Instructions

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

 Bondage cards are the most common card in the game.  They can be played during either your initial step or clean-up step.  Bondage cards played during your initial step must be used the turn they enter play (unless you trigger a person card to end the step).  Those played during the clean-up step cannot be triggered for anything other than card abilities that turn.

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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