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Ideas for TUG-themed Escape Room

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copperfox
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Ideas for TUG-themed Escape Room

Post by copperfox »

There’s a few posts (some going back several years) asking for information about escape rooms which incorporate being handcuffed or tied up. As far as I know (as least in the US), there’s not that many. In fact, I’ve only actually come across one (during a vacation), but we didn’t go for it. I as understand it, the handcuffs used were “prop”cuffs anyway (due to liability concerns, I would imagine). So, without there being any “real” challenge (from a TUG perspective), it didn’t sound terribly interesting to me. :D

That really got me to thinking, though…what would a real TUG (bondage, even) themed escape room look like? What kind of scenarios would there be, and what kinds of gear would be used? Would/could something like this even be possible, given safety/liability concerns? If so, do you think people (i.e., the general public) would be inclined to sign up and participate?

The latter questions aside, here’s just one idea for a scenario/“room” that I’ve been envisioning:

Participants: 2+

Room: 15 ft x 20 ft. At one end of the room is a queen-size mattress situated on the floor, surrounded by hook points at all corners. The exit door is on the opposite end of the room. In between, there is a foam pit with several pillars on which players must jump (from one to another) in order to make their escape. A small ledge exists between the pit and rest of the room.

TUG Gear: Handcuffs, chain, ankle cuffs, and/or locking leather cuffs, gags (e.g., tape, ball gag), blindfolds, leather bondage hoods

Time Allotted: 1 hour. Additional time can be selected as an option if desired. (Hey, maybe they just want to enjoy being tied up for a while!)

Preliminary Discussion/Options: Players choose material to be bound in as well as level of intensity. At the lowest level of intensity, players are not gagged or hooded. At the highest level, players are hooded and possibly gagged. Players may also choose if they want to be provided some initial clues to help them get started. Clues can also be provided during the event as well if as required and requested.

Mission/Goal: Just escape the room!

Scenario: (For the sake of this particular event, there are only 2 players, and the highest level of intensity was selected. Heavy leather was chosen as the preferred material, due to the ability to struggle and move around without causing pain or possible injury.

Prior to entering the escape room. Both players are placed in locking leather hoods and gagged (with either a ball gag or front-buckle stuffed gag, through an open mouth hole in their hoods). The first player is brought into the room through a one-way entrance, and locking leather cuffs are applied to her hands and feet. She is placed on the mattress, and her hands and wrists and locked to the four hook points, placing her in a tight spread eagle position. She struggles and moans in her hood and gag, but she’s rendered completely helpless.

The second player is led into the room and made to lay on his back in the middle of the floor, just a few feet away from his partner. His hands and feet and likewise secured in heavy leather locking cuffs. He is then placed in a tight hogtie position using a short chain extending from both sets of cuffs. He struggles and tries to call out to his partner, but the gag proves to be quite effective.

With both players completely secured and all guards/safety staff in place, the attendee announces: Game begins now. You have one hour to escape…good luck!

Escape Details:

First, a discussion as to how the players can successfully escape. Every bit of gear has been locked on to both players, so there’s no escape without finding the required keys—so that is the first task. As the first player is tied spread eagle on the mattress, she is rendered completely immobile. It is up to the second player to perform all the initial work.

There are four keys scattered around the room (somewhere between the ledge by the pit and the mattress). He must wiggle and squirm around to find and gather all of them. Once in his possession, he can make his way over to his partner and begin unlocking each cuff. This is made extremely difficult, not only in that he is still hogtied (but can still access all necessary locks), but also because each of her cuffs corresponds to one of the four specific keys. This is will be a time-consuming (and hopefully arduous) process.

With that, partner two is (mostly) free. She can now remove her gag and is now able to speak—but, remember, she still has her locking leather hood to remove. One of the clues that was initially given, perhaps, is that keys can be either be found “up high, or down low”. With some searching, she is able to feel a key hanging just above the mattress. Once the hood is removed, she is completely free!

However, her partner is still fully hogtied at this point (and, I would imagine, very exhausted!). She must search the room, high and low, for all the other keys (which are out of his reach) required to successfully free him. (This could be made more difficult or time-consuming by making the player solve a small puzzle for each additional key.). Once found, she can then remove his chain, leather cuffs, gag, and hood. Finally, they are both free.

