The Beginning
You need to know what your character promised
and what they want badly enough to break that promise." — advice given, advice ignored, advice remembered later
The GameWhat Bound Actually Is
Bound is a game where you sit around a table with friends and tell a story together. One person — the GM — describes the world. Everyone else plays a character in that world. When something happens and the outcome is uncertain, you roll dice. The dice tell you how well it went. Then you keep telling the story.
That is the entire structure. Everything else — the Contracts, the Bindings, the Grey, the Reckonings — is texture on top of that structure. If you understand "we tell a story, and sometimes we roll dice," you understand enough to play.
What Makes Bound Different
In most games, your character has a list of things they can do — abilities, spells, skills — and you choose from the list. Bound does not work that way. In Bound, your character has a deal. They made a bargain with something powerful: it gave them a gift, and in exchange, they agreed to a restriction. The game is about what happens when the gift and the restriction collide.
You do not need to memorize rules. You need to know three things about your character:
Everything else — the mundane skills, the setting details, the track mechanics — you will learn by playing. These three things are enough to start.
The NewcomerIf You Have Never Played a Tabletop RPG
Welcome. You are not behind. There is no required reading, no prerequisite experience, no secret knowledge the other players have that you don't. The only skill this game requires is one you have been practicing your entire life: imagining what a person would do in a situation that has no easy answer. You do this every time you read a book and think "I wouldn't have opened that door." You do this every time you watch a movie and yell at the screen. Bound just lets you make the choice instead of watching someone else make it.
What You Will Actually Do
The GM will describe a situation. You will say what your character does. Sometimes you will roll dice to see how it goes. Sometimes the GM will just tell you what happens. Then someone else will say what their character does, and the story moves forward. That is a turn. There are no boards, no tokens, no maps (unless your GM likes maps). There is talking, listening, and occasionally picking up dice.
Things That Are Normal
Your First Character
Keep it simple. You do not need a detailed backstory, a complicated motivation, or a tragic past. You need:
A Grant. Pick one from your patron's list. This is what you can do.
A Binding. Pick one from your patron's list. This is what you cannot do.
A Grey. This is harder — it is the ambiguous clause in your deal. If you are unsure, the GM or another player will help you write it. A good Grey is a sentence that sounds clear until you think about it. "By your hand or will" — simple, until you ask whether letting something happen counts as willing it.
Three mundane skills. Things your character is good at that have nothing to do with their Contract. Cooking. Lockpicking. Lying to authority figures. First aid. Running fast. Telling jokes. These are the parts of your character that are just a person.
Everything else — the backstory, the relationships, the complicated feelings — will develop in play. You do not need to arrive with a fully formed character. You need to arrive with a deal and a person who signed it. The rest will happen.
The Dice
When the GM asks you to roll, here is what you do:
| Situation | What to Roll |
|---|---|
| Acting within your Grant | Roll 3d6, take the highest |
| Doing something ordinary | Roll 2d6, take the highest |
| Acting against your Binding | Roll 1d6 |
| Exploiting your Grey | Roll 2d6; the GM also rolls 1d6 |
| Your Highest Die | What Happens |
|---|---|
| 6 | Critical — it works better than you planned |
| 5 | Success — it works the way you wanted |
| 2 – 4 | Partial success — it works, but there is a cost, a complication, or a compromise |
| 1 | Failure — only possible on 1d6. If you rolled more than one die, you cannot fail outright |
That is the entire resolution system. If you remember nothing else, remember: high is good, low is bad, and the middle is where the interesting things happen.
You will not roll often. Bound uses dramatically fewer dice than most games — three to six rolls in a session is normal. Most of the time, the GM will simply tell you what happens, or you will simply tell the GM what you do, and the story continues. Rolling is for the moments when the outcome is uncertain and interesting. If the GM does not ask for a roll, it is because the result was not in question.
The VeteranIf You Are Used to More Mechanics
You have played games with character sheets that look like tax forms. Games where you know every modifier, every bonus, every interaction between your feat and your class ability and the terrain type. Games where the rules are the architecture and you have memorized the floor plan. Bound is not that game, and the absence of that structure might feel like falling.
This section is for you.
What Is Missing and Why
Where the Depth Lives
If you are looking for the mechanical depth — the part of the game where mastery matters, where system knowledge pays off — it is not in the dice. It is in the Contract.
