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3 Sex Games Worth Trying Tonight

26 minutes ago
7 min read

I used to think games were for couples who needed help.


That was the snobbery talking. If you're doing it right, the thinking went, you shouldn't need a structure — you should just want each other and act accordingly. Games were a crutch, slightly embarrassing, the intimacy equivalent of training wheels.


Then I spent a few years paying attention to my own marriage and a few more coaching other people's, and I came around completely. Games are not a crutch. They solve a specific, extremely common, genuinely hard problem, and they solve it better than willpower does.


Here's the problem. Asking for something sexually is exposed. You're saying I want this, to someone who might say no, with nothing to hide behind. That exposure is why so many people quietly stop initiating — not because they lack desire, but because the ask has a cost they got tired of paying.


A game removes the ask. The game asks. You just answer. And that one structural change does more for most couples than any amount of resolve, because it isn't addressing courage — it's removing the need for it.


Three that actually work, with the mechanics explained, because the reason most people's attempt at this fizzles is a design problem rather than a nerve problem.


A playful couple sharing a tender and joyful moment together.
A playful couple sharing a tender and joyful moment together.

1. A or B


The simplest and the one I'd start with.


How it works. You take turns offering your partner a forced choice between two things. "A or B?" They pick one. You do the one they picked. Then they ask you.


Lights on or lights off? Me on top or you on top? Mouth or hands? Slower or harder? My shirt off or yours? Here or in the shower?


Ten rounds, alternating, with a standing rule: whoever asks has to actually do whichever option gets picked. No "I meant later." You asked.


Why it works. This is the whole genius of it and it's worth understanding. The hardest sexual question in the world is the open-ended one — what do you want? — because it hands someone a blank page. Most adults genuinely cannot answer it. They can tell you what their partner likes and go completely blank on themselves, especially if they learned early that being known to want things carried a cost.


A forced choice removes the blank page. You're not generating a want from nothing; you're picking between two things somebody else put in front of you. There's no wrong answer, no composition required, and — critically — the asking is the disclosure.When I offer you "mouth or hands," I've just told you that both are on my mind, and I did it without having to say "I want." The question carries the admission.


For a partner who struggles to name preferences out loud, this is the single most useful tool in this post. It's a preference machine that requires no sentences.


One refinement: keep the options close in intensity at first. "Kiss my neck or my shoulders" is a good early round. "Blindfold or handcuffs" is round nine, not round one. Escalate as you go, and let whoever's more hesitant set the pace by what they offer.


2. Truth or Dare — But Written in Advance


Everyone knows this game. Almost nobody plays the version that works.


How it works. Sit down separately, on different days if you want, and each of you writes cards. Ten truths and ten dares, in your own handwriting, folded, in two piles. Then — and this is the only rule that matters — you only ever draw from the pile your partner wrote.


Play it the normal way. Draw, read, do it or answer it.


Why it works. Two reasons, and both are design decisions rather than accidents.


First, writing in advance removes the on-the-spot pressure that ruins the improvised version. In normal truth or dare, somebody has to invent a dare in the moment while half-undressed and self-conscious, and what comes out is either so mild it's pointless or so escalated it lands badly. Writing alone, on a Tuesday, with time to think, produces much better material — bolder and more thoughtful.


Second, and this is the part I find genuinely elegant: when you draw a card your partner wrote, their interest is already disclosed. They wrote "tell me the first time you thought about me that way" or "take my hand and show me how you touch yourself." They put that in the pile. So doing it isn't you requesting something — it's you honoring something they already asked for. The vulnerability has been pre-paid, by them, in private, with an eraser available.


It inverts the usual dynamic completely. Instead of two people taking turns being exposed, you're each taking turns receiving what the other already decided to want.


Rules that keep it good. Nothing in either pile that hasn't been agreed as in-bounds generally — the cards aren't the place to introduce a brand-new ask. Anyone can pass on any card, once, with no explanation and no commentary. And if a card gets passed, it goes back in the pile without discussion; a pass is not a referendum.


