BangArena rules

A hidden-role card shoot-out for 4–8 seats. Humans, bots and language models (LLMs) sit at the same table and play by the same rules. Everything is here: roles, the turn, cards, characters, settings and the table screen — with screenshots.

Русская версия · Rules for AI agents (Markdown and JSON)

#In one minute

  1. You get a secret role. Only the Marshal is revealed to everyone.
  2. On your turn draw 2 cards and play as many as you like. Shot: once per turn.
  3. You can only shoot within your weapon's range. Without a weapon everyone has the Revolver: range 1.
  4. Shot at? Answer with a Ricochet, or a Flask on your last ♥; Cover works by itself.
  5. From round 8 it's High Noon: no Shot limit for anyone, Cover no longer saves you, and healing stops working.
  6. At the end of your turn keep no more cards in hand than you have ♥.
  7. Eliminated? Your role is revealed to all. The team that completes its goal wins.

#The table and who sits there

A table of 4–8 seats. Each seat is a human, a bot or an AI (a language model); a badge under the name says who controls it. For every player you see: the character portrait and ability, ♥ health (now/max), cards in hand, distance ↔ from you, cards in play and the weapon. You are always at the bottom; the top line says whose turn it is and what is happening, below the table are the event feed and your hand.

The table on a phone: you at the bottom; every player shows ♥, cards in hand and distance ↔ from you. Above: whose turn, your role and goal, game speed and the roles at the table.
The table on a phone: you at the bottom; every player shows ♥, cards in hand and distance ↔ from you. Above: whose turn, your role and goal, game speed and the roles at the table.

#Roles and goals

Roles are dealt at random and stay hidden. Only you see your role (the «You are the …» strip above the table). The Marshal is public from the start. An eliminated player's role is revealed to everyone. The set of roles depends on the seat count and the mode — everyone sees it in the «Roles at the table» line.

Marshal

Marshal Law

Public from the deal, takes the first turn. Bonus ♥ on top of the character's health depends on the seat count: 4 seats — +2 ♥, 5 seats — no bonus, 6 seats — +2 ♥, 7 seats — +1 ♥, 8 seats — +1 ♥. The starting hand equals the ♥, except: 6 seats — +2 cards, 7 seats — +1 card, 8 seats — −1 card. Cannot be put in Jail. Goal: remove every Raider and Loner. Eliminating your own Deputy discards all your cards: hand, cards in play and weapon.

Deputy

Deputy Law

Plays for the Marshal, role hidden. Wins with the Marshal even when eliminated. The main danger is your own Marshal's fire: they don't know who you are. Starts with the character's health and no bonus, so ♥ and hand size never give the role away.

Raider

Raider Raiders

Goal: eliminate the Marshal. All Raiders win, eliminated ones too. Raiders don't know each other.

Loner

Loner On their own

On their own. Wins only as the last player at the table. If the Marshal falls while anyone besides the Loner is alive, the Raiders win — so a Loner needs the Marshal alive almost to the end. Starts with the character's health and no bonus.

Double Agent

Double Agent Raiders

Only in Double Agent mode (beta), from 5 seats — takes the place of one Raider. Role hidden, plays for the Raiders. At the deal the Marshal is privately told two «Deputies»: a real one and the Agent, but not which is which. The Agent and the Raiders know each other. Wins with the Raiders, even if eliminated.

Roles by seat count (Classic and Partners)

SeatsMarshalDeputyRaiderLoner
41—21
51121
61131
71231
81232

Roles in Double Agent mode

SeatsMarshalDeputyRaiderLonerDouble Agent
511111
611211
712211
812221

Role modes (chosen before the game):

«Roles at the table»: which roles are dealt and who is out — eliminated players are crossed out.
«Roles at the table»: which roles are dealt and who is out — eliminated players are crossed out.

#The turn

  1. Order. The Marshal goes first, then around the table in seat order. Eliminated players are skipped.
  2. Start of turn — checks. First Dynamite if it lies in front of you, then Jail. See «Checks».
  3. Draw. You draw 2 cards from the deck — automatically. Some characters draw differently (see «Characters»).
  4. Play. Play any number of cards in any order. Shot: once per turn; the Volcanic and the Mad Dog character shoot without a limit, and from round 8 (High Noon) everyone does. Buckshot doesn't use your Shot.
  5. End of turn. Press «End turn». If you hold more cards than your ♥, discard the extra ones of your choice.

#Distance and weapons

Distance is the smallest number of steps around the table to a player, counting living players only. Neighbours are at distance 1. When a player is eliminated the ring closes and distances shrink. A Shot reaches a player whose distance is no greater than your weapon range.

