed all the Actions from their cards, they may complete their Turn and the next Player's Turn will begin.
Once the last Player completes their Turn, it becomes Player 1's Turn again and the next game Round begins. Depending on the Speed set for the game, after a certain number of Rounds, the game Level will increase. As the Level increases, the Actions on the cards will become more challenging, more personal, more sexual, and more interesting. There will become fewer and fewer Truth Actions, replacing them with Dare Actions. Higher levels also mean more points. Truth cards will typically provide fewer points than Dare cards.
Once the game has progressed to the End Game setting, the game will end at the end of the last Round and whichever Player has the most points will win the game.
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