FORWARD

The Adult Party Game Book starts out conservative and progressively becomes more adventuresome and risqué. The first chapter lists games which the stiffest prude would play. One may begin a party with one or two of these to break the ice and to reassure the self-conscious.

The second chapter continues into more physical and more stimulating gamesmanship. While appearing to be engaged in a serious contest, the players find themselves enjoying the unusual situations and opportunities which are thrust at them. One may introduce several of these games midway in the party to melt the ice and titillate the imaginations of the self-conscious.

The third chapter sweeps the players into increasingly erotic games. As the sexual implications of the games become more obvious, the self-conscious (if there are any left by this time) will either run for their lives or will be carried into the steaming frolic to have the time of their lives. Still, none of the games in this book are so bold that your guests will find themselves in hot water the next morning.

There are some people who don't like to play games. And there are some people who don't have any friends to launch a party with. If you're such a person, you can also enjoy this book merely read and fantasize. Just thinking about some of these games will turn you on.

 


CHOOSING WHICH GAME TO PLAY

Usually everyone will play what an assertive host tells them to play. Here the host runs the risk of selecting games too bold or too timid for most players. It may help for a host to use psychology, and build up to the more suggestive games gradually.

If that doesn't work, the players could all hear the summaries in the book and vote on what games to play. This method is fair, but dull. Besides, who's going to vote for a Chapter III game with their spouse or date glowering at them?

A third way to choose a game is by chance. One could randomly open the book to a page or pick the game by number. Of course, the higher the number chosen, the spicier the game. Another way to half randomly choose a game number is with a deck of cards (face cards omitted). If the guests wish only to play G rated games, cut the deck once for the game number. If they will play G or PG but not R rated games, cut the deck twice and add the values of the two cards for the game number. If they'll play anything, cut thrice and add.

The most sporting way of choosing which game to play is to let the winners of the previous game make the selection. Such rewards will make your guests more competitive, more spirited, and more creative. Watch and see.

More advice for the prudent host:
· Select players or teams before telling them what game they will play. This way they don't have to take the blame for volunteering for something their date/spouse may scold them for. Besides, as you explain the game, the element of surprise is part of the entertainment.
· Since everybody's pleasure is your main objective, and since some party members may have been roped into coming not knowing the party might get racy, be ready to accept "no" for an answer. There will be plenty of fun on the sidelines for nonparticipants. Besides, somebody has to be timekeeper, scorekeeper, etc.
· Some games involve a lot of activity. Store your priceless china statuary somewhere else.

CHOOSING PARTNERS

So you came with a date (or spouse, or friend, or relative, or fiancée) and you feel obligated to choose that person as a partner throughout the evening so you won't hurt their feelings. Both of you know that foolin' around with somebody else's date would be more fun, but neither of you dare say so. Okay, this is where the host/gamemaster comes in to save the day. RULE #l: DATES (spouses, etc.) CANNOT BE PARTNERS. That's the rule. Can't break the rule!

Now to find a partner --- the process otherwise known as "who wants to play with Fat Fester," or "how can Shy Sally make her move for Henry Hunk across the room.'' One way to select partners is by lot. Everyone writes their name on a slip of paper. The girls throw their names into one paper bag and the guys throw theirs into another. The girls then draw partners from the bag of guys. The next game, the guys draw partners from the bag of girls, and so on. One can also permit the name drawers to trade slips among themselves to get who they want. If handled discreetly, the traded player needn't even know he or she had been traded.

This method may he applied each game, or, as indicated in the variations at the end of many games, winners may choose their partners. To the victors go the spoils. Note that in some games, winners place first, second, third, etc. It follows that those players may have first, second, third, etc. choices of partners in the next game.

To be fair to everyone, the host could make the rule (another rule?) that you must choose a new partner for each game, until you've run through them all. This way everybody is psychologically ready to change partners freely.

Another way to select partners is by playing a little game.
Here are a few:

1. String Tangle - Tie a ten to twenty foot long string to each guy. Stand the fellows up together and tangle the strings. The ladies pick an end, follow it through the tangle and end up with a partner. Fellows take note: You may allow (or encourage) another fellow to run his string down your sleeve or pants leg etc. and vice versa, just to keep the hunt interesting.

2. Dancing in The Dark - Have everyone scatter about the room. Then turn out the lights and play loud music for dancing close. No one may speak. Guests grope around for a partner in the dark and proceed to dance. Other members may "cut in" or change partners by using the universal tap on the shoulder rather than speaking. After a while, without notice, the lights come on and everyone's dancing partner becomes their game partner.

3. Pick a Picture - Everyone gets a pencil and paper to draw a
picture of themselves. Guys and girls should not see each
other's handiwork during this process. One or more of the
following guidelines may be imposed on all the artists:

a. Drawing of head only.
b. Caricature only.
c. Drawing should augment those physical qualities about
which you are most proud.
d. Draw a nude cartoon of yourself.

When finished drawing, each player puts the last 4 digits of his/her Social Security number on the back of the page. Print small. Shuffle all the girls' drawings together

First game, each guy selects a picture he likes, holds it up and the girl who recognizes it as hers becomes his partner. The Social Security number is there to help in case someone doesn't recognize their own picture.

Next game, each girl selects a guy's picture. She too displays it and collects her partner.

4. Pick a Photo - For the really adventuresome (and wealthy), guys and girls split up and decide on some part (or parts) of their body to photograph. Each member has that part photographed using a Polaroid camera and prints the last 4 digits of their Social Security number on the back. As with the drawings in item #3, the girls select the guy they want by his photo and vice versa. If the crowd is large enough, these photos can be shuffled and used a couple times for choosing partners. Finally, all the photos can he given away as a prize in some later game. Well, it's time to play. Hope everybody gargled, took a shower, and wore their good undies! Maybe it would be good to advise your guests about this before they come.

Although the variations at the ends of some games offer winners the chance to select partners in the next game, it would be just as feasible to give winners chips they could amass for selecting partners in particular games. The chips could also be used to "buy" a preferred position in a game (like the magnet in game #6, the Cup Man in game #24, or the "gameboard" in game #40). Or maybe you can use the chips to sway the selection of a volunteer for the coin toss in game #23.