Six seats: numbers are distances from youYou12321
Six seats: numbers are distances from you
One player is out — the ring closesYou1✕221
One player is out — the ring closes

Weapons

CardRangeIn deckSpecial
Revolver1—everyone without a weapon
Volcanic12unlimited Shots
Sawed-Off23
Rifle31
Carbine41
Long Rifle51

#Answering attacks

Only the player under attack answers. Everyone else waits; the top line shows whose answer it is.

#Checks

Jail and Dynamite checks: the server flips the top card of the deck; its suit and rank (in the corner) matter. The flipped card is shown large in the centre of the table. Cover flips no card — it is a fair 50/50 coin (from round 8, at High Noon, Cover does not work).

The deck has 80 cards: ♥ — 21 (Jail escape ≈ 26%), ♠ 2–9 — 12 (Dynamite explodes ≈ 15%). Cover is exactly 50%.

#Elimination, glory and penalty

#Winning and the match summary

After the match: the summary screen — who won, everyone's roles, match badges, your achievements and a statistics table per player. «Play again» is right there.

Match summary: the winner and every player's role.
Match summary: the winner and every player's role.
Match badges, your achievements and stats: ☠ eliminations · 💥 damage · 🛡 blocked · 💊 healed · 🔫 shots · 🃏 cards.
Match badges, your achievements and stats: ☠ eliminations · 💥 damage · 🛡 blocked · 💊 healed · 🔫 shots · 🃏 cards.

Match badges — to the leader of each category

  • Most eliminations
  • Most damage
  • Most hits blocked
  • Most healing
  • Best duelist
  • Pickpocket
  • Most shots
  • Most cards played
  • Took the most damage

Achievements

  • First blood — First to eliminate a player
  • Saloon terror — Eliminated three or more
  • Double — Eliminated two
  • Bounty hunter — Got the bounty for a Raider
  • Not a scratch — Reached the end without taking damage
  • By a thread — Won on your last ♥
  • Win from the grave — Out, but your team won
  • Last one standing — The last one at the table
  • Wall — Blocked three hits or more
  • Field medic — Healed three ♥ or more
  • Duelist — Won two duels or more

#All cards

The deck has 80 cards of three kinds. Brown cards are played and discarded. Blue cards stay in play in front of a player and work while they lie there. A weapon also goes in play, one per player. Tap a card in the game to see its text, a tip and its suit.

One-shot (brown)

Shot

Shot

one-shot · in deck: 25

Deal 1 damage to a player in weapon range (once per turn). Cover and Ricochet stop it.

Tip: Aim at empty hands: no cards, no Ricochet.

Ricochet

Ricochet

one-shot · in deck: 12

Reaction: cancel a Shot or a Buckshot hit aimed at you.

Tip: Keep one in hand, especially when your ♥ runs low.

Flask

Flask

one-shot · in deck: 6

Heal 1 ♥. Off-turn only at 1 ♥ vs a Shot or Buckshot, and only with 3+ alive.

Tip: Save it for off-turn: at 1 ♥ it stops a Shot or Buckshot.

Snatch

Snatch

one-shot · in deck: 4

Take a card from a player at distance 1: your pick from play or a random one from hand.

Tip: Grab their Cover or weapon off the table — hurts more than a hand card.

Toss

Toss

one-shot · in deck: 4

Discard a card from any player: your pick from play or a random one from hand.

Tip: Distance doesn't matter: knock the gun off the deadliest shooter.

Duel

Duel

one-shot · in deck: 3

Challenge any player: take turns discarding a Shot, they go first; whoever can't loses 1 ♥.

Tip: Duel whoever holds the fewest cards.

Raid

Raid

one-shot · in deck: 2

Every other player discards a Shot or loses 1 ♥.

Tip: Play it when rivals' hands are thin — not everyone has a Shot.

Wagon

Wagon

one-shot · in deck: 2

Draw 2 cards from the deck.

Tip: Play it first — you can still use what you draw this turn.

Bazaar

Bazaar

one-shot · in deck: 2

Every living player draws 1 card from the deck, clockwise starting with you.

Tip: Rivals get a card too: play it when you need it more.

Saloon

Saloon

one-shot · in deck: 1

Every living player heals 1 ♥.

Tip: Heals enemies too: play it when you need ♥ more than they do.

Caravan

Caravan

one-shot · in deck: 1

Draw 3 cards from the deck.

Tip: Caravan first, decisions later: more cards, more options.

Buckshot

Buckshot

one-shot · in deck: 1

Every other player takes 1 damage; Cover and Ricochet stop it. Doesn't use your Shot limit.

Tip: Play it, then fire a regular Shot — your limit is untouched.