Both players jump over the small ledge and nimbly pounce across each raised pillar in the foam pit to finally reach the exit door.

Final thoughts:

If it wasn’t obvious, the purpose of the foam pit was is ensure that both players are completely unbound before they can exit the room. The purpose of the ledge is to ensure that, while hooded, neither player accidentally wanders (or rolls) into the foam pit!

Lastly, I think an interesting take on this would be that, during the initial discussion, the players have the option of letting others watch their entire game unfold through several windows located around the room. Perhaps, this may even take place in a viewing area while other parties are waiting for their turn! Of course, this would reveal critical aspects on how to escape—but, perhaps, some important details (such as locations of keys or answers to puzzles) can be changed to ensure a “new” environment is created with every game.

……

Well, that was longer than I had anticipated it to be when I started writing. Hopefully, this is still the right place for this post. Either way, I’d love to hear about other’s thoughts on other types of potential escape scenarios. What would this look like for a group of more than two people? What about a solo adventure?
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Post by Mia »

I absolutely love it! And I would do it. Please keep posting more Escape Room ideas!
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Post by latin-self-bound »

This is a wonderful idea!!! Sometimes I've thought about a escape room involving a couple (or a small group) tied up with ropes, and the way of escaping is untying each other with their hands and fingers. Obviously it must be others puzzles in order to open the door of the room, so the tied up stage should be in the beggining.
JennyTied

Post by JennyTied »

copperfox wrote: 10 months ago There’s a few posts (some going back several years) asking for information about escape rooms which incorporate being handcuffed or tied up. As far as I know (as least in the US), there’s not that many. In fact, I’ve only actually come across one (during a vacation), but we didn’t go for it. I as understand it, the handcuffs used were “prop”cuffs anyway (due to liability concerns, I would imagine). So, without there being any “real” challenge (from a TUG perspective), it didn’t sound terribly interesting to me. :D

That really got me to thinking, though…what would a real TUG (bondage, even) themed escape room look like? What kind of scenarios would there be, and what kinds of gear would be used? Would/could something like this even be possible, given safety/liability concerns? If so, do you think people (i.e., the general public) would be inclined to sign up and participate?

The latter questions aside, here’s just one idea for a scenario/“room” that I’ve been envisioning:

Participants: 2+

Room: 15 ft x 20 ft. At one end of the room is a queen-size mattress situated on the floor, surrounded by hook points at all corners. The exit door is on the opposite end of the room. In between, there is a foam pit with several pillars on which players must jump (from one to another) in order to make their escape. A small ledge exists between the pit and rest of the room.

TUG Gear: Handcuffs, chain, ankle cuffs, and/or locking leather cuffs, gags (e.g., tape, ball gag), blindfolds, leather bondage hoods

Time Allotted: 1 hour. Additional time can be selected as an option if desired. (Hey, maybe they just want to enjoy being tied up for a while!)

Preliminary Discussion/Options: Players choose material to be bound in as well as level of intensity. At the lowest level of intensity, players are not gagged or hooded. At the highest level, players are hooded and possibly gagged. Players may also choose if they want to be provided some initial clues to help them get started. Clues can also be provided during the event as well if as required and requested.

Mission/Goal: Just escape the room!

Scenario: (For the sake of this particular event, there are only 2 players, and the highest level of intensity was selected. Heavy leather was chosen as the preferred material, due to the ability to struggle and move around without causing pain or possible injury.

Prior to entering the escape room. Both players are placed in locking leather hoods and gagged (with either a ball gag or front-buckle stuffed gag, through an open mouth hole in their hoods). The first player is brought into the room through a one-way entrance, and locking leather cuffs are applied to her hands and feet. She is placed on the mattress, and her hands and wrists and locked to the four hook points, placing her in a tight spread eagle position. She struggles and moans in her hood and gag, but she’s rendered completely helpless.

The second player is led into the room and made to lay on his back in the middle of the floor, just a few feet away from his partner. His hands and feet and likewise secured in heavy leather locking cuffs. He is then placed in a tight hogtie position using a short chain extending from both sets of cuffs. He struggles and tries to call out to his partner, but the gag proves to be quite effective.

