A bare-bones set of instructions for Solo Bound Female. If Something is unclear or appears to be missing, please let me know with a comment below and I will try to fix it. Thanks and enjoy!
How to play
The following set of rules is for
a single player game of Solo Bound Female.
For two or more players, see the Additional
Players section below.
Set-up
Start with a character card, a
scenario card, a 25 card scenario deck, and a 40 card character deck. The scenario and character deck cannot have
more than three copies of any one card.
To begin play, apply any START effects on the scenario card
followed by the player card. Then draw
six cards from the character deck and begin the Opposing Turn.
Opposing Turn
Reset all inaptitude, trouble,
and person cards in play. Then reveal
the top card of the scenario deck and check the cost in the top right corner of
the card. If there is enough inaptitude
cards in play to pay that cost, trigger them and put that card into play. Otherwise, place it upside down as an
inaptitude card.
Player Turn
Begin Step
Reset all aptitude, bondage, and
action cards in play. Then apply any
card effect that occur during your begin
step. Lastly, draw a card from the
character deck.
Resetting a card means turning it vertical (triggered is sideways;
ignored is 180o turn).
Initial Step
During this step you may play a
bondage card, play an action card, use the ability of a card in play, or
trigger a bondage card.
To play an action or bondage card, trigger a number of aptitude cards
in play equal to the cost listed in the top right corner. If there is a visibility cost as well (green
eye), increase visibility by that amount as well. If this increase in visibility triggers a
person card, discard the card instead of playing it. Similarly, if the increase in visibility puts
you above ten, discard that card*. Otherwise the card has been played
successfully.
To use any card abilities, pay any aptitude costs (circled numbers),
trigger the card, or perform any other listed requirement to produce the listed
effect.
To trigger a bondage card, simply turn that card sideways. Then apply gain stimulation equal to the
stimulation score (right, pink vibrator) on that card. If this does not cause an orgasm, gain (move: blue eye) or lose (stationary: door) visibility
depending on the card triggered. If this
does not trigger a person card (or put you in excess of ten visibility*), gain
progress (right, foot). Regardless of whether
or not your character had an orgasm or triggered a person card, apply any when triggered effect on this card.
The initial step cannot end until a person card is
triggered or there are no reset bondage cards in play.
* If you go over ten visibility
score, go to ten instead.
Clean-up Step
During this step you may play a
bondage card, play an action card, use the ability of a card in play, or play
an aptitude card. You may not trigger a bondage card. Triggering a person card does not end this
step.
To play an aptitude card, simply place a card from your hand into play
upside down. You may do so once per
turn. This is in addition to any card
effect that put aptitude cards into play.
End Turn
Increase update card durations by
one, discarding those cards with zero remaining duration. Then discard your hand down to six cards and
proceed to the Opposing Turn.
Card Types
Person Cards
Each person card has duration
(clock), visibility (eye), and Once
triggered effect (text).
Duration is the number of turns this card is in play.
Whenever you play a card with a visibility cost or trigger a bondage card,
compare your updated visibility score to the visibility listed on all reset
person cards. If any person cards have a
lower visibility than your current visibility score, trigger the card with the highest such score (ties trigger
simultaneously). Lower your visibility
score to the one listed on the triggered person card. Then apply the Once triggered effect on the card and check for additional person
cards to be triggered in the same manner (those with a visibility less than
your new score). If none exist, continue
your turn as normal, ending the initial step if applicable.
Trouble Cards
Immediate trouble cards have effects that occur as soon as they are
played. Persistent trouble cards remain in play with effects that may have
a duration or other leaves play
condition.
Supernatural Cards
Supernatural cards are persistent
trouble cards with effects that do not start until a condition is met a fixed
number of times (diamond). After this
occurs, apply all effects below the condition (including durations) as though
the card was just played. Doing so does
not interrupt your action unless the card says otherwise.
Bondage Cards
Action Cards
Immediate action cards have effects that occur as soon as they are
played. Additionally, playing an
immediate action card is the same as triggering a stationary bondage card
except losing visibility (gaining privacy) cannot trigger a person card. Persistent
action cards remain in play with effects that may have a duration or other leaves play condition.
Values and Effects
Progress
Progress represents how close
your character is to their goal. Gaining
progress (i.e. triggering a bondage move card) reduces your scenario card’s
progress score by that amount. If the
scenario card’s progress reaches zero, you win.
Visibility
Visibility is how easy your
character is to notice. You start at
zero visibility and cannot exceed ten.