3. Warmer / Colder


The one almost nobody has tried, and the one with the highest ceiling.


How it works. One person lies down with their eyes closed and gets touched. The other explores — anywhere, any pressure, any pace. The person receiving is allowed exactly two words: warmer or colder.


That's the entire vocabulary. No sentences. No "a little to the left." No "that's nice." Warmer means more of that, colder means less. Twenty minutes, then switch.


Why it works. This is a communication tool disguised as a game, and it's aimed at one of the most stubborn problems in long-term intimacy.


Enormous numbers of people cannot narrate what they want while it's happening. Partly because forming a coherent instruction requires the analytical part of your brain, which is precisely the part you need offline to feel anything — ask someone to describe their preference mid-moment and you've just pulled them out of their body to do a writing exercise. And partly because for a lot of people, especially those who learned early that wanting things was unseemly, the circuit between a private want and a spoken sentence was disabled a long time ago.


Two words bypass all of it. Warmer is a complete act of communication requiring no composition and no exposure. You can say it with your eyes closed, half-gone, without leaving your body. And over twenty minutes it produces a map of someone's actual preferences far more accurate than any conversation would.


What surprises couples. The information. Partners who've been together fifteen years routinely discover that something they'd assumed was neutral is a reliable warmer, and something they'd been diligently doing for a decade has been a quiet colder the whole time. Nobody was lying. There was just never a format in which it could come up.


The rule that makes it work: whoever's touching does not get to be disappointed by a colder. Not a sigh, not a joke, not "really?" The moment a colder costs something, the receiving partner starts managing your feelings instead of reporting their own, and the entire instrument stops measuring anything.


What Makes Any of These Work


A few things that apply across all three.


Decide in advance, together. Earlier in the day, clothed, with both of you reasonable. Games sprung on someone put them on the spot, which is the exact thing games are supposed to prevent.


Set an end point. Ten rounds, twenty cards, twenty minutes. A defined edge makes it dramatically easier to commit to the middle, because everyone knows it's finite.


Agree that anyone can pass, with no explanation. And then honor that absolutely — no negotiating, no visible disappointment, no bringing it up afterward. One badly handled pass costs you the game permanently.


Don't make them a performance review. The only acceptable commentary afterward is about what you liked. "You seemed uncomfortable at the start" is a sentence that ends games in a marriage.


Let it be funny. Something will go wrong. You'll draw a card that lands weird, you'll both laugh, somebody will break. That's not failure. The couples who keep doing this are the ones who can laugh and pick it back up; the ones who read a broken moment as proof it didn't work are the ones who never try again.


And don't use them to fix a real problem. If your intimate life is stuck because of resentment, exhaustion, or a desire gap that's been running for years, a game is not the intervention. Games are good at removing friction from a relationship that mostly works. They're not good at carrying weight. If you're genuinely stuck, that's a different problem with a different answer.


The Honest Case for Structure


I'll end where I started, because I've changed my mind about something.


The idea that you shouldn't need a structure — that spontaneous mutual desire ought to be sufficient — is a nice idea and it describes approximately the first eighteen months of a relationship. After that, you are two people with jobs and logistics and a shared mortgage, and the thing that stands between you and each other is rarely desire. It's the friction of getting from managing a household to being present in a body, with nobody wanting to be the one who asks.


Structure removes friction. That's all a game is. It's a pre-agreed set of rules that handles the asking so neither of you has to, which means you both get to spend the evening answering instead of negotiating.


That's not training wheels. That's just a better design.



Brittney and I built Coelle on the same principle these games run on: when something else holds the structure, nobody has to direct and both of you get to just be there.



And if one of you can never quite say what you want out loud, that's not a personality trait — it's a thing that can be worked on, and it's a lot of what I do with couples. Book a free discovery call here.



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