With both players completely secured and all guards/safety staff in place, the attendee announces: Game begins now. You have one hour to escape…good luck!

Escape Details:

First, a discussion as to how the players can successfully escape. Every bit of gear has been locked on to both players, so there’s no escape without finding the required keys—so that is the first task. As the first player is tied spread eagle on the mattress, she is rendered completely immobile. It is up to the second player to perform all the initial work.

There are four keys scattered around the room (somewhere between the ledge by the pit and the mattress). He must wiggle and squirm around to find and gather all of them. Once in his possession, he can make his way over to his partner and begin unlocking each cuff. This is made extremely difficult, not only in that he is still hogtied (but can still access all necessary locks), but also because each of her cuffs corresponds to one of the four specific keys. This is will be a time-consuming (and hopefully arduous) process.

With that, partner two is (mostly) free. She can now remove her gag and is now able to speak—but, remember, she still has her locking leather hood to remove. One of the clues that was initially given, perhaps, is that keys can be either be found “up high, or down low”. With some searching, she is able to feel a key hanging just above the mattress. Once the hood is removed, she is completely free!

However, her partner is still fully hogtied at this point (and, I would imagine, very exhausted!). She must search the room, high and low, for all the other keys (which are out of his reach) required to successfully free him. (This could be made more difficult or time-consuming by making the player solve a small puzzle for each additional key.). Once found, she can then remove his chain, leather cuffs, gag, and hood. Finally, they are both free.

Both players jump over the small ledge and nimbly pounce across each raised pillar in the foam pit to finally reach the exit door.

Final thoughts:

If it wasn’t obvious, the purpose of the foam pit was is ensure that both players are completely unbound before they can exit the room. The purpose of the ledge is to ensure that, while hooded, neither player accidentally wanders (or rolls) into the foam pit!

Lastly, I think an interesting take on this would be that, during the initial discussion, the players have the option of letting others watch their entire game unfold through several windows located around the room. Perhaps, this may even take place in a viewing area while other parties are waiting for their turn! Of course, this would reveal critical aspects on how to escape—but, perhaps, some important details (such as locations of keys or answers to puzzles) can be changed to ensure a “new” environment is created with every game.

……

Well, that was longer than I had anticipated it to be when I started writing. Hopefully, this is still the right place for this post. Either way, I’d love to hear about other’s thoughts on other types of potential escape scenarios. What would this look like for a group of more than two people? What about a solo adventure?
https://www.facebook.com/escapesheffield

Real escape room UK
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Post by JennyTied »

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Post by blackbound »

At the risk of tooting my own horn, I've written two (M/M, adult) escape room stories.

Ransom

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Post by johopp »

My idea is not so detailed, but:

The three participants wake up in the same room. They are each on a different wall, their right hand is handcuffed to an eyelet in the wall - with real handcuffs!

In the middle of the room there is a time bomb (dummy?) with a countdown that is counting down, but which is not visible, but is announced acoustically.

Only the first girl is gagged - with a ball gag that is securely fastened in her mouth with a padlock. Only the second girl wears a blindfold (sleep mask) and only the third girl wears headphones - also securely fastened, of course.

In order to escape in time, the three girls have to work together, but cannot reach each other due to the severely restricted range of movement caused by the chained hand and have to communicate in different ways and - the more difficult part - understand the other person.

And because (at least two) can hear the countdown continuously, the pressure to find the solution slowly but surely increases.

What do you think of this idea?
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Post by copperfox »

Great ideas, @johopp! I was thinking about something similar…playing on the premise that only one person could see (the other two are blindfolded or have hoods on), only one could hear (the other two have earplugs in…or even hoods with internal speakers playing white noise or similar), and only one could speak (the other two are very effectively gagged). And, for this particular scenario, all three players are have their hands and feet cuffed in an X against separate walls.

