The Edge
when both sides understand exactly what they have agreed to.
That moment is the only honest negotiation left." — Kaelith, former Sword-Bound of the Iron Duke
The PhilosophyWhen Words Fail
The core rules of Bound resolve everything — including violence — with a single roll. That is intentional. Most of the time, a fight is just another action with uncertain outcome: roll your dice, read the result, narrate the consequences. These rules do not replace that. They exist for the moments when the table decides that a fight deserves more — more structure, more tension, more of the slow ratcheting dread that comes from watching two people trade harm until one of them stops.
Use these rules when combat is not a single decisive action but a sustained exchange. A desperate duel on a collapsing bridge. A running battle through a burning Hold. A standoff between two contracted walkers whose Bindings have made this fight inevitable. If a fight can be resolved in one roll and one consequence, use the core rules. If the fiction demands that the violence have its own arc — escalation, crisis, resolution — use The Edge.
One more thing. Violence in Bound always intersects with Contracts. Your Grant shapes what you can do. Your Binding shapes what you must or cannot do. The Grey is the space where combat becomes truly dangerous — not because of swords, but because of the choices they force. A fight is never just a fight. It is a stress test for every deal you have ever made.
The FrameworkStakes & the Shape of a Fight
Before dice are rolled, before anyone draws a weapon, every participant in the fight declares their Stakes — what they want from this violence. Not "I attack" but the thing behind the attack. The goal that makes the bleeding worthwhile.
Stakes can change mid-fight. A character who declared "I want them to flee" may, upon seeing a companion fall, shift to "I want them dead." Announce the change. The table notes it. The fiction shifts accordingly. Changing Stakes is not free — it reveals something about the character that the other side can exploit.
Voss declares her Stakes: "I want the ledger he's carrying." Her opponent, a contract-runner for the Firm, declares: "I want to deliver this ledger to the third floor." Neither needs the other one dead. Both need the other one to stop. The fight has a shape now — it is a tug-of-war, not an execution. The moment one of them gets what they want, the fight can end.
When Stakes Are Achieved
A fight ends when one side achieves their Stakes, when one side Yields, or when both sides are unable to continue. There is no round limit. There is no automatic ending. Combat runs until the fiction resolves it, which means the GM must watch the Stakes like a contract lawyer watches the fine print — the moment the conditions are met, the fight is done. Anything after that is cruelty, and cruelty has consequences.
The ExchangeThe Rhythm of Violence
Each moment of combat is an Exchange — not a single swing or a single shot, but a stretch of action where the situation shifts. An Exchange might be thirty seconds of circling and testing. It might be a single explosive clash. The fiction determines the pace; the dice determine the outcome.
How an Exchange Works
Both sides roll simultaneously, using their normal dice pools. The same rules apply: if you are acting within your Grant, roll 3d6 and take the highest. If you are fighting with mundane skill, roll 2d6 and take the highest. If your actions violate a Binding, roll 1d6. If you are exploiting the Grey, roll 2d6 and the GM rolls the Arbiter Die as normal.
Once both sides have their results, compare the highest die from each side:
| Comparison | Outcome |
|---|---|
| Your die is higher | You win the Exchange. You press toward your Stakes and may inflict a Wound. |
| Their die is higher | They win the Exchange. They press toward their Stakes and may inflict a Wound on you. |
| Tied | The fight grinds. Both sides take a Wound. Neither advances. |
The quality of a victory is determined by the difference between the two dice:
| Difference | Quality of Victory |
|---|---|
| 1 | Pyrrhic. You won, but barely. The Wound you inflict is minor. You've gained inches, not ground — and you're exposed for having reached. |
| 2 | Costly. You advance toward your Stakes, but the victory comes with a complication — you're hurt in the winning, something breaks, someone sees what you did. |
| 3+ | Decisive. You achieve your Stakes outright, or inflict a severe Wound. The fight may end here. This is dominance — the other side felt the gap between you. |
Lysra (Grant: healing, fighting mundane — 2d6) faces a Bloom-creature in the Waste. She rolls 4 and 2 — her highest is 4. The creature, driven by the Sun's will, rolls 3d6: 6, 3, 1 — highest is 6. The creature wins by 2: a Costly victory. It surges forward, thorns raking Lysra's shoulder, but the ground beneath it cracks — it's overextended, and Lysra can see the gap in its canopy. She's hurt, but the path to the Hold gates just opened.