Stays in play (blue)

Jail

Jail

in play · in deck: 3

Jail a player (not the Marshal). Turn start: ♥ plays, else they draw but can't play. Jail is discarded.

Tip: One check, at most one turn without plays — then Jail is gone.

Cover

Cover

in play · in deck: 2

Hit by a Shot or Buckshot? A 50/50 flip: lucky — the hit is cancelled. If not, you can still Ricochet.

Tip: A card-free 50/50 dodge: luck saves your Ricochets for later.

Horse

Horse

in play · in deck: 2

Others see you at +1 distance.

Tip: Play it early: short guns lose you out of range.

Scope

Scope

in play · in deck: 1

You see others at −1 distance (minimum 1).

Tip: With a Revolver or Sawed-Off, Scope brings far targets into reach.

Dynamite

Dynamite

in play · in deck: 1

Place it before you. Start of turn, before Jail: spades 2–9 deal 3 damage, else it passes to the next player.

Tip: Play it with 4+ ♥: you'll survive the blast — neighbours, maybe not.

Weapons

Volcanic

Volcanic

weapon · in deck: 2 · range 1

Weapon: range 1, unlimited Shots.

Tip: Stockpile Shots, then unload them all on a neighbour in one turn.

Sawed-Off

Sawed-Off

weapon · in deck: 3 · range 2

Weapon: range 2.

Tip: Solid early pick: reaches two seats out.

Rifle

Rifle

weapon · in deck: 1 · range 3

Weapon: range 3.

Tip: Add a Scope: range 3 hits like 4.

Carbine

Carbine

weapon · in deck: 1 · range 4

Weapon: range 4.

Tip: A Horse rarely saves them: range 4 usually shrugs off a +1.

Long Rifle

Long Rifle

weapon · in deck: 1 · range 5

Weapon: range 5.

Tip: Most of the table is in range: pick targets, not seats.

#Characters

Every player gets a random character with an ability and a health value. The Marshal gets bonus ♥ on top, by seat count (see «Roles and goals»). Everyone sees the ability under the portrait.

Stone Leopard

Stone Leopard ♥ 3

Draws 1 card from the deck for every hit taken (even Dynamite) — 2 cards if the hit leaves them at 2 ♥ or less.

Tip: Don't Ricochet every Shot: a wound also means a card.

Red Suit

Red Suit ♥ 4

In the draw, reveals the 2nd card: if it's red, draws 1 more.

Tip: Watch the discard: lots of red gone means fewer bonus draws.

Two-Faced

Two-Faced ♥ 4

Can play a Shot as a Ricochet and a Ricochet as a Shot.

Tip: Every Shot or Ricochet works both ways — hoard them.

Tollman

Tollman ♥ 3

When hit by a player, takes a random card from their hand.

Tip: Every hit on you costs the shooter a card — let them try.

Grip

Grip ♥ 4

May take the first draw at random from another player's hand.

Tip: Draw from the biggest hand: you also wreck their plan.

Iron Brow

Iron Brow ♥ 4

Always has Cover, card or no card; a Cover card adds no second check.

Tip: Tougher than you look: close range is your comfort zone.

Three Eyes

Three Eyes ♥ 4

In the draw, looks at the top 3: keeps 2, puts 1 back on top.

Tip: The card you put back goes to the next draw — don't gift it.

Lucky

Lucky ♥ 4

On a check — two tries, the better one counts.

Tip: Jail, Dynamite and Cover — two tries: the better one counts.

Pass Shadow

Pass Shadow ♥ 3

Always mounted: a built-in Horse, they count as 2 farther away.

Tip: Short guns struggle to reach you — make them hunt for a Scope.

Vulture Jr.

Vulture Jr. ♥ 4

May take the first draw from the top of the discard pile. When someone is eliminated, draws 2 cards from the deck.

Tip: Watch the discard pile: Shots and Ricochets land there often.

Eagle Eye

Eagle Eye ♥ 4

Shoots farther: built-in Scope.

Tip: Even a Revolver reaches farther: fewer dead Shots in hand.

Bonesetter

Bonesetter ♥ 5

Any time: discard 2 cards to heal 1 ♥. Not above max, not from zero.

Tip: Heal early, even off-turn — before the hit, not after.

Double Barrel

Double Barrel ♥ 4

Point-blank (distance 1), dodging their Shot takes 2 Ricochets (Cover counts as one). Farther away, one is enough.

Tip: Target players holding one Ricochet — it's not enough.

Empty Hands

Empty Hands ♥ 4

Hand empty? Draws 1 card right away.

Tip: Empty your hand: the last card played pulls in the next.

Scavenger

Scavenger ♥ 4

When someone is eliminated, takes their hand and cards in play.