The timer is set for some amount of time (10 min? 30 min?). There is an announcement every five minutes that says how much time is remaining…with the last minute counted down by the seconds. In order to disarm the bomb, a 12-digit code must be provided. Above each of the players cuffed hands there is a fairly-large two-digit panel that can be set between 00-99. Each 2-digit panel is numbered 1-6. Remember that each player’s arms are shackled apart from each other…but the panels are still large enough to be easily changed to display different values.

Now, I haven’t thought through the details of this either, but I can imagine that the situation would involve the 12-digit code being displayed somewhere in the room—maybe on the ceiling? It’s easy enough to find, but only one person can actually see it. How does she relay to her friends that that there’s a code? And furthermore, even though all 3 players can easily manipulate their 2 respective number panels, how would they know what numbers they are being changed to, as they can’t see? I think this would have to involve a some combination and series of grunts, foot stomps, and hand signals.

Again, I haven’t really thought through the logic of how this would actually work out, or if there are any loopholes that would make this too easy of a predicament. However, once the bomb is disarmed…they still have to actually escape! Maybe, simultaneous to the bomb being disarmed, a key is revealed which is able to release them from their shackles. Hmmm…but how to actually reach the key?
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Post by copperfox »

Is that a picture from the escape room in the UK that you mentioned, @JennyTied?
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Post by Yatta9999 »

Yes it is! If you click the Facebook link she provided, you'll see other pictures, some of which look similar to that.

Like this one:
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JennyTied

Post by JennyTied »

copperfox wrote: 10 months ago Is that a picture from the escape room in the UK that you mentioned, @JennyTied?
Yes look at their Facebook album.
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Post by Achmar »

I like your ideas and would like to share another scenario, which could be adjusted for solo players as well as for groups of different sizes. You might call it "The Inquisitor“.

I haven‘t worked out every detail, but I hope, some of you might still enjoy my thoughts.

The scene is set in a kind of medieval interrogation torture chamber. The participants (I choose to refer to them as "alleged witches“ using a female denotation, feel free to imagine acc. your own preferences) are accused of having committed a crime using dark magic.

Every alleged witch is securely restrained throughout the entire challenge without any physical possibility of escaping by her own efforts. Of course, freeing each other is also entirely impossible.

So, effectively the only way of "escaping“ is being released by the game master ("inquisitor“), putting the alleged witches completely at the inquisitor‘s mercy.

At the beginning, the witches are led into the room, preferably blindfolded and with their hands tightly tied behind their backs. Every witch is then bound in an "interrogation“ position, for example:

• sitting on floor with her feet fixed in foot stocks and her hands still tied behind
• stretched out lying on a rack with her hands and feet firmly fixed
• strapped in a torture chair
• ...

The restraints must lock the witches into an assigned position and prevent any movement within the interrogation room.

Next, the blindfolds are removed and the charges are read to the witches. Afterwards, the witches are given the chance to discuss their situation and work out their defense on their own for a given time span (let‘s say one hour) before the "interrogation“ starts.

There are three possible endings to the challenge:

1. Victory: verdict of "not guilty“
During the interrogation, the witches successfully prove their innocence and are subsequently exonerated and released.

2. Defeat: verdict of "guilty“
The witches fail to prove their innocence and are found guilty of dark arts. They are subsequently submitted to a (symbolic) punishment before they are released.

3. Surrender: confession of "guilt“
The witches give up and confess to the crime. Hence, they are found guilty of dark arts and are subsequently submitted to a (symbolic) punishment before they are released.


To prove their innocence, the participants have to reconstruct the real course of events by solving a logical puzzle.

(Restraints are actually not necessary for the scenario. But being forced to logically reflect and speculate while being restrictively bound should constitute a significant stressor. In order to win the challenge, participants need to keep a cool head, blind out their urge to get free and focus on their actual task.)

I haven‘t worked out details of the puzzle, but I hope you get my idea.

It might contain elements of the game „clue“, but I‘m also thinking about a kind of enigma games, I used to play as a kid. Playing those, you have to logically decipher a mystery by combination of different hints, consecutively exclude every faulty possibility and in the end find the one true solution.

The complete evidence concerning the crime is gathered in the interrogation room and can be reviewed by the participants. As a cooperative element, the pieces could be arranged in a way, that no alleged witch can see all of them, so the participants need to describe what they see to the others.