The second layer of depth is in the interaction between Contracts. A character with two Contracts is not twice as powerful — they are twice as constrained. The Bindings may contradict each other. The Greys may overlap in dangerous ways. Managing multiple Contracts is the closest thing Bound has to build optimization, and it rewards the same kind of systematic thinking: what are my obligations, where do they conflict, and how do I navigate the gap?
What to Do With Your Hands
In games with more mechanics, you spend downtime reading your character sheet — looking for the right ability, calculating the modifier, planning the optimal move. In Bound, your character sheet is three sentences long. There is nothing to read. Your hands are free and your brain is looking for something to do with itself.
Here is what to do: listen. Listen to the other players' Contracts. Learn their Bindings. Notice when a situation is about to collide with someone else's restriction. The most mechanically engaged player at a Bound table is not the one optimizing their own Grey — it is the one tracking everyone's Contracts and noticing the collisions before they happen. "Wait — doesn't your Binding say you can't do that?" is the Bound equivalent of noticing a tactical combo. It is system mastery. It just sounds like conversation.
Trusting the Fiction
The hardest part for experienced players is trusting that the fiction will hold. In games with detailed mechanics, the rules are a safety net — you know what your character can do because the numbers say so. In Bound, the numbers are minimal. Your character can do what the Grant says, what the mundane skills suggest, and what makes sense in the fiction. "Makes sense" is not a rule. It is a conversation.
This means you have to talk. Not just on your turn — constantly. "Can I do this?" "Would my Grant cover this?" "Does this count as violating my Binding?" These are not questions about rules. They are negotiations with the GM about the fiction, and those negotiations are the gameplay. If you find yourself wishing for a rulebook to consult, try replacing the impulse with a question to the table. The answer you get will be more interesting than anything a rulebook could provide, because it will be specific to this situation, this character, this moment.
The safety net is not gone. It has moved. It used to live in the rulebook. Now it lives in the people at the table. Trust them. They will catch you.
The TableYour First Session of Bound
Regardless of your experience level, here is what your first session should feel like.
Before You Start
The First Scene
The GM will put your character somewhere and describe what is happening. You will feel the urge to wait for instructions. Resist it. There are no instructions. There is a situation and a character you built. Ask yourself: what does this person do? Then say it out loud. That is the game.
The first scene should be small. Not a crisis, not a battle, not a Binding collision — a moment. Your character in a place, doing something ordinary, being a person. The Contract is not relevant yet. You are just establishing who this human being is when they are not invoking cosmic power. The mundane skills matter here. The person matters here. The deal comes later.
The First Roll
At some point, the GM will ask you to roll. This is the moment the system activates — and it should feel like something. The GM is saying: the outcome is uncertain, and the uncertainty matters. Pick up your dice. Know which pool you are rolling (3d6 for Grant, 2d6 for mundane, 1d6 against Binding). Roll. Read the highest die. The GM will tell you what happens, or ask you to describe it.
If your highest die is a 2 or 3 — a partial success — the GM will present a cost, a complication, or a compromise. This is the most important result in the game because it forces a choice: what are you willing to pay for what you want? The answer to that question is your character. Every partial success is a revelation. And if your highest die is a 6 — a critical — something goes better than planned. The deal you made just paid off in a way that feels like more than luck.
The First Grey Moment
At some point — maybe session one, maybe session two — you will be in a situation where your Binding says you cannot do something, but your Grey suggests a way around it. You will feel the pull. The restriction says no. The loophole says maybe.
This is the game's best moment. Do not rush it. Say what you are thinking out loud: "My Binding says I can't reveal what I saw in the deep places. But my Grey says 'what I witnessed' — and I didn't witness this, I heard it from someone else. Does that count?" The table will engage. The GM will respond. Then you roll, and the GM rolls the Arbiter Die, and for a moment no one knows whether your patron will accept the argument.
That moment — the held breath, the two dice on the table, the question hanging — is the reason the game exists.
The PermissionThings You Are Allowed to Do
New players — both the brand-new and the mechanical veterans — tend to hold back. They wait for permission that is not coming, because the game already gave it. Here it is, explicitly:
That is the game. The rest is details.
Welcome to Bound.
A Guide for New Players