Setup
Host creates a PL.
All players have 1 pass for the entire game.
Host decides on the # of chambers. (Typical number of chambers: 6)
Phase 1
The host picks a player from the PL with .pick
The picked player must make an action: Pull, Pass, or Steal
Pulling fires the gun; chance to die.
The host rolls whatever the chamber is at (e.g. .roll 6 if the chamber is at 6).
If the player rolls the maximum roll, they are eliminated and the chamber resets.
If the player rolls anything else, they are safe. The chamber decreases by 1 going into the next pick.
Passing hands the gun to the next player (decided by .pick) and uses up the player's pass. This means that the gun is not fired, so the chamber does not change.
Stealing is when a player attempts to take another player's pass. This is decided by 100 vs 100 roll battle. stealing can only occur if the attacker does not have a pass and the target does have a pass.
If the attacker wins, they take the pass and use it, defender dies.
If the defender wins, they keep their pass, the attacker dies.
Regardless of the outcome, the chamber does not change.
A player is removed from the pick once they take their turn regardless of whether they survive or not. The host must keep track of who is and is not eliminated from the PL throughout the game.
Once all players have been chosen by .pick, all alive players are put back into the pick to begin the next round.
The chamber does not reset when a round ends.
If the chamber is at 1...
If the chamber gets to 1, this implies that someone pulled when the chamber was at 2 and survived. This means that whoever gets picked next is guaranteed to be eliminated if they have to pull.
If the player chosen has a pass, they must automatically use it.
If the player chosen does not have a pass but someone else does, they must attempt to steal.
If the player chosen does not have a pass and no one else does, they are automatically eliminated.
Finals
Final 2 players will pull or pass until a winner is decided.
Stealing is not an option in the Finals.
Host will .pick to decide who does their action first.
This will go until the gun fires and a winner is crowned.
Modifications
Thieves: Stealing is allowed at all times (including finals and if the thief still has passes left)
Quick Draw: Once per game, users are allowed to point the gun at another user and use it before their pull. After shooting, the user has to pull. (not eligible when the chamber is at 1 or in finals)
Loose Trigger: If someone rolls 1 during their turn, the gun will fire at a randomly picked player (host will !pick from the ENTIRE remaining PL list, excluding the person that rolled the 1), Rolls: 100/100, AI is on for Loose Trigger. Does not activate if the chamber is 1.
Theme by Baloor