Expansions

New nights. Same partner.
More reasons to roll the die.

Six expansions, twelve cards each. Shuffle one into the base deck, or play a single pack on its own for a themed night.

Date Night

Turn the evening out into the main event.

Twelve cards written for the whole evening, not just the end of it. Some play out while you're still at dinner, quietly and just for the two of you. Some happen on the way home. The rest wait for the door to close. It's the gentlest pack in the range, and the easiest one to bring to a first game night.

12 cards
$14

Weekend Getaway

Hotel keys. Do Not Disturb. Zero interruptions.

Twelve cards for a weekend away. They use the whole room: the shower, the balcony, room service and the late checkout. It runs hotter than the base set, and three Rares make it the best pack for collectors. Pack it for anniversaries, birthdays, or any weekend when the goal is to not leave the room.

12 cards
$14

Long-Term Couples

You know every move. Time to make some new ones.

Twelve cards that build on what you already know about each other. They don't pretend you're strangers. This is the most emotionally focused pack in the range: appreciation, memory, going back to firsts, plus two Rares that turn a long-held "someday" into tonight. It's the one we point long-term couples to first.

12 cards
$14

Quick & Dirty

Five to fifteen minutes. Still counts.

Twelve cards and none of them takes longer than fifteen minutes. It starts at Heat 3, which makes it the most intense pack, but also the most practical. Keep it by the bed for the weeks when a whole evening isn't happening. The short time limits make it fun in a different way: the clock is part of the game.

12 cards
$14

Toy-Friendly

Add one more tool to the night.

Twelve cards that work with the toy you already have. It's for couples who are curious about toys and couples who already have a favorite. Every card works with a vibrator, a wand or a couple's toy, and none needs special equipment. It has the most Uncommon and Rare cards of any pack, and it's the pack most likely to change how your base deck plays. Toy not included.

12 cards
$14

Travel

New city. New room. Different rules.

Twelve cards for road trips, flights and wherever you end up. Most of them play out privately once you arrive. A few add some quiet tension on the way there. It's small enough to go in a carry-on, and it's the obvious gift for a honeymoon or a first trip together.

12 cards
$14
Mix and match

Playing with expansions

Five ways to use a pack. None of them changes the rules you already know.

No expansion includes Free Play cards. A 12 always draws from the base four.
01

Just shuffle them in

Same colored backs as the base deck. Shuffle them straight in.
02

Themed night

One pack’s 12 cards don’t cover every face of the die. Keep the pack as a small deck of its own. Look for a match there first, then in the base deck.
03

No-die night

Or skip the die. Shuffle one pack on its own and take turns drawing from the top. This works best for Date Night and Travel, where the cards follow the evening rather than the roll.
04

Pack for the trip

Date Night, Weekend Getaway and Travel cards often need somewhere you aren’t yet. Pull them before you leave and take a small stack with you.
05

Ceiling still applies

Expansion cards follow your Spice ceiling like any other. Quick & Dirty leans hot: most of its cards are Spice 4.

Ready when
you are.

Every pack plugs into the base deck. Start there, then add the packs that sound like your kind of night.