Upon request, the inquisitor could present certain exhibits to the participants and maybe read out statements of witnesses or alternatively, statements could be visibly written on panels on the wall.

From all the gathered information, it should possible (but of course very difficult) to deduct the real course of events and prove the defendants innocence.
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Post by SwitchStruggle »

A tug themed escape room is such a fun idea!

I think something that could be fun for it would be. When trying to escape you have people chase you and trying to tie you up again. Either everybody escapes or everybody gets tied.
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Post by Achmar »

I like your idea, SwitchStruggle! That would make a really exciting challenge.

From my point of view, the time everybody is tied up is the highlight. So for dramaturical reasons, it makes a lot of sense for me to put this time at the end of the game.

Or throughout the whole game, as suggested in my post ;-).
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Post by SwitchStruggle »

Achmar wrote: 7 months ago I like your idea, SwitchStruggle! That would make a really exciting challenge.

From my point of view, the time everybody is tied up is the highlight. So for dramaturical reasons, it makes a lot of sense for me to put this time at the end of the game.

Or throughout the whole game, as suggested in my post ;-).
Would be fun if people try to untie the others who have been caught too.
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Post by Achmar »

SwitchStruggle wrote: 7 months ago
Achmar wrote: 7 months ago I like your idea, SwitchStruggle! That would make a really exciting challenge.

From my point of view, the time everybody is tied up is the highlight. So for dramaturical reasons, it makes a lot of sense for me to put this time at the end of the game.

Or throughout the whole game, as suggested in my post ;-).
Would be fun if people try to untie the others who have been caught too.
Yes, it would. But of course it may not be too easy. ;-)
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Post by Bondage93 »

Achmar wrote: 7 months ago
SwitchStruggle wrote: 7 months ago
Achmar wrote: 7 months ago I like your idea, SwitchStruggle! That would make a really exciting challenge.

From my point of view, the time everybody is tied up is the highlight. So for dramaturical reasons, it makes a lot of sense for me to put this time at the end of the game.

Or throughout the whole game, as suggested in my post ;-).
Would be fun if people try to untie the others who have been caught too.
Yes, it would. But of course it may not be too easy. ;-)
All fun ideas. Do you like the idea of a theme? Like medieval or pirates?
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Post by Achmar »

Bondage93 wrote: 6 months ago
Achmar wrote: 7 months ago
SwitchStruggle wrote: 7 months ago

Would be fun if people try to untie the others who have been caught too.
Yes, it would. But of course it may not be too easy. ;-)
All fun ideas. Do you like the idea of a theme? Like medieval or pirates?
Yes I do. Of course, an escape room usually should have some kind of theme or background story just for the sake of the game.

But apart from that, I just like, when TUG-elements are established in a non-fetish (or at least not primarily fetish) context through an "innocent" game.
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Post by Bondage93 »

Achmar wrote: 6 months ago
Bondage93 wrote: 6 months ago
Achmar wrote: 7 months ago

Yes, it would. But of course it may not be too easy. ;-)
All fun ideas. Do you like the idea of a theme? Like medieval or pirates?
Yes I do. Of course, an escape room usually should have some kind of theme or background story just for the sake of the game.

But apart from that, I just like, when TUG-elements are established in a non-fetish (or at least not primarily fetish) context through an "innocent" game.
I do enjoy that set up, its why I like seeing videos from that Medieval Hotel Detenice where female guests can be put on a rack. Years ago there was this group called the 'Nordic Slave Trade Company' that would 'catch' and 'auction' female guests at their viking faire. Lasted for years but sadly almost all their videos are gone
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Post by Achmar »

Bondage93 wrote: 6 months ago
Achmar wrote: 6 months ago
Bondage93 wrote: 6 months ago

All fun ideas. Do you like the idea of a theme? Like medieval or pirates?
Yes I do. Of course, an escape room usually should have some kind of theme or background story just for the sake of the game.

