Official Rules

These are the current Official Rules. They will be updated as changes are made.

Updated: June 12, 2024

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Objective

The goal of SWING! is to navigate various social interactions with Guests, Objects, and Moves in a playful or/and flirty manner. Players aim to accumulate Pleasure Points and orchestrate an Orgasm either in their partner or themselves to "win" the game.

 

Setup

We begin with two (2) or more players each with a deck of 80 SWING! cards. Your deck should include a mix of Locations, Guests, Objects, and Moves

 

Choosing the first Top

Each player draws cards from the top of their Library until they get a Guest card. The player whose Guest has the highest Prowess becomes the first Top (offensive Player). All other players become Bottoms for the remainder of the Turn.

Each player then shuffles the drawn cards back into their Library, and redraws seven (7) cards for their first hand.

    Turn Structure

    Each player takes turns as the Top, progressing through the five (5) phases in each Turn:


    1. The Top Phase (Offensive Play)
      • The Top (offensive player) begins by untagging (resetting) any cards remaining in the Room (game Board/Table).
      • The Top draws one card (for a total of eight (8) cards in hand).
    2. The Foreplay Phase
      • Power: Top
        • The Top may place a single Location card. These Locations will provide the necessary Inspiration points for Introducing other cards to the Room.
        • Do this by Tagging (tilt the card 20-30 degrees) a number of Location cards to indicate where the Inspiration is sourced from.
        • The Top may then Introduce Guest, Object, or Move cards whose Inspiration Cost is equal to the Inspiration Points provided by the Location(s) tagged.
        • Repeat for each Bottom you wish to Seduce.
        • Once the Top has Introduced their cards Power is passed to each Bottom, so they may present a (defensive) response.
      • Power: Bottom
        • Each Bottom may, in turn, respond by introducing Objects and/or Moves (or Guests with the #Surprise Skill) provided they have the Inspiration to pay its Cost
        • Power is then returned to the Top for the next Phase.
    3. The Seduction Phase
      • Power: Top 
        • The Top may Tag any number Guest, Object, or Move cards in the Room to initiate Seduction.
      • Power: Bottom 
        • Each Bottom may, in turn, respond to the Top’s advances with Objects, Moves, or Guests they have available in the Room. Place the responding card in the Tagged position opposite it's Seducer
      • Seduction
        • Deduct the Seducing card's Prowess from the Resisting card's Endurance. Any remaining Prowess Points are applied to the Resisting Host, raising their Pleasure Meter by that amount.
        • Deduct the Resisting card's Prowess from the Seducing card's Endurance.
        • If the Endurance of either card reaches Zero (0), that card goes its Host's Laundry.
        • If a Seducing card is not blocked by a Guest, add the Prowess Point to the Resisting Host's the Pleasure Meter.
        • Repeat for each Bottom.
    4. The Aftercare Phase
      • The Top may use any remaining Inspiration to repopulate the Room with Guests or Objects.
    5. The Switch Phase
      • The Top passes control to the Bottom on their left.
      • Proceed to the beginning (Top Phase) with the new Top.

      Win Conditions

      • Orgasm: Achieve 24 points on the Pleasure Meter.
      • Perfect Performance: All players reach Orgasm in the same turn.

        Game Modes

        • Monogamous: 1 vs 1
        • Swinger/Triad: 1 vs 1 vs 1
        • Couples/Doubles: 2 vs 2 (both partners must reach Orgasm)
        • Orgy: Free-for-all
        • Round Robin: Best of 3, 5, or 7

         

         

        Example Gameplay Flow

        Player A (Top) starts their Turn:

        1. Top Phase: Draw a card (total 8 in hand).
        2. Foreplay Phase:
          • Power: Top - Places a Location card providing 2 Inspiration.
          • Power: Bottom - Player B responds with an Object card.
        3. Seduction Phase:
          • Power: Top - Tags a Guest to Seduce Player B’s card.
          • Power: Bottom - Player B counters with a Move card.
        4. Aftercare Phase: Player A uses the remaining Inspiration to place a Blocker.
        5. Switch Phase: Player A passes control to Player B.

        Repeat until a player achieves an Orgasm or meets the game mode's "win conditions".

        These instructions should help you get started with SWING! and enjoy the playful, strategy of seduction game-play.

         

        Key Terms (see Glossary for details)

        • Aftercare Phase: Defensive setup after Seduction.
        • Bottom(s): Defensive players.
        • Buff: Positive ability modification.
        • Debuff: Negative ability modification.
        • Endurance: Resistance to Seduction.
        • Equip/Equipped: Attaching an Object to a Guest.
        • Guests: Participants with Prowess and Endurance ratings.
        • Hashtag: Additional card features.
        • Laundry: Discard pile for spent cards.
        • Locations: Provide Inspiration points.
        • Moves: Actions to modify Prowess or Endurance.
        • Objects: Items affecting gameplay.
        • Orgasm: Winning condition at 24 Pleasure Points.
        • Pleasure Meter: Tracks Pleasure Points.
        • Prowess: Skill used in Seduction.
        • Seduction: Offensive gameplay action.
        • Tag/Tagged: Marking cards for engagement.
        • Top: The active player.
        • Turn: One complete set of phases for the Top.