24-SHOT RUSSIAN ROULETTE
Objective: Don’t shoot yourself!
SET-UP
1. The dealer announces one player to begin as the gunner before loading bullets.
2. Both players select 3 chambers (from 1-24) to load bullets by tengaged mail. If both players pick the same chamber for any of their bullets, the dealer will ask for a reload. If it is necessary to reload a second time, the Dealer will load all overlapping chambers and randomize the remaining bullets.
3. The chambers will be spun to determine the starting chamber, based on a formula of ‘Lightness’.
a. Lightness the sum of the distances a chamber is from each bullet. If multiple chambers tie for lightest, one will be chosen at random. See example:
Example:
Sample spinning of bullets loaded in chambers [1, 3, 8, 15, 17, 20]
http://prntscr.com/mgr3fw
In this example, Chambers 9, 10, 11, 12, and 13 are tied for the ‘lightest’ chamber. Thus, one of those chambers will selected at random to be the starting chamber for Round 1.
GAMEPLAY
1. Each turn, both players have 24 hours to bid how many chips, between 0-15, in order to pass the current chamber. Send this decision to the Dealer by mail.
2. The dealer will reveal the bidding decisions of both players.
3. The player who bid fewer chips will shoot the gun. On ties, the gunner will shoot. The non-shooting player becomes the Gunner for the next chamber.
a. If both players pass for 15 chips, the LGT will collect the chips and fire the gun in the air to reveal its contents. The gunner role passes to the opponent in this case.
4. If the chamber was empty, the shooter collects all chips paid.
5. If the chamber had a bullet, the players collect their chips paid, and the player who shot the gun pays 25 chips to their opponent.
6. Regardless of the result, the game proceeds to the next chamber (ex: Chamber 23, to Chamber 24, to Chamber 1, to Chamber 2, etc).
BULLET DETECTION
1. During setup and during each chamber, players may also ask to detect bullets. They will learn if the contents of the next two chambers hold at least one bullet.
a. The dealer will reply at the beginning of the next round with either ‘yes’ or ‘no’. The dealer will not reveal which of the next two chambers have a bullet, only if there is at least one or not.
b. Ex: If you ask during chamber 1, you’ll learn if either Chamber 2 or 3 contains at least one bullet.
2. Bullet detection costs 10 chips, to be paid to the LGT. This payment is collected at the game’s conclusion and will count towards tiebreaker profit/loss.
3. If your chip count falls below your debt for Bullet Detection, the game automatically ends with your defeat through bankruptcy.
END OF GAME
1. The game ends once 6 bullets have been fired.
2. The game ends early if one player falls to a chip count of 0 OR to an amount under their total payments for Bullet Detection. If this condition is met, the bankrupt player automatically loses.
3. The player who fired fewer bullets wins! If that is a tie, the player with a bigger profit (or less loss) wins! If that’s still a tie, both players are credited with a draw.
INACTIVITY
1. If you are inactive during setup, players will be asked to reload. If this causes a 2nd reload to be required, the Dealer will randomize any remaining bullets as with any overlaps.
2. If you are inactive during a turn, you pay the LGT 10 chips and automatically fire the gun. Your opponent receives back their chips that they passed with.
3. If both players are inactive, both owe the LGT a penalty of 10 chips. If the chamber has a bullet, both owe the LGT 25 chips, and both players are considered shot.