HOW TO PLAY · 2–6 PLAYERS
Roulette
Your chamber. Your turn. Pull the trigger, or spend your dare on someone else.
Six chambers
Each player starts with their own six-chamber cylinder and one hidden bullet. The first pull spins the cylinder; later pulls advance one chamber. Every empty chamber you fire brings you closer to the bullet. A bullet eliminates you. The last survivor wins.
Pull or dare
On a normal turn, pull the trigger or dare another survivor. You have one dare for the entire match, spent when you issue it. Once it’s used, your normal turns are trigger pulls.
Accepting a dare
The target pulls immediately. If they survive, they earn two skipped normal turns and the challenger must also pull. If the target is eliminated, the challenger’s return pull is cancelled.
Refusing a dare
Each player can refuse once per match. Refuse and the challenger pulls instead. Your cylinder stays where it is, and you still take your next normal turn. After using your refusal, you must accept later dares.
Spend it carefully
A surviving target skips two normal turns, but the challenger still has to pull. Check both players’ visible chamber progress before choosing who to dare.
Reading the barrel
The portrait barrel shows public chamber progress: empty chambers already fired, hidden chambers still ahead, and a red chamber when the bullet has fired. A pull marked 4/6 is that player’s fourth pull.
If time runs out
Turns and dare responses last 60 seconds. A timed-out turn forces a pull; a timed-out response accepts the dare.
Try it at the practice table
Choose How to play beside Roulette on the home screen for an interactive guide. You can also open it from your table.