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Rated: 18+ · Interactive · Other · #2151461
A catalogue of tickle entities
This choice: The New Checkland University's Big Tickle Game  •  Go Back...
Chapter #5

New Checkland University's Big Tickle Game: rules

    by: Agrika Author IconMail Icon
New Checkland University's Big Tickle Game


Basic rules

The game comprises of tickle challenges, where you can gain and lose points. An anonymous sponsor have secured the basement of one of the dorms for just the game, so that's where it takes place. It has a room labelled Store, a lot of rooms where the challenges take place, and an Auditorium.
When you join the game, you get 600 points. Any time you're ready for a challenge, you go to the Store, and ask for a wristband. You draw the wristband from a big bowl, with your eyes closed. It can have three colors: red, blue, or green. Then you draw a card that has a number of minutes on it, that's your challenge time. This is usually between two and fifteen minutes, but in very rare cases, people do get up to thirty minutes.
Two players with green wristbands can challenge each other, and the challenge is on if they both accept. Someone with a red wristband can challenge someone with a blue wristband, and they must accept.
The red player is always the tickler, the blue always the ticklee. Two green players must agree on some game that decides which one of them gets to tickle the other. (This can be a game of chance or skill, it can involve tickling or not, but both of them has to agree on it, and it has to have a clear winner in the end.)
When the challenge begins, the ticklee is tied down lying on their back, with their legs together and arms above their head. They must agree on a safeword, and the challenge ends when the time is out, or when the ticklee says the safeword. The goal of the ticklee is to hold out, and the goal of the tickler is to make them say their safeword as soon as possible. Depending on when the ticklee says the safewords, points are awarded or taken away:

         1. If they give up before their challenge time (the time that's written on the ticklee's card) is over, they lose 500 points.

         2. If they give up before their total challenge time (the sum of the challenge time of the two players) is over, the tickler gets one point for each second that was left. (So if the red player has a challenge time of two minutes, the blue three, that's five minutes total; if the blue player gives up after four minutes, with one minute left, they don't lose any points, but the red player gets 60 points.)

         3. If the ticklee gets through their total challenge time, the game continues, but now the ticklee gets one point for every second after the end of their total challenge time. (So in the previous example, if the ticklee gives in after seven minutes, that's two minutes over their total challenge time, so they get 120 points.)

         4. The maximum length of the game is their total challenge time. If the tickler doesn't manage to get the ticklee to say the safeword at all, they lose 500. (So, again, in the above example, if the ticklee gives up after nine minutes, not only do they get 240 points, the tickler loses 500.)

The tickler can only use tickling to make their opponent say the safeword.

Tickling rules

Each tickle challenge takes place in a room, with only the tickler, the ticklee, and a judge, in case either of them requests it. The judge is their to make sure neither of them cheats, and that the tickler doesn't take advantage of the situation.
The ticklee is allowed to wear a loose, sleeveless t-shirt, any form of underpants (boxer briefs, panties, etc.), and loose shorts that don't reach lower than mid-thigh. Additionally, girls can choose to wear a bra, but they have to change theirs shorts to a skirt of the same length. They have to decide what to wear before they draw a wristband or any cards. (The role of cards will be explained later.)
Tickling is only allowed on areas not covered by clothes, and the clothes cannot be removed or pulled away. (So rolling up someone's shirt to tickle their stomach is not allowed.) Tickler cannot use tools for tickling, but licking, raspberries, etc. are allowed.
Every area that might be tickled must be completely shaved or waxed, except hair on the head and neck. If the ticklee isn't properly shaved, the judge will shave them, and as a punishment tickle the area(s) that had to be shave for as long as the tickle challenge would last, so twice their total challenge time. In addition, they will get a 500 point penalty. If they say the safeword three times during the punishment, the judge must stop, but they lose all their points, and the judge can kick them out of the game.

