The Solo
and the person who enforces it.
The dice keep you honest.
The rest is between you and the silence." — Found scratched into the last page of a walker's journal
The PremiseOne Chair, One Story
Bound is a game about oaths, loopholes, and the tension between power and restriction. None of that requires another person at the table. The Contracts are still real. The Bindings still bite. The Grey is still yours to exploit — and the Arbiter Die still reaches back. What changes is who holds the world. In solo play, you hold it. All of it. And the thing that keeps you from simply winning is not a GM. It is honesty.
These rules give you the tools to play Bound alone: an oracle to answer the questions you cannot, tables to generate the unexpected, and a framework for being your own most demanding audience. The dice provide randomness. You provide the story. The space between the two is where the game lives.
The OracleAsking the World
In a group game, you ask the GM: Is the door locked? Does the guard see me? Is the patron watching? In solo play, you ask the Oracle. The Oracle is a single d6 roll that answers yes-or-no questions about the world — the things your character does not control and cannot decide.
The Oracle Roll
When you need the world to answer a question, decide how likely the answer is to be "yes," then roll 1d6:
| Likelihood | Yes on... |
|---|---|
| Almost certain | 2–6 |
| Likely | 3–6 |
| Even odds | 4–6 |
| Unlikely | 5–6 |
| Remote | 6 only |
The Twist
On a natural 1, regardless of the question's likelihood, the answer is not just "no." Something shifts. A complication enters the scene that you did not anticipate. The door is not locked — it is missing entirely, torn from its hinges. The guard does not see you — because the guard is dead, and whatever killed them is still here. A 1 on the Oracle is the game telling you: the world is stranger than you assumed.
On a natural 6, regardless of the question's likelihood, the answer is not just "yes." There is an opportunity — something extra, something you did not ask for but the world is offering. The merchant has the component, and she knows where to find three more. The path is clear, and someone left provisions along the way. A 6 on the Oracle is a gift. Accept it.
You are fleeing through the Undercity and need to cross a canal. You ask: "Is there a bridge nearby?" The Undercity is old and crumbling — you set the likelihood at Likely. You roll a 1. The Oracle answers: not just no, but the canal is flooding. Somewhere upstream, something has broken open, and the water is rising. The question has been answered, and a new problem has arrived uninvited.
The ArbiterYour Own Contract Lawyer
In solo play, you are both the character who exploits the Grey and the arbiter who judges whether the loophole holds. This is the hardest part of playing alone — and the part that makes it worth doing.
The Arbiter Die Still Rolls
When you exploit the Grey, the rules do not change. Roll 2d6 for your action and roll the Arbiter Die as normal. If the Arbiter Die is higher than both your dice, a Reckoning occurs. The mechanic is already impartial. The dice do not care that you are alone.
Reckoning Without a GM
When a Reckoning is triggered, roll on the Reckoning table — do not choose. The d6 decides whether your patron Narrows, Tithes, Frays, or Severs. Then interpret what that means through the fiction you have established.
Judging the Grey
In a group game, the GM decides whether an action falls within the Grant, within the Grey, or against the Binding. Alone, you must make this call yourself. The rule is simple: if you have to argue for it, it is the Grey. If the action is clearly within your Grant's domain, roll 3d6. If you catch yourself constructing a justification — explaining to an imaginary GM why this technically counts — you are in the Grey. Roll 2d6 and the Arbiter Die. If the action clearly violates your Binding, roll 1d6. No justification will save you.
When you are unsure — genuinely, honestly unsure — use the Oracle. Ask: "Would a strict reading of my Contract consider this within my Grant?" Set the likelihood based on how much of a stretch it is. Let the dice decide, then commit.
The FrameBuilding Scenes Alone
Without a GM to set scenes, you need a structure that keeps the story moving forward without letting you steer it entirely. Solo Bound uses a simple scene-framing loop: Frame, Play, Close.
Frame
Before each scene, answer three questions:
Play
Play the scene using the core rules. Roll when outcomes are uncertain. Use the Oracle when the world needs to answer. Follow your Contracts — the Grant empowers, the Binding restricts, the Grey tempts. When a scene reaches a natural conclusion — the question is answered, the conflict is resolved, the moment has passed — stop.
Close
After each scene, ask yourself two questions:
The SparkWhen You Need the Unexpected
The Spark Table generates the raw material of surprise — a word or concept that you must weave into the fiction. It is not a random encounter table. It is a prompt. Roll 2d6: the first die selects the column, the second die selects the row.
| 1–2 | 3–4 | 5–6 | |
|---|---|---|---|
| 1 | Debt | Stranger | Ruin |
| 2 | Betrayal | Hunger | Sanctuary |
| 3 | Memory | Pursuit | Offering |
| 4 | Silence | Contract | Flame |
| 5 | Bone | Threshold | Voice |
| 6 | Shadow | Oath | Return |
The spark is not the answer. It is the seed. "Debt" does not mean someone owes you money. It means debt is relevant — perhaps someone is collecting, perhaps you discover what your patron truly owes, perhaps the ruin you are exploring was built to pay a debt that was never settled. Let the word collide with the fiction. The meaning will emerge.
Use the Spark Table when you are stuck, when a scene needs a complication, when a new NPC needs a motivation, or when the Oracle gives you a Twist and you need to know what kind. The table is small by design — eighteen words are enough to generate a lifetime of stories if you let them breathe.