StanceHow You Fight
At the start of each Exchange, every participant declares a Stance — their approach to the violence. Stance does not change your dice pool. It changes what winning and losing mean.
Stance is declared openly. Your opponent knows how you are fighting. This is intentional — combat in Bound is not about hidden information. It is about visible choices and the weight they carry.
Two contracted walkers face each other on the road. Kael, who serves the Hollow King, declares Press — he has been ordered to claim this ruin and the person standing in it is an obstacle. Sera, who serves the Root, declares Hold — she does not want to fight, she wants to survive long enough for the tunnels beneath her to open. Their Stances tell the table everything about this fight without a word of dialogue.
The ConsequencesWounds
There are no hit points in Bound. There is a Wound Track with four stages, each a narrative state that carries mechanical weight. When you take a Wound, you mark the next empty stage on your track. Wounds accumulate. They do not reset between Exchanges.
Healing
Wounds clear at different rates, because some things heal and some things change you:
Healing Grants are invaluable in combat-heavy stories. But remember: every healing is a Grant roll, and every Grant roll is a use of power, and every use of power is witnessed by a patron who has opinions about what their gift is for.
The ContractGrants in Battle
The most dangerous thing in a fight is not a weapon. It is a Grant. A character fighting within their Grant rolls 3d6 — in an opposed exchange, that advantage is enormous. But power in Bound is never free, and combat has a way of making Contracts reveal their teeth.
When Your Grant Is a Weapon
Some Grants are built for violence. The Burning Glass focuses the Sun's light. The Reaper ends things cleanly. The Commander orders the dead. When your Grant directly applies to harming, restraining, or overpowering an opponent, you roll 3d6 for every Exchange where you bring that power to bear. This is straightforward and devastating.
But most Grants are not built for violence. They are built for domains — healing, knowledge, shelter, influence. Using these Grants in combat requires creative interpretation, and creative interpretation lives in the Grey.
When Your Binding Meets Your Blade
This is where combat in Bound becomes unlike any other game. Every character carries restrictions — things they cannot do, things they must always do. In the calm of normal play, Bindings are manageable constraints that drive interesting choices. In the heat of a fight, they become impossible dilemmas delivered at the speed of a sword swing.
Lysra's Binding: "You shall not take a life by your hand or will." She is fighting a bandit who is trying to kill her friend. She is winning. The bandit is Staggered, then Broken. She can see the next Exchange will bring him to Fallen. If her Stakes are "protect my friend," she has almost won. But if the Wound that drops him is fatal — if the fiction makes it clear that one more blow will kill — then continuing to Press violates her Binding. She must change Stance, change Stakes, or accept a Reckoning. The fight is not the hard part. The Contract is.
The reverse is also true. If your Binding demands violence — "never show mercy to the defeated," "destroy what threatens the old kingdom," "you shall not refuse a challenge" — then the fight is not a choice. It is an obligation. Characters bound to violence carry a different kind of horror: not the fear of what they might do, but the certainty of what they must.
The ExitYielding
At any point during combat, any participant can Yield. Yielding is not defeat — it is a declaration that you are willing to abandon your Stakes and accept the other side's terms, or to offer new terms that end the violence. It is, in the language of the game, an attempt to renegotiate the contract of the fight.
How Yielding Works
A character declares a Yield between Exchanges. They state their terms: what they are willing to give, what they are asking in return. The opponent can Accept the Yield (combat ends on the stated terms), Counter (offer different terms, which the yielding character can accept or reject), or Refuse (the fight continues).
Bindings and the Inability to Yield
Some characters cannot Yield. A Binding that says "never show mercy to the defeated" may be interpreted to mean that accepting a surrender is a violation. A Binding that says "you shall not refuse a challenge" means you cannot be the first to Yield. These restrictions make the character terrifying in combat — and tragic outside it. A person who cannot stop fighting is not powerful. They are trapped.
Conversely, some characters must Yield. "You shall not take a life" means that when the opponent is approaching Fallen, the Bound character faces a crisis: Yield and abandon their Stakes, or continue and risk violating their Binding. The beauty of this intersection is that the combat system does not resolve the dilemma. The player does.