Visibility costs, bondage cards, and various card effects will change
your visibility score throughout the course of the game.
Stimulation
Your character’s stimulation
score represents how much pleasure they can endure before having an
orgasm. Gaining stimulation that puts
your character in excess of this amount triggers an orgasm. This simply means to
subtract your stimulation score from your current stimulation and lose vitality
points equal to the difference. Then
reset your character’s stimulation score to zero.
Forced Orgasm and Orgasm
Denial effects apply whenever you character would have an orgasm. Simply count up the number of cards with each
effect in play and apply the effect with the most cards. In the case of a tie, neither effect
applies. If Forced Orgasm is in effect,
increase all vitality lost from orgasm by one.
If orgasm denial is in effect, your character cannot orgasm if the
vitality loss would only be one point. If
this is the case, proceed as if your character had triggered an orgasm but lose
a point of progress and do not reset you current stimulation. This persists until an effect forces your
character’s stimulation to exceed her stimulation score by two or more.
Several cards have an On Orgasm or On Orgasm (Passive) effect.
These effects trigger (in any order) whenever your character has an
orgasm. However, it only applies when
the card with the On Orgasm effect is triggered. If the effect is passive, it occurs whether
the card is triggered or not.
Vitality
Vitality represents your
character’s level of fatigue. Dropping
to zero vitality means your character is exhausted and you lose. You start at (and cannot exceed) the vitality
score on the character card.
Aptitude/Inaptitude
You may play up to one card in
your hand face down as aptitude each turn.
Each unsuccessful attempt to play a scenario card results in that card
entering play as an inaptitude card.
You pay card costs (top right
corner) based upon the amount of available aptitude (character deck) or
inaptitude (scenario deck), allowing you to put those cards into play.
Additional Card Effects/Key Words
Abandon: Place a card in play into its respective discard pile.
Competence: Pay the listed amount in additional to other costs and
when this card would go to the discard pile, put it into play as aptitude
instead.
Double Trouble: Resets the Opposing Turn except for resetting
inaptitude cards.
Ignore: Turn a card 180o and act as though that card is
not in play. That card resets and loses
duration as normal.
Incompetence: Same as competence except it reenters play as an
inaptitude card instead.
Skip a Turn: If a card or effect causes you to skip a turn, only
the Player Turn is skipped. Do not skip
the Opposing Turn or End of Turn.
Trigger: Turn a card sideways to signify its use for the turn.
End of Game
You win if you make can reduce the scenario’s progress score to zero.
You lose if (1) you run out of cards in either deck or (2) you reach
zero vitality.
Additional Players
Two-Player Game, Basic
One player uses the character
deck as normal. The second player
controls the scenario deck.
Changes: The player using the scenario deck starts with a card in
their hand. Each turn, they draw a card
and can play either the card in there hand (either for cost or as inaptitude)
and keep the other. They cannot play nor
can they keep both cards.
Win/Lose: If the character deck loses, the player controlling the
scenario deck wins.
Two-Player Game, Standard
Each player gets a character deck
and a scenario deck that opposes the other player’s character deck as if it
were a Basic Two-Player Game.
Win/Lose: First to complete the scenario wins. If both players ‘lose,’ then winner is the
player who gained the most progress (scenario progress minus remaining
progress; higher score wins). In the
case of a tie, the winner is whichever player ‘lost’ last.
Two-Player Game, Cooperative
Each player gets a character
deck. They both oppose a single scenario
deck with two scenario cards. You also
need 25 proxy cards or a second scenario deck.
Changes: Each Opposing Turn, place a card into play that represents
an inaptitude card (the top card of either scenario deck if you are using
two). Then draw the top card of the
(other) scenario deck and either play it or discard it.
The progress needed to win is the
sum of both scenario cards. Each
scenario card applies to both players except for start effects which apply to
only one player.
Triggered person cards only
affect that person that triggered them.
Trouble cards affect both players but only look at their respective
cards in play.
Both players have their own
vitality and stimulation score. They
share a common visibility score and progress score.
The initial step alternates
between the two players. If either
player ends their initial step for any reason, both players end their initial
step.
The clean-up step can be done in
any order and only ends when both players are done.
Win/Lose: Complete the scenario to win. Running out of cards or one player falling to
zero vitality is a loss for both players.
Three or More
There are countless options. Perhaps 2v1 cooperative rules or 2v2 where
two players are characters and two are scenarios. Or simply run a world game where your
character faces the scenario to your right (and your scenario faces the
character to your left). The
possibilities are endless!
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