But apart from that, I just like, when TUG-elements are established in a non-fetish (or at least not primarily fetish) context through an "innocent" game.
I do enjoy that set up, its why I like seeing videos from that Medieval Hotel Detenice where female guests can be put on a rack. Years ago there was this group called the 'Nordic Slave Trade Company' that would 'catch' and 'auction' female guests at their viking faire. Lasted for years but sadly almost all their videos are gone
Yes, I remember those videos, I liked them too. When writing my escape room scenario, I actually thought about a french renfair group. They also captured visitors at a fair, put them into foot stocks and often tied their hands quite effectively.

As far as I understood, they then made them confess to wizadry by tickling them. There were a lot of pictures and some good videos.
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Post by Bondage93 »

Achmar wrote: 6 months ago
Bondage93 wrote: 6 months ago
Achmar wrote: 6 months ago

Yes I do. Of course, an escape room usually should have some kind of theme or background story just for the sake of the game.

But apart from that, I just like, when TUG-elements are established in a non-fetish (or at least not primarily fetish) context through an "innocent" game.
I do enjoy that set up, its why I like seeing videos from that Medieval Hotel Detenice where female guests can be put on a rack. Years ago there was this group called the 'Nordic Slave Trade Company' that would 'catch' and 'auction' female guests at their viking faire. Lasted for years but sadly almost all their videos are gone
Yes, I remember those videos, I liked them too. When writing my escape room scenario, I actually thought about a french renfair group. They also captured visitors at a fair, put them into foot stocks and often tied their hands quite effectively.

As far as I understood, they then made them confess to wizadry by tickling them. There were a lot of pictures and some good videos.
Reminds me of the Canelli tickling videos, love those. Fortunately there are still new videos of tickling on racks at renfaire being made, though not a ton
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Post by Achmar »

This might be a bit off topic, as it‘s not about an escape room but an escape game idea. I still think it fits here quite well and hope, nobody minds.

Some time ago, I saw a „mainstream“ party game, you can actually buy. It‘s called „Activity crime“ and as far as I know unfortunately only available in German language (as it utilizes the German pecularity of "composed words").


I'll explain the rules (slightly simplified):

It is basically a kind of charade. The players take turns to mime and/or make noises to describe compound words (in German language, many words are composed of two or more other words) from cards pulled from a covered stack. The other players have to guess the word within one minute.

The game is made more interesting by a pair of toy handcuffs that the "performing" player has to wear to make the pantomime more difficult. A dice determines beforehand how the handcuffs have to be worn (3 possibilities: in front of the body, behind the back, or one hand cuffed to a fellow player). There is one pair of cuffs that is passed around to the current performing player.

I never played this game, but I think it should be fun.


Nevertheless, if it were up to me, I would modify the rules and turn it into a kind of team escape challenge:

Obviously, I would replace the toy handcuffs with authentic restraints.

Every player is tied up during the complete game (apart from short intervals when they‘re tied into a different position).

Of course, there must be a game master who does the tying (that‘s the role I would claim for myself ;) ).

The players use a normal dice with six numbers to determine the way, they will be tied up (different difficulty levels).

Just for example:

No. 1 (easiest): hands tied in front
No. 2: hands tied behind back
No. 3: hands tied behind back, knees tied together
No. 4: hands tied behind back, feet tied together in parallel
No. 5: hands tied behind back, feet tied together crosslegged
No. 6 (hardest): hogtied, lying on stomach

You could also add gags for the performing player.

Before the game starts, every player throws the dice and is tied as determined by the number.

The players take turns to perform, all the others may guess the word.

If a round is won (word correctly guessed within 1 minute, score: 1 point), the perfoming player must throw the dice again and is then tied in another position.
If the number determines the same position the player is currently tied in, the dice is to be thrown again.
    Idea behind this rule: if the position is easy, it needs to change.

    If a round is lost (word not correctly guessed within 1 minute, no score), the performing player may not throw the dice and stays tied in the current position.
      Idea behind this rule: if the position is hard, it needs to stay like that. There could be a possibility to „buy“ a throw of the dice by sacrificing one score point, to avoid deadlock situations.

      To escape, the team needs to reach a minimum score in a limited number of rounds. In that case, all players are untied.

      If the team fails to reach the minimum score, all players have to stay tied up for a pre-determined time span.


      So much for another insight into my weird world of thoughts :?.
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