New Feature: Another game - High Card Draw - is now available to play with any wearer. The game is very simple and familiar to most people. The wearer will see one card flipped over ("your") card and then four cards dealt out face down. He can choose any of the four cards and if it is higher than your card then he gets a release (if he has a safe he either gets the combination or the safe unlocks depending on the model). If not, the game ends. However, to torment himself, the wearer can choose to flip over the remaining cards to see if he would have won if he had chosen another card. The neat twist is that you can set the odds of your wearer winning which is implemented in a very subtle way. The usual options of automatically decreasing the odds is he misses a window and/or increasing the odds if he plays and loses the game are available.
NOTE: You can play a game if you have set the Current Permission field to either "yes" or "window" (single or repeating). Currently a Dice game and a High Card game are available for all wearers. A "Star game" that reveals an 8 digit combination a few digits at a time is also available for wearers owning a safe with an electronic keypad. The default for this field is "none".
Setting up a game is a very powerful, but easy to use option. With a few clicks of the mouse, you can create a huge range of chastity experiences for your wearers; from a gentle tease leading to ultimate satisfaction to a prolonged period of intense frustration and torment. Take a few minutes to learn how to use this feature and have weeks of fun.
Dice is a game that adds an element of chance to each permission you grant. If you choose this option, then each time the wearer accepts a permission of any kind, he/she will have to roll a set of four computer dice to determine if a release will occur. The specific roll that will have to come up in order to get a release is controlled by the odds you select. The results from each roll will be recorded in the wearer's history. If the required roll comes up, your wearer will earn a release (if he has a safe, it will unlock). On the other hand if any other roll comes up, he will be informed that he lost the chance to get released.
Once you choose the dice game, you will have up to 3 other options to set. In the Odds field, you can choose how hard (or easy) it will be for your wearer to get released. Odds range from a 1/2% chance of release to a 90% chance of a release. If you chose to offer repeating windows, you then get to choose whether your wearer will see his chance of a release drop with each missed window or if his chances increase with each game he tries and loses as well as whether the repeating windows stop if he "gets lucky." As another aid to help you create the chastity experience you want, the bold text under this option tells you the overall chances of your wearer getting a release IF he finds all the windows you set.
A "nice" keyholder can set up a high number of repeating windows at regular and predictable times with high or increasing odds for each and every game. This lucky wearer will get out of his chastity a lot. A "sadistic" keyholder might set up widely spaced out, small windows of opportunity at moderate odds that decline with each missed window and watch the history page in glee as her wearer becomes increasingly desperate and the game becomes tougher and tougher. The choice is entirely up to you.
Another game - High Card Draw - is also available to play with any wearer. The game is very simple and familiar to most people. The wearer will see one card flipped over ("your") card and then four cards dealt out face down. He can choose any of the four cards and if it is higher than your card then he gets a release (if he has a safe he either gets the combination or the safe unlocks depending on the model). If lower than your card, the game ends. However, to torment himself, the wearer can choose to flip over the remaining cards to see if he would have won if he had chosen another card. The neat twist is that you can set the odds of your wearer winning which is implemented in a very subtle way. The options of repeating windows and automatically decreasing the odds is he misses a window and/or increasing the odds if he plays and loses the game are available.
The "Star game" - is available to play with wearers owning a safe with an electronic keypad (Models 50, 100, or 200). The game is simpler to play than to describe! Each of these safes has an 8 digit combination that can be used to open the safe by punching the number into the safe's keypad (the combination farthest to the right is used for the Model 200). The Star game will reveal a certain number of digits at random each time the wearer gets a permission from the system either from a "yes" current permission or from finding a window. You, the holder, gets to choose the number of digits of the combination that are randomly revealed each time. In order to prevent the wearer from just punching 10 guesses into his safe when he gets down to one remaining digit, the system slights modifies the true combination by subtracting an adjustment factor from the actual combination. It is the digits to this modified combination that are revealed to your wearer.
Each digit that is displayed is shown to the wearer in the following format **3**4**, where * represent hidden digits and the numbers show the correct digit for that point in the modified combination (for example, 3 is the correct third digit in this combination). Every time the game is played, new digits are chosen randomly from the 8 digits of the modified combination, so repeats can (and will) happen. Also, only you the holder gets to see all the digits your wearer has learned to date. He only sees the result of the most recent random choice. Since, by design, his version of the History file does not show the results of the Star game, he must keep track of his progress "by hand." Every time he gets some more digits, he can guess the whole "combination" and when he finally gets it right, he is given the true combination and gets to unlock his safe. You can choose in advance whether the game ends at that point or starts again with a new combination and lasts as long as repeats are available.
V 1.3 - 04/29/12