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1.
Term coined for an interaction between two persons in a game situation, where one party is repeatedly the winner. This game is unlike any other dominance solvable two person game because of the fact that it is not a game, in any sense of the word. What makes it a game is the psychological condition of the ‘winning’ player. Due to their unstable nature, the player constantly needs to feel like he is ‘winning,’ even in the most uncompetitive acts like drinking coffee, or watching a play. This feeling could be aggravated if the player has a very attractive parent, and feels the need to prove him/herself constantly. As the game and the win both exist only in the aforementioned player’s psyche, he ends up actually ‘losing’ to those around him. The only way currently known to ‘beat’ such a player is to get his sleeve caught in a door handle. Watching the player flounder around and lose train of thought finally deflates the player, and proves to be hugely satisfying to the wrongly victimized party. This type of psychological mindset is supposed to originate in humans from close interaction with the rodent Najamus Haiderus, who, unsurprisingly, lives life through a string of unsuccessful social interactions.
"Hi Najam what's up?"
"You suck. I win!"
"But I ju-"
"I said I win!"
by Najam December 24, 2004