How to play

Learn it in a minute.

The thirty-second version: roll the twelve-sided die, draw one or two cards from the matching category, read the card out loud, do it, tweak it or save it for later, then switch turns and keep going. That’s it. No complicated rules. Just better nights.

01

Roll

The 12-sided die picks one of seven categories.
02

Draw

One shuffled deck. Take the first card whose back matches your roll.
03

Read it out loud

Every word, exactly as written. Saying it is half of it.
04

Do it, tweak it, or pass

Either of you can pass on any card. Then switch turns and keep going.
Before the first roll

Setting up

Two minutes the first time. Thirty seconds every time after.

01

Shuffle one deck

Shuffle every card together into one face-down deck. Each back is printed in its category color with its die numbers, so there’s nothing to sort and nobody sees a card before it’s drawn.
02

Set your ceiling

Agree on the highest Spice level you’re playing tonight. Anything above it stays in the box. The three All In cards stay out unless you both ask for them.
03

Pull your vetoes

Either of you can take any card out before you start. No reason needed. It’s out for tonight, not forever.
04

Make room for three piles

Played, Saved and Retired. Every card you draw ends the night in one of them.
05

Pick a roller

Whoever suggested playing rolls first.
Turn by turn

A full turn

Every turn has two roles. The roller rolls and reads. The partner answers. If a card says to roll the die or set a timer, do it — the numbers are part of the card.

01

Roll

The number picks a color. Every card back shows its color and die numbers: 1–2 Soft Touch, 3–4 Flirty Fun, 5–6 Classic Heat, 7–8 Turn It Up, 9–10 Wild Card, 11 Focus on You, 12 Free Play.
02

Draw

Fan the deck face down. Take the first card whose back matches.
03

Read it out loud

Every word, exactly as written. Saying it is half of it.
04

Get an answer

Do it, tweak it, save it, or pass. Either of you can pass. See The Four Answers.
05

Play it

Unless the card says otherwise, “you” means the roller and “your partner” means the other one. The time on the card is a floor. Keep going as long as it’s working.
06

Clear it

When you’re both ready to move on, the card goes on the Played pile. The partner becomes the roller.
What happens next

The four answers

Two passes in a row is information, not failure. Step down one category for the next roll.

01

Do it

Play the card as written. The default, and usually the right call.
02

Tweak it

Change one detail, like the place, the pace or the part that doesn’t work, and play the rest. Agree on the change before you start, not halfway through.
03

Save it

You both want it, just not now. It goes on the Saved pile. Cards that need a morning, a car, a date or a hotel go here automatically, and the roller rolls again.
04

Pass

Either of you, any card, no reason. It goes to the bottom of the deck, face down, and the same roller rolls again. There is no limit on passes.
Eleven, twelve & the odd ones

Special rolls

Your ceiling applies to every special roll. Dealer’s Choice can’t pick a card you left in the box.

01

11 · Focus on You

Before drawing, the roller decides who receives: themselves or their partner. The receiver doesn’t reciprocate, doesn’t hurry and doesn’t apologize. The card ends when they say so.
02

12 · Free Play

Four cards that hand the night back to you. Dealer’s Choice: the roller looks through the whole deck and picks one card. Double Draw: roll twice, take the first match for each roll and combine them. Reverse Roles: roll again; on that card, the partner does what the roller would have done. Free Play Create: invent something together, right now.
03

All four played?

Once all four yellow Free Play cards are out of the deck, a 12 means the roller picks any card in the deck.
04

No match left

Roll again, or step one category up the ramp. Focus on You has only six cards, so it usually runs out first.
How it ends

Ending the night

No winner, no loser. The only score is whether you both want to play again.

01

Either of you calls it

Stop means stop. No last card, no explanation owed.
02

The timer goes

If you set one, it wins.
03

You’re both done

The most common ending, and the best one.
04

The last five minutes

Stay in the room. Water, closeness, a little talking.
05

One keep, one retire

Each of you names one card from tonight you’d play again, and one you never need to see. Retired cards go back in the box apart from the deck, until you both want them back.
06

Reset

Shuffle Played cards back into the deck. Keep the Saved pile on top of the box. Next time, start by drawing from it instead of rolling.
Non-negotiable

Ground rules

Five things that make the rest of it work. For consenting adults. Play at your own pace. Stop whenever you want.

01

Anyone can pass

No reason needed and no penalty. Put the card back, roll again, move on. A pass is part of the game, not a failure at it.
02

Change the card

If most of a card sounds great and one detail does not, do the part that works. The cards are prompts, not instructions from management.
03

Agree first, then play

Talk about what is off the table before the first roll. Then stop negotiating and enjoy yourselves — mid-card is a bad time to renegotiate.
04

Stop means stop

Not slow down, not convince me. The game ends the moment either of you wants it to, with no discussion owed.
05

The last five minutes count

Stay in the room afterwards. How a night ends is most of what either of you will remember about it.
Six ways to change it

House rules

Invent your own. The best house rule is the one you’d be embarrassed to explain to anyone else.

01

The ladder

Ignore the die. Start at Soft Touch and climb one category per turn. Stop wherever you like.
02

Category lock

Pick one category before you start and stay there all night. Ignore the die entirely.
03

Trade the roll

Once per night, either of you can hand a roll to the other and make them take it.
04

The save pile

Set aside cards you both want but not tonight. Next time, start with that pile instead of rolling.
05

Speed round

Fifteen-minute timer, Spice 1 and 2 only. Built for weeknights when nobody has the energy for a whole evening.
06

Blind draw

Draw face down and commit before reading. High trust only, and never on a first play.

Ready when
you are.

72 cards, one die, and a quick start card that gets you playing tonight. Either of you can pass, tweak or stop at any time.