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Setup: each player picks a class, roll to see who goes first. For more information on how a game plays out, see Game Sample.

Gameplay - Phases :

The game happens in 4 phases for each player :

1 - Announce

Post your actions in a manner that explains what you're doing in RP terms. You may break this phase up between movement, traps and attack phases, but it's important you state what you're doing before you roll for it.

2 - Move

Players determine if they are moving or standing still.

  • Dodging/Moving: (default action, if you don't specify, you're moving!)

The character attempts to remain on the move to avoid being an easy target. Moving allows Melee attacks to hit any target, regardless of how the target Moved.

  • Standing Still:

The character sets their feet and gets to work. Players who stand still gain +3 to hit with all attacks and get to make two Escape attempts. However, if both of their Escape Attemps result in a 1 or 2, they hit a trap. Their opponent also gets +3 to hit on their next turn.

A player who stands still can only use Melee attacks if their target ALSO previously stood still.

3 - Action

Choose to Attack or struggle! (be descriptive for your fellow players ;) )

You can't use Single Use skills until Turn 3. Ultimate skills may not be used until turn 4. Single Use and Ultimate skills are not used up on a miss.

Remember, once your roll is made, you can't change your action.

  • A roll of 1 on the die is a critical miss. It ignores all bonuses!
  • A roll of 40 on the die is a critical hit. It ignores all penalties!
  • Attacking:
    • Choose target and attack used before!
    • Bindings are always applied at the highest level in their tier.
    • Roll 1d40 to see what happens:
Roll Effect Trap
0 or less Miss! Trap
1-7 Easy Trap
8-15 Miss! No Trap
16-23 Easy No Trap
24-29 Medium No Trap
30-36 Hard No Trap
37 or more Extreme No Trap
  • Push Attack:
    • Used to apply a trap to your opponent.
    • Choose to apply a new trap or improve one already on your challenger.
    • If you picked a new trap, roll for two traps and choose one for your opponent to stumble into.
    • If you want to improve a trap, use the Stacking Bondage rules.
Roll Effect Trap
0 or less Miss! Trap
1-7 Easy Trap
8-15 Miss! No Trap
16-23 Easy No Trap
24-29 Medium No Trap
30-36 Hard No Trap
37 or more Extreme No Trap
  • Bondage Levels and Stacking Bondage:
Level Tier
1 Easy
2 Medium
3-4 Hard
5-7 Extreme
8 Impossible
    • If a character is hit by a binding they are already in, use the following chart:
Applied Tier Tier
Lower than current No Effect
Equal to current Tier increases by 1
Higher than current Tier increases by 2
  • Escaping:

Attempt to escape binds on you. Roll 1d6 and see what happens:

Binding Level Level +1 No Effect Level -1 Level -2
Easy 0 or less 1 2 or higher
Medium 0 or less 1 2 -4 5 or higher
Hard 0 or less 1-2 3-4 5 or higher
Extreme 1 or less 2-3 4-5 6 or higher
Impossible 2 or less 3-5 6 or higher
  • If a player rolls an increase for a binding that can go no higher, that player must choose one other binding to increase by one level.
    • If they have no other bindings, count this roll as 'No Effect'.

4 - Traps!

At the end of a player's turn, traps are resolved. There are several ways to trigger a trap:

  • A poor attack roll
  • Rolling 1 or 2 on multiple escape rolls in one turn
  • If a player rolls under their Trap bondage modifier on 1d10. (Roll at the end of each turn)

When a trap is triggered (and not applied via a Push or special attack) roll 1d20 for the level applied. Traps stack and are escaped like normal bondage.

Defeating a player

Players are eliminated when they have extreme difficulty player placed bindings on head, arms, and legs for two rounds. If the player is defeated with any Ultimate bindings on them, the player who owns that Ultimate binding regains use of it afterwards.