LAST CALLTake a seat

HOW TO PLAY · 2–6 PLAYERS

Twenty-One

Keep drawing, or keep your hand. The lowest total has a chamber to face.

Two private cards

Each survivor receives two cards from a freshly shuffled 52-card deck. Number cards count their value; J, Q and K count ten. Aces count one or eleven, whichever keeps the hand at twenty-one or below when possible.

Draw or stand

On your turn, draw another card or stand. Drawing keeps your turn; standing finishes your hand. Your total stays private until the hand reveal. Going over twenty-one is a bust: show that hand, take one chamber pull and finish the hand.

The lowest hand

Once everyone finishes, reveal the surviving hands. The lowest non-busted total takes one pull, even if another player already busted. Tied lowest hands each take a pull in seat order. If everyone busted, deal again after their penalties.

The chamber

Each player has one hidden bullet among six chambers. The first pull spins the cylinder; later pulls advance one chamber. Empty means survive; a bullet eliminates you. Chamber progress carries across hands.

Play again

Survivors receive two fresh cards. The opening seat rotates clockwise each hand. Last survivor wins, ending any remaining hand or penalties. You can keep watching after elimination.

Choosing your moment

Standing preserves your total, but a low hand may lose at the reveal. Drawing can improve it or cause a bust. Watch how many opponents have stood and how far your own chamber has advanced.

If time runs out

Each turn lasts sixty seconds, including all its draws. Running out of time stands on the current hand.

Try it at the practice table

Choose How to play beside Twenty-One on the home screen for an interactive guide. You can also open it from your table.