Challenge cards

Players can also go to the Store to draw some challenge cards. They can only draw one challenge card every day. Challenge cards modify the rules of the tickle challenge. They're usually in favor of the tickler, but not always. Whenever you participate in a tickle challenge, you can use some of your challenge cards. If the card is bad for you, then it automatically takes effect, otherwise you can choose not to use it. (So if a card adds one minute to your challenge time, it's automatically used if you're the ticklee, because that's bad for you, but if you're the tickler, you can decide to save it for another challenge. But beware, next time you might draw a blue wristband, and then it will be used against you.) Green players can decide which card they want to use, but they have to decide before they know who will tickle who.
Below are some example challenge cards. Note that some of these are rarer than others.

Draw new wristband. You have to draw a new wristband and challenge time now. Not optional.

More/less challenge time. You can't go under one minute. Comes in all variety; one or two minutes are very common, thirty minutes are extremely rare.

Tickle tool. In your next challenge, the tickler can use some kind of tickle tool. The tickle tool is either specified (feather, electric toothbrush, baby oil, etc.), or it can be anything the tickler wants.

Tickle under clothes. In your next challenge, the tickler can tickle the ticklee under their clothes, roll their shirt up, etc. The clothes have to stay on (you cannot pull someone's shorts down for example), and you can't touch the ticklee's underwear, just their shirt and shorts/skirt. (This is why some girls prefer skirts, because unless they're wearing a bra, a tickler with this card has full access to their boobs.)

Change position. The tickler can have the ticklee in a different position: standing up with their arms up and legs apart; spread eagle; or their legs up and apart with their knees bent. (The last one is popular for girls in skirts, especially if you can tickle under clothes, because you have access to the back of their thighs, as well as their feet.)

Tummy flasher. The ticklee must wear a sleeveless crop top, that doesn't cover their stomach. If a player with a blue wristband draws this, they cannot cover their stomach at all until their next tickle challenge. (Coats are allowed for outside if it's cold, but nothing on the inside.)

Lose clothing. The tickler has to remove either their shirt, their shorts/skirt, or both.

Tickle under underwear. The tickler can tickle under the ticklee's underwear, move it to the side, etc. Can only be used if they have access to the underwear (so they can already tickle under clothes, or the ticklee is not wearing shorts/skirt/shirt), and you can't fully remove someone's underwear.

Go commando. The ticklee cannot wear any underwear. If a blue player draws this, they cannot wear any underwear until their next challenge. (Girls with skirts have it particularly hard, especially if their position is changed so their legs are spread.)

Just take it. Hard mode. The ticklee can lose the game without saying the safeword if they say 'stop', 'not there', 'no', or anything else that means the tickler should not tickle them.

Silent treatment. Extreme mode. The the ticklee loses the challenge if they make any sound, including laughter.

Uno reverse card. If the ticklee gets through at least the halfway mark, they can choose to tickle the tickler for the same amount of time, using the same cards against them that they used against the ticklee.

Naughty bits. If the ticklee's "bits" are acting "naughty", they get uncovered. That means that if someone's nipples get so hard you can see them through their shirt, they get stripped topless, and if the tickler can see through their clothing that they got wet or hard, they get stripped bottomless.

Tickle tease. The tickler can use sexual teasing, as well as tickling. The teasing can happen through clothes as well, if they're not allowed to move them or reach under them. If the ticklee says the safeword because of the teasing, the tickler has to give them an orgasm. (But having an orgasm doesn't make you lose the game; although it makes you more ticklish.)

Bread and circus. The next tickle challenge will be performed in the Auditorium, where everyone can see it. (This is particularly bad if the ticklee is partially or totally naked.)

You can trade cards with other players, either for other cards of for points. You can trade if you're blue, but beware, nothing stops a red player for using your cards against you.

Losing your points.

If you lose all your points, you can still continue the game. However, as long as you have zero points, anybody can tickle you for at most thirty minutes, without a challenge. You can be tickled this way at most three times a day, but the tickler gets to tickle you in any position, with any tools, and they can strip you down to your underwear. (If you have any.)
If you lose more points than you have, the judge will give you a bonus card that will be used against you, until you gain some points. The more points you're short, the more serious the card.

You have the following choices:

*Noteb*
1. More challenge cards

2. Stories about people playing the game

*Noteb* indicates the next chapter needs to be written.
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