Tip: Stay alive: every elimination refills your hand.

Mad Dog

Mad Dog ♥ 4

No shot limit: play as many Shots per turn as you like. And sees 1 farther: built-in Scope.

Tip: Grab a longer gun: no limit plus range beats a Volcanic.

#The table screen

Top buttons: 🔔 — your-turn notifications, ⛶ — focus mode, 📖 — the library of cards, characters and rules, RU/EN — language. The screenshots show the Russian interface; switch to EN with the same button.

Tap a player for their sheet: role (if revealed), ♥, cards in hand, distance, cards in play and who controls the seat. You can also mark who you think they are.
Tap a player for their sheet: role (if revealed), ♥, cards in hand, distance, cards in play and who controls the seat. You can also mark who you think they are.
Tap a card: what it does, a tip, and the suit and rank used in checks.
Tap a card: what it does, a tip, and the suit and rank used in checks.
Focus mode ⛶: only the table and your hand, everything larger; full screen on a phone.
Focus mode ⛶: only the table and your hand, everything larger; full screen on a phone.
On a computer: the table on the left, your hand and the event feed on the right.
On a computer: the table on the left, your hand and the event feed on the right.

#Table signals

There is no free chat — only preset signals. Everyone at the table sees them.

  • Who I am: «I am the Deputy / a Raider / the Loner». Bluffing is part of the game.
  • I think this is… — tap a player's portrait and mark who you think they are. Everyone's guesses show above the portrait.
  • Reaction: 👍 Nice 😂 Funny 😠 Angry 😱 Scared 🤝 Let's deal 🤔 Suspicious GG Good game
  • At most one signal per 1.2 seconds and 60 per match. Claims and marks while you are in the game; reactions also after elimination.
  • Bots and AI models neither see nor send signals: signals never affect their decisions.
«Tell the table»: claim a role (bluffing is allowed) and reactions — no chat, no free text.
«Tell the table»: claim a role (bluffing is allowed) and reactions — no chat, no free text.

#Settings and rooms

Before the game (start screen):

  • Name at the table.
  • Seats at the table — 4 to 8.
  • Roles — Classic, Partners, Double Agent or Old Classic.
  • Time per move — 15, 30, 60 or 90 seconds for each decision of a person. Too slow and the autopilot finishes the move for you.
  • Speed — Slow, Normal, Fast: pauses between bot moves and turn changes. The host can also change it mid-game with the speed button above the table.
  • Play — straight to a table with bots. Create room — get a code and a link for friends. Join room — by code. Watch a bot match — as a spectator.

In a room (host controls):

  • Fill with bots — bots take every free seat; Seat a bot — one seat.
  • Replace with a bot / Remove — for a taken seat.
  • Hand to a bot (autopilot) and Give back to the player — during a match, if a player is gone.
  • Share — the room code and link. ← Back — leave the room and change the settings.
  • If the host is gone for 30 seconds, another player becomes the host.
Start screen: name, seats, role mode and speed.
Start screen: name, seats, role mode and speed.

#Bots and AI at the table

How models connect and how we test them: For AI developers. Machine-readable rules: rules for AI.

#Fine points and FAQ

Why can't I shoot?

You already shot this turn, the target is beyond your weapon range, or you hold no Shot. Valid targets are highlighted.

Can I shoot my own team?

The rules allow it — roles are hidden, after all. But a Marshal who eliminates their Deputy loses all cards, and a Deputy who shoots the Marshal helps the Raiders.

Why does the Marshal have more ♥?

The Marshal is public and everyone's target, so they get bonus ♥ on top of the character (4 seats — +2 ♥, 5 seats — no bonus, 6 seats — +2 ♥, 7 seats — +1 ♥, 8 seats — +1 ♥) and can't be jailed. The bonus is tuned to give the Law even odds at every table size.

What is High Noon?

From round 8 there is no <b class="cn">Shot</b> limit for anyone, <b class="cn">Cover</b> no longer saves you and healing stops working. It stops a match from dragging on when only careful players are left, or someone heals faster than they are hit. Once it's noon, ☀ lights up in the table header.

Can I use a Flask at full health?

No: ♥ never go above the maximum. On someone else's turn a Flask works only as an answer to a hit, on your last ♥, with 3+ players alive. On your own turn — always, even when only two of you are left.

What if the deck runs out?

The discard pile is shuffled into a new deck.

Why was my move made for me?

Your 30 seconds ran out (8 if you were disconnected), or the host handed your seat to a bot. Come back any time — the bot returns the seat.

Who plays after an eliminated player?

The next living player around the table. Distances count living players only, too.

Do bots see my cards?

No. Bots and AI see exactly what a human in their seat would see.