Spice Up Play Power Play

How to Play Power Play

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Power Play is the one game on Spice Up where the players are not equals. One of you leads, the other follows, and the phone belongs to the Lead. Every card is written to them about the one following. What makes it safe is where the cards come from: the deck deals only from what you both already said yes to in Yes, No, Maybe.

Play Power Play

Before you start: the contract

Play Yes, No, Maybe first. Each of you answers a checklist privately, lead or follow, mild to wild, and the reveal shows only what overlaps. That overlap is the contract, and Power Play never deals outside it. A card that names spanking is dealt only when spanking is in the contract and both people in front of it said yes. A player who has not answered can still be in the room, but only cards that need no agreement can be about them.

At the door

The game asks who is leading tonight, out loud, and every name gets a chip: Lead or Follow. A couple is one and one. A group can be one Lead and several followers, or several Leads sharing one follower, or pairs. Each side can take a title, Sir, Goddess, Ma'am, pet, or a word of your own, and the cards use it. Titles are optional; names work fine.

Anyone who would sit out, because nobody they play with took the other role, is named under their own row with the fixes to hand: swap their role, or open their Player settings.

The cards

Draw, do, draw again. A light tally in the header counts what was done.

A consequence is never a punishment. It is something the follower already said yes to, framed as the price of a task not done, and it is always theirs to take or pass. Passing costs nothing. A card with no way out is the one thing this deck never deals.

Check-ins

Every six to nine cards, whatever the level, a check-in card comes round: ask them for their colour, green, yellow or red, then act on it. Asking is the Lead's job, because a follower deep in a scene may not reach for a word. The safe word in the header stays the hard stop throughout.

Levels

A card about one follower is capped by that follower's own comfort level, not the room's.

Swapping who leads

Swap who leads is a control under the card. Any follower can become the Lead, or two players trade. In a room where someone chose Either, the game itself offers a swap every dozen or so cards, and goes quiet after two nos. A room where everyone chose a side is never asked.

Ending the scene

End the scene deals three aftercare cards that do not escalate and cannot be skipped past into more scene. Water first. Then tell them, in plain words, what they did well tonight. Whatever was said with a title on, say something now without one. Every other game trails off when people stop tapping; this one insists on landing, because it is the thing a first-timer most needs and least knows to do.

Power Play, answered

Do we have to play Yes, No, Maybe first?

Yes. The deck deals only what is in that contract, and without one there is nothing to deal. It takes about ten minutes and the answers are kept for next time.

What happens if a task is not done?

A consequence card is dealt, drawn from things the follower already said yes to. It is theirs to take or pass, and passing is free. Nothing in this game is ever forced.

Can we both lead?

Yes. Pick Either in Yes, No, Maybe, and use Swap who leads whenever you like. A room with a switch in it is offered a swap by the game itself every so often.

How many people can play?

Two or more, with at least one Lead and one follower. With several Leads the phone passes between them after a short run of cards each.

Is any of this stored online?

No. Your answers and the contract live on this phone with this group. The app logs that a scene happened and how many cards were dealt, never what was on them.

Play it now

Everything above is built into Power Play in the app. It handles the order, the intensity and who goes next, so nobody has to keep track.

Play Power Play