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Chastity Games

No matter what you do, bread will eventually go stale. The same goes for anything else in life, that is, unless you take measures to prevent it. Chastity play is something thousands of couples around the world use to spice up their relationships and even singles who simply enjoy the denial. For many, the enjoyment is not in the eventual release, but the anticipation. If you fit the bill, this article is for you.

I have read dozens of ideas over the years from websites, forums and stories focused on spicing up chastity play. What follows is a mix of the best concepts (including some of my own) put into an easy to read format. All scenarios are sorted by difficultly level so people of all interests can hopefully find something to their liking.

Below is a glossary of terms and acronyms used within this article:
Difficulty: Based on the time required for preparation, implementation and maintenance while the chastity wearer is locked.

Time: Expected average duration of chastity.

Interest: Indicates if the game is intended for solo players or if there is a Keyholder involved.

Risk: Expected level of risk involved that a key may be lost for an extended period of time, possibly forever. Please be aware that these risks are real and you should always have a backup release plan.

KH: Refers to a Keyholder. A person chosen to hold and protect the keys both from loss and from the person locked in chastity.

CW: Refers to a Chastity Wearer. The individual locked with a chastity device. (The more common term is 'sub' however I decided against this as not all wearers are submissive).
Feel free to experiment with these games and tune them to your own tastes. If you have any comments, suggestions or possibly ideas for new games not listed please forward them to gagged@utopiastories.com.


Postal Service
  • Difficulty: Low
  • Time: 1-3 Days
  • Interest: Solo
  • Risk: Medium

When it comes to chastity games, this one is probably the oldest. The concept is simple. The CW will put the key inside a sturdy envelope, apply postage and drop in a nearby mailbox. Depending on how fast the postal service is where the CW lives, they should receive the key back within a couple days.

The postal service is not perfect by any means, while rare mail does get lost and cannot be traced. Using a service such as UPS or FedEx that can track the package will increase the reliability, but obviously reduce some of the suspense of when it will arrive.


Combination Locks
  • Difficulty: High
  • Time: 5-90 Days
  • Interest: Solo, Couple
  • Risk: Low

There is something to be said for perseverance; a sense of satisfaction when a task is completed and you can reap the rewards. For this scenario, a four or five digit combination lock is used to secure the chastity key (in a box, to a pipe, etc…). The catch is not knowing what the combination is set to.

For solo users, the combination lock is set to a random number, locked shut and the dials spun to keep the combination unknown. The task is now to figure out the combination to gain release. A four digit lock will take 4-8 total hours of attempts to “brute force” the lock. Since this is tedious, monotonous work, most will give up until another day after an hour leaving most locked up for almost a week.

For the determined, I would recommend a five dial combination lock. The effort will take up to 80 hours to gain freedom. Assuming no mistakes were made, a constant try rate of 3 seconds per attempt is maintained for three hours a day, it could take up to a month for release.

Keyholders using this method to secure the key can play mind games with their submissive. A sub trying to crack the code will start with one number and continue sequentially until they figure out the correct number. By discovering which numbers they have already tried, simply change the number without their knowledge. When all numbers have been tried, they will assume a mistake has been made on their part and will have to try again!


Timelock
  • Difficulty: Low
  • Time: 1-365 Days
  • Interest: Solo, Couple
  • Risk: Low

TimeLock (http://www.timelock.rules.it) is a very cool little program written specifically for chastity play. The idea is to randomly set a combination lock, take a picture of the unknown setting (without obviously looking) and move the image to your computer. You can then set the duration (and other tormenting features) inside the TimeLock software, point it to the picture you took and start the timer. This will encrypt and keep the file from prying eyes until the timer finished.

The original intent of this software was to allow effective solo play with low overall risk (key is always in your possession). Of course, in solo play a person could always try to “brute force” the combination lock (as explained in the previous section), so a 5 digit lock is recommended.

Another great feature of this software is the ability for a Keyholder to come up with a “remote key” that they can preset all options, including duration. This is most commonly used for long distance chastity play. The beauty of this method is the CW can be prevented from knowing their actual sentence sent to them via email. The Keyholder can choose to hide the remaining duration leaving the CW waiting in frustration.

There are literally dozens of games that can be used with this software. I highly recommend visiting the author’s website and let your imagination run wild!


Hide-a-Key
  • Difficulty: Medium
  • Time: 1-5 Days
  • Interest: Solo
  • Risk: High

Most of us have seen a hide-a-key at one point or another. For those who haven’t, it is a small box with a magnet attached to the back. It is designed to place a spare key inside of it (say for a car or house) and stick it inside the wheel well or undercarriage of a vehicle.

For this adventure you would place your chastity key inside the box and place it under a semi-random vehicle. The idea is to select a vehicle that you would normally have limited access to. One example would be a neighbor that normally keeps their vehicle in a garage, or a co-worker that travels a lot. The key is out of your control until the right moment. Note that delivery trucks are not recommended as many drivers share vehicles and you may never see the same truck again!


Outdoor Adventures
  • Difficulty: High
  • Time: 5+ Days
  • Interest: Solo, Couple
  • Risk: Medium

No matter where you live, a good nature hike is never more then a few hours away. For the solo users, select a trail that will preferably one that will take you high onto a mountain top or deep into the woods. It should take at least two hours hiking and two hours driving distance to the trail. Once at the end of the trail, hide the key in a safe place. Now, to retrieve your key, you will need at least 8 hours of free time.

For couples, the difficulty can be increased dramatically by having the Keyholder hide the key at the end of a trail first. The CW would then be given a list of trails that it could possibly be located on. They would give given clues to where to look, maybe under an unusual rock or tree. It’s a good way to keep fit and healthy while having some ‘frustrating’ fun.

