Russian Roulette
Phase 1
Phase 2
Ex. Roll (1 - 6): 6; This player dies.
Chamber after pull (1-5)
Phase 3
If the Chamber is at 1...
Finals
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 before their 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.
- Players will be given 1 pass for the entire game.
- Host will decide on the # of chambers. (Typical number of chambers: 6)
Phase 2
- The host will use ".pick" to choose a player
- A player has 3 options when they are picked: Pull, Pass, or Steal
- Pulling fires the gun; chance to die.
- Passing hands the gun to the next player (decided by .pick) and uses up the player's pass.
- If the player still has their pass, they will be prompted to either Pull or Pass when picked.
- Stealing is when a player attempts to take another players pass; this is decided by a roll battle out of 100. If the player attempting to steal the pass wins, they take the pass and use it, loser dies. If the player getting stolen from wins the roll, they keep their pass, the stealer dies, and the chamber count does not reset.
- If the player has used their pass, they will be prompted to either Pull or Steal when picked.
- If a player pulled the host will start with .roll X where X is current chamber; if the roll is the highest possible number the player will die, if not the player will live.
Ex. Roll (1 - 6): 6; This player dies.
- After every pull, the chamber goes down by 1 if the player lives.
Chamber after pull (1-5)
- If a player dies, the chamber resets
Phase 3
- If you haven't died, your name will be removed from the player list
- Once all of the names are chosen in the pick, the players still alive will be put back into the ".pick" to repeat Phase 2
- Chamber does not reset upon round change
If the Chamber is at 1...
- If some brave soul decided to pull on a chamber of 2 and was safe, that takes you to a scenario where the chamber is at 1. If this happens, panic. Kidding, kidding. There are a number of things that happen as a result of this so I'm gonna list them here so if this scenario happens to you, you know what to do. Aren't I so nice?
- If the chamber is at 1, the host will continue to pick who will fire the theoretical gun next. Typically, the host won't allow people to pull on a chamber of 1 if they don't have to, but if you are the host and you want to allow people to pull on 1, which will eliminate them from the game immediately I should add, then by all means.
- Otherwise, people can only pass or steal until there are no passes left in the game. For example, if you cannot pull on 1, the player must either use their pass or steal a pass from another player. Once all the passes are used up, either by passing or stealing, the next person to be picked has to fire the gun, and they are immediately eliminated.
- All other regular rules still apply, regardless of whether a steal is successful, the gun does not fire. Think of it this way: if the chamber is at 1, then all the passes remaining in the game will be used up. You have to figure out what the sequence is for using up these passes, and whoever gets picked first once all the passes are gone is the one who has to fire, then the chamber resets to whatever the host decided it would be at the start, and the game continues with pull being the only option for all the players.
- Hope this helps, good luck and have fun hosting.
Finals
- Final 2 players will pull or pass till a winner is decided
- Stealing is not an option in Finals
- Host will .pick to decide who does their action first
- This will go until the gun fires and leaves one player (The Survivor)
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 before their 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.
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