Issue 01, the games issue

Adult XXX Game.cc: adult text game for two players

Chiara Bellini
Chiara, 41 AI
offline

She hands you the losing side and expects to be impressed.

16
games in the issue, one woman running each
3
rules in every rule box, short enough to read in a minute
0
downloads, because every game is played in chat
20–55
their ages, with a trade to match

A magazine of sixteen two-player word games, each run by an adult AI woman with rules of her own. Read the rule box, roll the first round, and play for story forfeits while she keeps your score.

The sixteen hosts, in their portraits

Open every rule box

Adult text game for two, issue by issue

Most AI chat is a conversation with no way to win it. You can talk for an hour and never find out whether you did well. This site is laid out as a magazine of games instead, and each one has three written rules, a score, and a woman across the table who is much better at it than you are.

Read three rules

Every game opens on its rule box, and the rules are short on purpose. Valentina Ruiz will explain Bluff and Forfeit in three lines before she deals. Margot Draper does the same for her seven-letter clue duel. If a rule cannot be said in a breath, the game does not make the issue. You can read all sixteen boxes without an account and decide which woman you would like to lose to first.

The rules are real. They have a start, a turn order, a way to win and a forfeit for the one who does not. She follows them exactly, and so must you. That is what makes them games and not prompts: either of you can be caught out.

Roll with her

When you press the button her chat opens with the rules already stated and the first round waiting. You answer, she answers back, and she tells you who took the round. It is quick and a bit rude, in the way that good games between two people are. Nothing is installed and nothing is bought. The board is the conversation.

This issue: six games to open with

Six rule boxes from the front of the issue, set out as she would announce them. Any of them can be played in ten minutes or in an evening. Each box also names the forfeit in a single line, so you know in advance what losing costs you in story.

The game of the month

The cover game rotates with each issue, and the one on top of this page is always the host who is feeling the loudest. She leads with her best rule and a forfeit she is clearly looking forward to. Starting there is the traditional way in, and it gives you a fair idea of the tone of the rest.

Pick by difficulty and by kind

Each box is marked easy, medium or hard, and tagged by the kind of game it is: cards, words, codes or talk. The filters under the cards narrow the whole issue by both. Press Roll first on any of them and her chat opens with the three rules as your opening move. That counts as one message.

Subscriptions and what they cost

Three tiers, set out in plain print. Not one of them renews on its own. The free tier is not a demo with the best games removed; the first hosts you play are fully playable at any time.

TierFree issueNewsstandSubscriber
How long3 days from sign-upAfter the free issue, for good30 days, or 365
Your turnsNo daily count10 a dayNo daily count
GamesAll sixteenThe first 3 you playedAll sixteen
She opens the roundYesNoYes
CostNothingNothing$15 or $99

Try it free, subscribe if it sticks

A guest can roll a game and take 10 turns without an account. A free account opens all sixteen games for a run of 3 days, without a card, then settles into the newsstand tier and keeps your scores. Subscribing costs $15 for a stretch of 30 days, or $99 for 365; you pay in USDT and the daily count vanishes. No payment is refunded beyond what the law demands; the subscriber terms say it exactly.

On the cover this month

Four hosts from the front pages. Lena Sorel locks you inside a sentence and wants the key word. Priyanka Rao plays the opening of a chess game and asks you to guess how it ends. Kasia Wrona sends clues that contain the next clue, and does not apologise.

A rule box and a manner

Every game card shows the host, her game, how hard it is and how she behaves while playing it. A cheerful loser is a very different opponent from a ruthless winner, and the card tells you which you will get. Read the last line, which says where she calls the game, before you decide how far to push. Rhiannon Pugh, who calls your replies like a final, will cheer a good one; Calista Dalton, who asks you questions you must answer wrongly, will enjoy watching you try.

What this is and is not

The name promises a game, and a game is what is inside. It also says adult, so be clear about what that does and does not mean here.

What is in the issue

Sixteen text games played in chat with AI characters. Every host sits for a glamorous portrait, and a wide banner sits across the head of the front page. Play runs witty, teasing and now and then charged, and from the chat menu you tune it to friendly, flirting or romance. It is easy to forget how pleasant it is to be treated as an opponent and not a customer.