For those technically inclined, a key could be hidden deep in the wilderness and the sub would only be given a GPS location. This could prove very frustrating, especially if the area is very difficult to navigate (streams, mud, mountains, rocks, etc…).


Weight Watchers
  • Difficulty: Medium
  • Time: 15+ Days
  • Interest: Couple
  • Risk: Low

Many of us could usually stand to lose a few pounds and typical diets are boring. People are driven by incentives and losing weight should be no exception. Get started, a target weight should be established, diet and exercise plan. Based on a 2-3 lbs (1kg) weight loss plan per week (anything more is unhealthy), calculate a target date. Finally, a day of the week is selected to be the weigh in day.

The rules are simple, for every week the target weight loss is achieved; the CW can be released for masturbation or sex. Anytime the sub’s weight is not equal or lower then the running target weight, no release is granted. To make the game interesting, there has to be some risk involved. Whenever a goal is not met, there must be some punishment. This could be in the form of nightly oral sex for the KH leaving the CW frustrated or in the form of additional household chores.

Depending on how strict the Keyholder is can determine if your goals are absolute or relative. An absolute method would require the sub to ‘catch up’ to their goal if they ever want to see release before reaching their target weight. For example, if the goal was to lose two pounds a week and only one was lost, three would have to be lost to gain release for that week. A relative method would simply restart the count for that week and only requiring two pounds (instead of three) if the sub fell behind.


Don't Crap out!
  • Difficulty: Low
  • Time: 6-365 Days
  • Interest: Couple
  • Risk: Low

Along with the postal service, this is an oldie, but goodie. There are literally unlimited various to the game and the version explained here is one that I feel is effective and fun.

To get started, all you need is a standard set of 6 sided dice. Typically the CW will roll the dice, effectively putting their own fate in their hands. The first roll is the multiplier, with two exceptions. Once the multiplier has been established, a second roll is made to determine the number of days spent in chastity.

For example, if the first roll was a total of seven and the second roll was a total of four, the total number of days spent in chastity would be twenty eight. The maximum number of days (not counting for exceptions) is 132 days or just over four months.

The first exception is if the first roll is a twelve (double-sixes). The multiplier is no longer based on days, but months. For example, if the first roll was a twelve and the second was an eight that would result in eight months in chastity for the CW.

The second exception is if a two is rolled (snake eyes). If this happens, the dice are rolled again and the numbers multiplied together. Instead of acting as the sentence, it will act as a bonus. The game is repeated again to determine the actual sentence with the bonus added on.

For those looking for shorter term chastity play, you can change the timescale to hours or half days and remove any exceptions that do not suit you.


Busting the Keyholder
  • Difficulty: Low
  • Time: 40-100 Days
  • Interest: Couple
  • Risk: Low

There are literally hundreds of variations to this game, from Poker to Blackjack to UNO to Gin or maybe something customized. I have never been fan of most of the games I read because they either require too much skill or too much luck. After giving it a lot of thought (and testing) I came up with my own chastity card game.

To start, shuffle a standard deck of cards (removing Jokers) and deal three cards to the CW face down and 10 cards to the KH face up. The game begins after the CW looks at their cards and checks to see if any of their cards match the ones dealt to the KH. If there is a match, the CW can elect to remove the card from their set and the KH set and put them in a discard pile. The CW would then draw another card from the deck and repeat the process. The KH however does not draw any additional cards.

If no more cards match, or the CW does not want to discard any more cards the KH must decide which set of cards will be used for the time locked. If the KH decides to use their own set, the remaining cards are totaled and the sentence is given. If the KH decides to use the CW set, the two highest cards are totaled and multiplied by the lowest card. Card values are based on face value. King, Queen and Jacks are valued at 10 and Aces are valued at 15.

Simple enough? Let’s examine a possible game:
CW (3 cards): A, K, 4 (100 days)
KH (10 cards): A, Q, J, 10, 9, 9, 7, 5, 3, 2 (80 days)
If the CW keeps their cards, and the KH selects their deck as the sentence they are looking at 100 days locked. If the KH chooses their own deck, they are still looking at 80 days locked. The CW can discard the Ace and they will not only remove 15 days from the KH total, but have a high chance of lowering their own total. They will then draw a replacement card, let’s say it is a 7. They can choose to discard again, or decide not to tempt fate. With a King, 7 and 4 they have dropped from 100 days to 68 days and the KH deck is now at 60 days. The CW must keep in mind that as the KH deck lowers there is a greater chance the CW has the higher deck. Should the CW draw another high card, say a King, putting their total at 80 days again. The dilemma is akin to Blackjack in terms of ‘busting’ and ‘staying’.

Here is another example where things can go very wrong for the CW if they are not careful:
CW (3 cards): 9, 9, 5 (90 days)
KH (10 cards): K, K, J, 10, 9, 7, 5, 5, 4, 2 (72 days)
The CW decides to eliminate the 9 and 5, drawing a Jack and an 8. The CW has now increased to 152 days leaving the KH with 58 days. The CW decided to eliminate the Jack and draws an Ace! This leaves the CW at 192 days while the KH now down to 48 days. The KH decides to play the odds (as there are more high cards in the deck then low cards) and selects the CW deck.

If you are interested in playing but are not looking for the extended play the game can often provide, there are few options for altering the game. The easiest is to change the days to hours or half days. Another is to change the value of the face cards to lower value. A final option would be to simply remove certain cards from the deck (such as all the face cards). This allows the game to remain the same and will not alter the ‘probability’ of certain card values turning up.



I hope you have enjoyed this article and find it helpful. Please forward any comments, good or bad to gagged@utopiastories.com. I would love to hear from you.

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