Spice Up › Power Play
Power Play
The one game where the players are not equals. One leads, one follows, and the phone belongs to the Lead. Every card is dealt only from what you both already said yes to in Yes, No, Maybe.
How a round works
- Play Yes, No, Maybe first. Its reveal is the contract this deck deals from.
- The game asks who is leading tonight, and each player takes a Lead or Follow chip.
- Draw a card, do it, draw again. A tally in the header counts what was done.
- A Task offers Done or Not done, each dealing from the contract in turn.
What to expect
- Two or more players, with each taking a Lead or Follow chip.
- Cards are dealt only from the agreed contract, never outside it.
- Five card types: Command, Service, Protocol, Praise and Task.
- A check-in card comes round every six to nine cards, at every level.
Power Play, answered
Do you need to play Yes, No, Maybe first?
Yes. Its reveal is the contract, and Power Play only ever deals a card when what it names is in that contract and both people in front of it said yes.
Is a consequence a punishment?
No. It is something the follower already agreed to, framed as the price of a task not done, and it is always theirs to take or pass. Passing costs nothing.
How do the check-ins work?
Every six to nine cards a check-in asks the follower for a colour, green, yellow or red. Asking is the Lead's job, because someone deep in a scene may not reach for a word first.
Can a group play, or only a couple?
Both. A couple is one Lead and one Follow. A group can be one Lead with several followers, several Leads sharing a follower, or pairs.
Read more
Spice Up runs entirely in your browser. There is no account, and nothing you enter leaves your device. A scene with one of you leading, dealt only from what you both agreed to. Commands, service, praise, tasks with rewards and consequences, check-ins and aftercare.