Olga Loresh LORESH·GAMES
The flagship game

Sex&Money

A three-hour transformational game for up to six players. Two currencies are in play — dollars and hearts — and the board asks the same question in both languages: what have you forbidden yourself, and what is it costing you.

The board

One circle, two hemispheres, six sectors.

Money is green, desire is red, and a gold infinity mark sits where they meet. A player enters with two rolls of the die: the first decides the hemisphere, the second the sector. Nobody chooses where they start — that is the point.

The Sex&Money board: a circle split into a green money hemisphere and a red desire hemisphere, with a gold infinity mark at the centre.

Printed on fabric or banner stock. The Ukrainian board is shown; each set is printed to order in the buyer's language.

MoneyDesire
Energy of moneyEcstasy of the body
Shadows of the walletShadows of the bed
Mirror of the safeMirror of the bedroom

A player may work a sector twice, then moves clockwise to the next free one. The Mirror sectors are entered last, and the game finishes only after a player has come out of them. Anyone who never reaches the mirrors has been told something useful: the basic energies still need the work.

Two currencies

Dollars buy things. Hearts are harder to earn.

Everyone starts with 100 dollars and 20 hearts — enough to survive about three honest mistakes. A heart sells for ten dollars, and costs twenty to buy back. Buying a state is always dearer than creating one, and the exchange rate says so out loud.

What the bank pays, by sector and by roll
Sector Hearts, rolls 1–6 Dollars, rolls 1–6
Ecstasy of the body · Energy of money1 · 3 · 5 · 10 · 20 · 501 · 5 · 10 · 20 · 50 · 100
Shadows of the bed · Shadows of the wallet2 · 3 · 5 · 15 · 25 · 605 · 10 · 20 · 40 · 100 · 150
Mirror of the bedroom · Mirror of the safe3 · 5 · 8 · 18 · 30 · 7010 · 15 · 25 · 50 · 120 · 180

The deeper the sector, the larger the payout — and the larger the fine. The mirrors pay best because they cost the most to enter.

The mechanics

A die decides what was lived and what was only understood.

This is the rule the whole game rests on. After every practice the player rolls once more: two, four or six — it was lived in the body, and the bank pays. One, three or five — it stayed theory, and the player pays for the lesson. Nobody argues with a die, which is why insight arrives without an argument.

  • The bank Exchanges currencies on any of your turns, pays out on a yes and collects on a no.
  • Credit: Trust in Yourself Go negative and the bank covers you — after which every yes is split with it until the debt clears. Players may also lend to each other, on whatever terms they can negotiate out loud.
  • Deposit: Scaling From 200 dollars or 100 hearts, frozen for two turns and doubled on the third. Land on a Shadows sector while it is frozen and half of it burns.
  • The shared Treasury A fifth of every fine goes in. A yes rolled as a double takes the jackpot; if nobody rolls one, the Treasury carries over to the next game — which is the reason players come back to a second table.
  • The Investments deck A gold asset paying 20 dollars and 5 hearts a turn for 150 and 30. A venture start-up that doubles your capital or halves it. Property that earns dollars and costs hearts. A personal brand that halves your fines in the shadows.
  • The finish Coming out of the Mirror sectors ends the game — not running out of money, and not running out of time.
Nine decks · 280 cards

Eight decks of thirty, one of forty.

Two of them are not shown publicly and never will be. They hold bodily practices that belong in a closed room with a facilitator present, not on a website — and that restriction is part of the method, not a marketing device.

Behind certification

Body

Bodily practices. Facilitator's hands only.

Shown at the table

Money

Practices done with money, in the room, in front of witnesses.

Behind certification

Fears · Sex

The second deck that stays closed.

Shown at the table

Fears · Money

What you avoid counting, checking, asking for or saying out loud.

Public deck

Mirrors · Sex

A situation from one hemisphere, its exact twin in the other, and the question between them.

Public deck

Mirrors · Money

The same move in reverse: money first, desire underneath.

Shown at the table

Investments

Assets that pay out every turn, and the price of holding them.

Shown at the table

The men's deck

The same board, asked in a language that works at a men's or mixed table.

Shown at the table

Forty more

The ninth deck, forty cards, for tables that go longer.

The mirror decks

Draw one and answer it honestly.

Every mirror card takes a situation from one hemisphere and asks for its exact equivalent in the other. It is the simplest mechanism in the game and the one that does the most work — because an answer that is easy on one side is almost never easy on both.

These fifteen are rewritten for the web from the Ukrainian originals. At a real table there are sixty of them, and a facilitator asking the follow-up.

Foreplay vs. Negotiation

Where does caution cost you money — and where does hurry cost you pleasure?

Mirror of the bedroom · Desire
A session

Three hours, six players, one arc.

The facilitator does not improvise the order of the evening. It is part of the method.

01

The request

Each player says out loud what they came for. Two rolls put them into their first sector, and the table agrees on confidentiality before a single card is drawn.

02

The practices

Cards are drawn, practices are done, and the die decides who pays. Credit is taken, deposits are opened, assets are bought — and every transaction is a statement about what the player believes they deserve.

03

The mirrors

The last stretch asks every question about desire again in the language of money. Then the table talks, and that conversation is where the value lands.

2–6Players at one table
3 hA full session
280Cards across nine decks
800Banknotes in two currencies
At the table

Who sits down, and what they leave with.

Someone whose income has stalled

Fully booked, working properly, and flat for the third year. The game looks under the strategy.

Someone who cannot name a price

The sentence I don't charge much has a source, and it is rarely commercial.

Someone who has everything and wants nothing

The mirrors are unkind to a life that has been arranged for comfort.

A practitioner scouting the method

Most facilitators bought the game after playing it once. That is the usual order.

Nothing is undressed and nothing is touched. Players talk, roll, pay and collect. What makes the evening work is that the questions arrive by chance, so nobody can claim they were singled out.

Play it once. Then decide whether to lead it.