The Iron Duke's champion has the Binding: "Never show mercy to the defeated." He is winning. His opponent, Broken and bleeding, offers a Yield — information in exchange for her life. The champion knows the information is valuable. He knows that killing her will make enemies he cannot afford. But his Binding is clear, and the Grey he wrote at character creation — "defeated" is ambiguous; does it mean "unable to fight" or "unwilling to fight"? — is the only space he has to work with. He reaches for the loophole. The Arbiter Die reaches back.
The MeleeGroup Combat
When more than two participants are involved, the fight becomes a Melee. The same rules apply, with the following additions:
Pairing Off
At the start of each Exchange, the GM determines who faces whom. The fiction should drive this: who is closest, who has declared Stakes against whom, who is the most obvious threat. Characters can declare their intent to engage a specific opponent, but the chaos of a Melee means the GM has final say. Not every Exchange pits you against the enemy you chose.
Outnumbered
A character facing multiple opponents in the same Exchange is Outnumbered. For each opponent beyond the first, the outnumbered character's dice pool drops by one die (to a minimum of 1d6). Three against one means the lone fighter rolls at least two fewer dice than normal. Numbers matter. Heroic last stands are possible. They are not likely. That is the point.
Shielding
A character can declare their Stance as Shield — a special form of Hold. Instead of defending themselves, they designate an ally. The shielding character's roll applies to their ally's defense: if they win the Exchange, they prevent a Wound to the ally. If they lose, they take the Wound instead of the ally. A character who Shields cannot advance their own Stakes that Exchange.
Collective Violence
When multiple player characters act together against the same opponent in the same Exchange, they do not simply outnumber the enemy (though they do). They may also invoke the spirit of Collective Action — each rolls their normal pool, and the group takes the single highest die across all pools, then adds +1 (maximum 7, treated as 6 with an additional narrative benefit). This represents coordinated, purposeful violence — not a mob, but a group acting as one.
Collective Action in combat has the same restriction as in the core rules: it cannot be used to exploit the Grey. The loopholes are individual. The violence is shared.
At the TableRunning Combat
When to Use These Rules
Not every fight needs The Edge. Most confrontations in Bound — a scuffle with a guard, a brief chase, a moment of sudden violence — are better served by a single roll and its consequences. Use these rules when:
- The fight involves opposing Stakes that cannot both be achieved without sustained conflict.
- Multiple characters are involved and their Bindings create cross-pressures — obligations that demand contradictory actions.
- The outcome of the fight will significantly change the direction of the story.
- The table wants the fight to breathe — to feel like a scene, not a speedbump.
If none of these apply, use a single roll. The Edge exists to make important fights more, not to make every fight longer.
Pacing
A good fight in Bound should last three to five Exchanges. Fewer than three and the Stakes didn't need extended combat. More than five and the tension is leaking. If a fight is dragging, the GM should introduce a complication that forces a resolution: the building is collapsing, reinforcements are arriving, the patron intervenes, the ground gives way. The fiction should end fights that the dice won't.
The Contract Is Always Watching
The most important thing a GM can do during combat is remember the Contracts. Every Exchange is an opportunity for a Binding to become relevant, for the Grey to be tested, for a Reckoning to loom. The mechanical exchange of Wounds is the skeleton. The Contract pressure is the muscle. A fight where no one's Binding complicates their choices is a fight that does not need The Edge.
Keep a list of every combatant's Binding visible during the fight. When a character acts, check the Binding. When a character wins and must decide how to press their advantage, check the Binding. When a character considers Yielding, check the Binding. The Contracts are not background flavor. They are the engine of combat drama.
Violence Has a Memory
After combat ends, the consequences linger. Wounds heal at their own pace. Reckonings arrive on their own schedule. But beyond the mechanics, the GM should ask: who saw this fight, and what did they learn? A character who used their Grant to kill in public has announced something to the world. A character who Yielded has shown what they value more than victory. A character who Shielded a companion has made a promise without words.
Combat in Bound is never contained. It ripples. Make sure the ripples reach the shore.
Optional Combat Rules for Oaths & Loopholes