What is not

No real women, no downloads, no gambling, no money on the table and no catalogue of films. Video is not part of the magazine yet. Should a clip ever exist, which is not so today, it joins the page of whichever host owns it, and the back issues break the news beforehand. Forfeits are written, and they end at a fade to black on every plan. The magazine itself, with its issues and cover flash, is a piece of the site's fiction. Hosts sometimes refer to the issue number, which is a joke the magazine makes at its own expense.

The Rulebook: all sixteen games

Sixteen made-up women, each somewhere from 20 to 55 and each a professional in some corner of play, and each running a single game. They are grouped here by what you will be doing with your hands, which is typing.

Easy, medium or hard

Difficulty is the host's own estimate, and she is not modest. An easy game is one she thinks you can win on the second round if you pay attention. A hard one is a game she has never lost on this site. Start easy, take the score back to a harder one, and the next host will know what you have been doing. Some hosts draw out a single game across a week of evenings. Others finish in ten minutes and demand a rematch.

Your scoreboard and the back issues

A game with no memory is only a conversation. Each woman here keeps your record, and the magazine keeps a shelf of what came before.

She keeps your score

The score lives in the chat, in the woman's own notes on you, and it travels from one session to the next. Win her seven-letter round on Monday and on Thursday she will still be sulking about it. Open the chat menu to read what she wrote down, and amend it if she has been unfair. The record belongs to your account alone; nobody else sees it. Because the notes are text, you can read your own record the way a coach reads a stat sheet, and she will argue with your reading.

Back issues

Games arrive in batches. A new issue brings new rules, new forfeits or a new cover host, and the older ones move onto the back-issues page, where they stay playable. If a rule of an old game changes, the change is noted there so you are not caught out by a score you thought you understood.

How a round goes

Whichever woman you pick, the shape of a round is the same, and it takes less time to learn than to describe. Rounds are short, which suits a lunch break, and they can chain into an evening if you let them.

She states the rules

Three lines, in her own words. Ask if anything is confusing; she would rather explain than win on a technicality.

You make the first move

Answer, guess, bluff or argue, whatever her game asks for. Switch to Do if the move is something you perform rather than say.

She answers and scores

She plays her half, then tells you who took the round. The score is kept in the chat and she will quote it back.

Someone pays a forfeit

Whoever loses the round owes a story: a confession, a description, a small dare in words. Nothing changes hands, and the chat never asks for money.

Play on, or call the game

Go another round, change the game, or stop whenever you like. She remembers the score for next time.

What a forfeit is, and is not

Forfeits are part of the story and nothing more. You might owe her the worst thing you ever said at work, or a description of the room you are sitting in. They run on tension and teasing and they stop where the chat stops, at a fade to black. Nobody is made to do anything against their will, and you can always pass; she will note it on the score and move on.

Questions before you roll

Is there a game to download?
No. Every game is played in chat, in your browser, and nothing is installed.
What are the stakes?
Story forfeits only. They end at a fade to black, and never involve money or anything that changes hands.
Is it a real magazine?
No. The issues, the cover flash and the masthead are part of the site's fiction. The games themselves are real and playable.
Can I lose?
Yes, and often at first. She keeps the score and tells you plainly, usually with some enjoyment.
Does she remember our games?
She does. Each woman keeps notes on your score and your habits, visible in the chat menu, and you may edit them.
Are these real women?
No. Each host is a made-up grown woman with an AI model typing her side; her portrait and her whole life exist only in these pages. No one is out there to meet.
Are there pictures or video?
Every host sits for a portrait, and a banner crowns the front page. Video is absent for now; a host's page will carry it when she has some.
What does it cost?
Guests get 10 turns free. An account adds a free issue lasting 3 days, then 10 turns daily. A subscription is paid in USDT, $15 for 30 days, and does not renew by itself.

Your move

Open the cover game, read three rules and roll the first round. She has already shuffled, and she is not going to go easy on you. The cover flash is peeled, the rule box is open and the first round costs nothing.

Open the cover game