A lock can have multiple greens in the deck.
When creating a lock, you can set it so that only one green card is required to unlock, or all of them have to be found.
If you reveal the required number of green cards you will be shown the combination code that will unlock your physical lock to gain access to the keys needed to unlock your chastity device or self-bondage restraints.
A deck can have a maximum of 100 green cards in version 2.6.0+, and 30 in earlier versions.
If you reveal a red card you would have to wait before you can try again. The next chance to try again would be based on the time you selected between each draw when creating the lock. This is also known as draw interval, or chance regularity.
A deck can have a maximum of 599 red cards in version 2.5.2+, and 399 in earlier versions.
A sticky card acts the same as a red card. If revealed you will have to wait before you can try again. However, when a sticky card is revealed and actioned it will go back into the deck for a chance to be picked again. Sticky cards do not leave play unless a keyholder or bot removes them.
A deck can have a maximum of 100 sticky cards in version 2.6.0+, and 30 in earlier versions.
Yellow cards can either add red cards to the deck or remove them. The number of reds that will be added or removed is shown on the card. The maximum a single yellow card can add is 3 reds, and the maximum they remove is 2 reds.
Once you reveal a yellow you can pick again. There’s no delay after picking a yellow card.
The more reds that exist in a deck the higher the chance the lock duration will increase.
A deck can have a maximum of 1495 yellow cards in version 2.5.2+, and 995 in earlier versions.
Freeze cards when revealed act like a red card but the time you have to wait until you can pick again is 2 to 4 times the duration of a red card. On a lock where you’re picking a card each hour, you would have to wait 2 to 4 hours before you can pick again.
The exact time the lock would be frozen is hidden to the lockee so they would need to keep checking the app to see if it has unfrozen.
A deck can have a maximum of 100 freeze cards in version 2.6.0+, and 30 in earlier versions.
A double up card when revealed doubles the number of reds and yellows that are in the deck. It doesn’t double the other card types. When it doubles the yellow cards, it doubles each type of yellow card, so for example if you had 3 yellows that each add 2 reds you would end up with 6 yellow cards that each add 2 reds.
A deck can have a maximum of 100 double up cards in version 2.6.0+, and 30 in earlier versions.
A reset card will restart the lock if drawn. It restarts with the original number of greens, reds, and yellows that the lock started with. All other card counts will remain the same as they were before the reset lock card was revealed. They do not reset to the original number that the lock started with.
A reset card will not reset the total time locked.
Reset cards also clear accumulated chances you had before the reset card was revealed. On a cumulative lock it is possible to accumulate chances while you’re away from the app. For example, on an hourly draw lock, if you’re away for 5 hours you would have accumulated 5 chances.
A deck can have a maximum of 100 reset cards in version 2.6.0+, and 30 in earlier versions.
A go again card only exist in locks where the card information is hidden. A random number of these are added to the deck to make it a little harder to guess how long your lock might be which you could estimate by counting the number of cards in play.
When a go again card is revealed you can pick another card. They do not add any time to the lock, apart from the extra second or two it took to reveal them.
The app will fill the 0-15% of your deck with these go again cards if the card info is hidden.
A deck can have a maximum of 599 go again cards in version 2.5.2+, and 399 in earlier version. Although 15% of the largest deck size possible is only about 330 odd cards, so shouldn’t go much higher than that.