Players compete for control of a map, territory by territory. When you challenge an opponent for their land, the two of you square off in a Fuck Off: a timed duel where the challenger must make the defender cum — under a randomly imposed restriction — before time runs out.
“It’s kind of like Risk or something where you’re competing for land and when you challenge someone for their land you have a Fuck Off. Basically you’re tasked with making them cum in a certain amount of time with restrictions.”
— Lauren, inventor
02 The Duel: A “Fuck Off”
When a territory is contested, the attacker and defender enter a duel:
A timer is set (dice, sand timer, or app — TBD).
A restriction card is drawn, defining what the challenger is allowed to use.
The challenger attempts to make the defender cum before the timer ends.
Challenger succeeds → they take the territory.
Timer expires → the defender holds the territory.
Restriction Cards (examples)
Mouth OnlyHands OnlyJust the TipToy OnlyPenetration
Design note — interpretation is a feature: prompts like Just the Tip or Penetration are deliberately open-ended. “Penetration” may be interpreted as oral, vaginal, or anal, depending on the players involved. Ambiguity keeps every body in the game.
The Reverse Invasion rule
RULE: If the challenger cums before the defender, the challenger loses the battle. Reverse invasion. Attack at your own risk.
Mutual destruction
RULE: If both duelists cum, both sides retreat. They regroup and cannot be targeted next round.
03 Attrition & Recovery
The strategy layer comes from how bodies actually work:
Weakening: It’s hard to make someone cum right away — but a player who keeps getting challenged gets worn down. Repeated invasions make each subsequent defense harder to win.
Post-nut imperviousness: After a player cums, they’re extremely difficult to get off again. For a while, they are effectively immune to invasion — a bizarre but real defensive buff.
Bluffing: Since nobody can truly verify your state, you can bluff your imperviousness to scare off attackers. Bluff and use it to win.
Recovery varies: Some players “go like a racehorse”; others need a little drink and a little breath. Downtime between turns is part of the game — if you’re lucky, people leave your territory alone and let you recover.
04 Chance Cards
A chance deck adds chaos between turns. Example effects:
Wear a buttplug for the next round.
(Deck to be expanded — see Open Questions.)
05 Game Modes
Classic Conquest (3+ players)
The full Risk-style map. Compete for territory, trigger Fuck Offs, manage your recovery, bluff your immunity. Last player holding the map wins.
Versus (2–4 players)
Head-to-head or teams. Race conditions: who can cum fastest, or who can make their partner cum before the other team does.
Solo Race (1 player)
The map becomes a racetrack from one end to the other. Dice determine how long each turn lasts. Endurance training: sessions of deliberately varied durations — not always as fast as possible.
06 Design Notes & Open Questions
Scales well with player count — the same core duel works for 2 players or a full group.
Timer length per duel: fixed, dice-rolled, or scaled by how “weakened” the defender is?
How is “weakening” tracked on the board? Tokens per territory? Per player?
Full chance card deck needs writing.
Consent framework & opt-out mechanics should be explicit in the rules (any player may pass on any card, no questions asked).
Art direction: Noah has volunteered to illustrate.
“I like this idea, hammer it out and I’ll illustrate stuff for it lol.”
— Noah, Seximus Maximus, God of Sex