Friday, February 1, 2013

About the Game: Characters

I'll be doing regular posts about cards, card types, and game updates.  Feel free to comment below if you have a question or if you'd simply like to make a comment.  I'd love to know what you think.

For complete game mechanics and details, download the instructions at SBF_Instructions_Version01.pdf.

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When you start a game of Solo Bound Female, you'll need to pick a character.  This is the lovely young lady you will be helping during her bondage adventure.  But choose wisely.  Not all girls are cut out for the same kind of action.

Each character has a vitality score, a stimulation score, and some basic effects.  Vitality functions as the character's fatigue. Run out of fatigue and your character becomes too tired to function.  It is the most common way to lose a single player game.

Stimulation represents how much pleasure your character can endure before experiencing an orgasm.  Over the course of the game, she will go over her stimulation score several times.  It might not always seem realistic but she's not complaining.  Vitality and stimulation score are two of the most important factors when it comes to designing a deck for your character.

Take Karen here.  She is the default character for the Pyrosthenes starter deck as well as the deluxe set.  Her vitality of 12 is good.  It means she can last for quite a while before getting tired.  Her stimulation of four, however, suggests she is very sensitive.  As a result, her good vitality might not be good enough if she can't keep stimulation effects down.  A character deck built for her should limit the amount of stimulation gain and/or provide several ways to recover vitality.

The front and back of the character card Curious Karen.
  Available in the Pyrosthenes Starter here or in the Deluxe Set here

Character abilities are often quite unique and can greatly shape the deck options you might consider.  They consist primarily of Start events (occur before play begins) and regular Effects (always active).  Some are very useful and might even provide a theme for building your deck.

In Karen's case, she starts with a random bondage card in play.  You might want to keep that in mind when choosing which bondage cards to put in her deck.  Some might be worse than others to start with.  Others might be very useful if you start the game with them in play.

Her second ability suggests that you might want cards with abilities costs to help keep aptitude cards triggered.  The free privacy this offers can go a long way.  Especially early when, say, you have a bondage move card giving you visibility from turn one.

Conversely, the scenario deck can be built to exploit any weaknesses the character card might have.  For example, Karen's low stimulation score might prompt the scenario deck to favor high stimulation gain.  It might also be effective for the scenario deck to cause discard of some kind so that you are less likely to have all of your aptitude cards triggered at end of turn (since there are less cards to play).

Ultimately, you have a ton of options for how you build around your character.  Maybe you're a power gamer who wants to maximize a certain character's potential.  Or maybe you'll just pick a character you like and worry about the details later.  Either way, the goal is to have fun.

Thanks for stopping by.

Next time, About the Game: Bondage Move Cards.

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