You have just arrived at the patron's temple, and you need something unexpected to complicate the scene. You roll a 3 and a 5: Pursuit. Someone — or something — has followed you here. Who? Ask the Oracle. Why? That is the scene now.
The OtherPlaying Characters Who Are Not You
The hardest part of solo play is giving NPCs their own will. The temptation is to make them convenient — cooperative when you need allies, incompetent when you need enemies. The following tools help you play NPCs as people with their own agendas — and the key is treating them the way the game treats everything else: as contracts.
Quick Contracts
Every NPC — even a minor one — gets a Quick Contract. Three sentences, written in the language of the game. The same logic that governs your character governs everyone else in the world.
This is the language of the game applied to everyone your character meets. Want, Can't, Loophole. Grant, Binding, Grey. The pattern repeats because the world of Bound runs on contracts all the way down — some signed in ink, some in blood, and some in the quiet agreements people make with circumstance to survive another day.
NPC Disposition
When you first encounter an NPC whose attitude is not established by the fiction, roll 1d6:
| Roll | Disposition |
|---|---|
| 1 | Hostile — they want you gone, stopped, or worse |
| 2 | Suspicious — they do not trust you and will not help without proof |
| 3 | Indifferent — you are not their problem |
| 4 | Cautious — willing to talk, not willing to commit |
| 5 | Helpful — they have reason to assist, but they have their own terms |
| 6 | Entangled — they are connected to your story in a way neither of you expected |
Disposition colors the Quick Contract but does not override it. A Hostile NPC still has a Want and a Loophole — hostility just means they will not offer either willingly. A Helpful NPC still has a Can't — helpfulness does not erase their restrictions. The disposition tells you how the NPC presents. The Quick Contract tells you how they work.
NPC Decisions
When an NPC must make a choice and you are unsure what they would do, do not decide for them. Instead, look at their Quick Contract. Ask: what would a person who wants this thing, who cannot do that thing, do right now? The answer is usually obvious. If it is not, name two plausible options — what you think they would do and what you think they might do — and ask the Oracle: "Do they take the expected action?" Set the likelihood at Likely. If the Oracle says no, they take the other path. If the Oracle gives you a Twist, they do something you did not consider at all — roll on the Spark Table and interpret.
The CryDesperate Deals Alone
Desperate Deals are the most GM-dependent mechanic in Bound. The GM chooses who answers, writes the hidden Binding, and reveals it at the worst possible moment. In solo play, you must recreate this tension without the element of surprise. Here is how.
Who Answers
When you make a Desperate Deal, do not decide who answers. Roll on the Spark Table twice — the two words together suggest the nature of the entity. "Shadow" and "Oath" is a very different patron than "Flame" and "Return." Let the words shape something you did not plan. Name the entity. Give it a want. Then play the scene of the deal.
The Hidden Binding
Write three possible Bindings — one harsh, one ironic, one that directly conflicts with an existing Contract. Number them 1–2, 3–4, 5–6. Do not choose. Roll 1d6. The die picks the Binding. Seal it.
Here is the crucial step: write the Binding on a separate piece of paper, fold it, and do not read it again until it triggers. You wrote all three options, so you know the possibilities — but you do not know which one is active. This partial uncertainty is enough. The dread of not knowing which restriction you carry is its own kind of horror, even when you wrote all the options yourself.
The RecordKeeping a Journal
Solo play benefits from a written record — not because you need to track mechanics, but because writing is where the fiction becomes real. A journal forces you to commit to details, to name things, to make the story concrete in a way that pure imagination sometimes does not.
What to Record
You do not need to write beautifully. You need to write enough — enough that tomorrow, or next week, or next month, you can sit down at the table and remember where the story was going and why it mattered.
The EngineHonesty as Mechanic
Every solo system lives or dies on one thing: whether the player is willing to let the story go somewhere they did not plan. The Oracle provides randomness. The Spark Table provides surprise. The Arbiter Die provides consequence. But none of these matter if you override them with the story you wanted to tell instead of the story that is emerging.
Three Rules of Honest Play
Honesty is not masochism. You are not trying to destroy your character. You are trying to discover them — to find out who they are when the story does not go their way, when the Binding bites at the worst moment, when the Grey closes and there is nothing left but the raw choice between two bad options. That discovery only happens if you let the game be a game. Roll the dice. Read what they say. Play honestly. The story will be better than anything you could have planned.
At the TablePractical Advice
Session Length
Solo sessions work best in three to five scenes. Fewer than three and the story does not have time to develop momentum. More than five and you risk decision fatigue — the mental cost of playing every role in the story at once. When you feel yourself making easy choices instead of honest ones, the session is over. Stop, record your open threads, and come back fresh.
When You Are Stuck
It will happen. The scene is flat, the fiction has stalled, and you do not know what comes next. Three remedies:
Multiple Characters
You may play more than one contracted character. This is not necessary, but it unlocks one of Bound's deepest tensions: conflicting Bindings between characters you control. When one character's oath demands what another's forbids, you cannot optimize. You must choose who breaks, and you must live with the Reckoning. Play each character honestly. Do not sacrifice one to protect the other. The game is watching — and the game is you.
Rules for One Player & Honest Dice