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.
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.
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 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 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 Raiders
Goal: eliminate the Marshal. All Raiders win, eliminated ones too. Raiders don't know each other.
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 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)
Seats
Marshal
Deputy
Raider
Loner
4
1
—
2
1
5
1
1
2
1
6
1
1
3
1
7
1
2
3
1
8
1
2
3
2
Roles in Double Agent mode
Seats
Marshal
Deputy
Raider
Loner
Double Agent
5
1
1
1
1
1
6
1
1
2
1
1
7
1
2
2
1
1
8
1
2
2
2
1
Role modes (chosen before the game):
Classic — Loners play for themselves. At 8 seats there are two.
Partners — same roles, but the Loners win together if only Loners are left at the table (eliminated Loners win too). There are two Loners only at 8 seats — at 4–7 seats the mode plays like Classic.
Double Agent (beta) — one Raider becomes the Double Agent (from 5 seats; at 4 seats the table plays Classic, and the button says so). The Marshal knows two «Deputies», but one of them is the Raiders' agent. The Agent and the Raiders know each other.
Old Classic — the Classic line-up with the original card game rules and none of our changes: no High Noon and no Glory, Cover works on ♥ from the deck (not 50/50), Jail skips your whole turn, the Flask does not heal with two players left, the Marshal gets +1 ♥ at any table, Stone Leopard has 4 ♥, a Raider is worth 3 cards.
«Roles at the table»: which roles are dealt and who is out — eliminated players are crossed out.
Order. The Marshal goes first, then around the table in seat order. Eliminated players are skipped.
Start of turn — checks. First Dynamite if it lies in front of you, then Jail. See «Checks».
Draw. You draw 2 cards from the deck — automatically. Some characters draw differently (see «Characters»).
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.
End of turn. Press «End turn». If you hold more cards than your ♥, discard the extra ones of your choice.
High Noon. Rounds count at the Marshal's turns (the number is in the table header). From round 8 it is High Noon (☀ in the header): no Shot limit for anyone, Cover — card or a character's built-in one — no longer works, and neither does healing (Flask, Saloon, the Bonesetter's skill). It keeps a match from dragging: by noon the town runs out of patience.
Deck empty? The discard pile is shuffled into a new deck.
Every decision has the table's time per move: 15, 30, 60 or 90 seconds (the timer is next to the portrait); 8 seconds for a disconnected player. Out of time — the server makes the simplest move for you: pass, end turn or discard.
Gone for long? The host can hand your seat to a bot («Hand to a bot») and give it back when you return.
On someone else's turn you only answer attacks on you: the top line says «Response · Name» — whose answer it is.
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 youOne player is out — the ring closes
Without a weapon everyone has the Revolver: range 1.
One weapon at a time; a new one replaces the old, which is discarded.
Horse in front of you: others see you 1 farther.
Scope in front of you: you see others 1 closer (never closer than 1).
Snatch works only at distance 1; Toss at any distance.
Only the player under attack answers. Everyone else waits; the top line shows whose answer it is.
A Shot at you. Discard a Ricochet — the hit is cancelled. With Cover in front of you a 50/50 flip happens first, by itself: lucky — the hit is cancelled; otherwise you can still Ricochet. A Flask works as an answer only on your last ♥ and with 3+ players alive: the hit is cancelled and you stay at 1 ♥. Or take the hit: −1 ♥.
Buckshot. Every other player takes 1 damage; each answers in turn just like a Shot.
Raid. Every other player discards a Shot — or loses 1 ♥.
Duel. The target discards a Shot first, then the challenger, and so on. Whoever can't (or won't) loses 1 ♥.
Double Barrel. Dodging their Shot takes 2 Ricochets (Cover counts as one).
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).
Cover: a 50/50 flip on every hit — lucky, and the hit is cancelled. Suits do not matter. Iron Brow has Cover built in; the built-in one and a Cover card together give one check, not two.
Jail: ♥ — you break out and play as usual. Otherwise you draw 2 but can't play — the turn goes straight to discarding. The Jail is discarded either way. The Marshal can't be jailed.
Dynamite: ♠ 2 to 9 — it explodes: 3 damage, Dynamite discarded. Otherwise it passes to the next player. Checked before Jail.
Lucky gets two tries on any check; the better one counts.
The deck has 80 cards: ♥ — 21 (Jail escape ≈ 26%), ♠ 2–9 — 12 (Dynamite explodes ≈ 15%). Cover is exactly 50%.
At 0 ♥ a player is eliminated. Their role is revealed to everyone and their cards are discarded (the Scavenger character takes them instead).
Turn order and distances are recounted without the eliminated player.
Glory: whoever eliminates a player gets a ★ star of glory and picks an upgrade for the rest of the match: Sharpshooter — +1 range; Toughness — +1 max ♥ and +1 ♥ now; Instinct — every draw, look at 3 cards and keep 2 (once). Everyone sees the stars by the portrait.
Bounty: eliminate a player with stars — take one of their stars with an upgrade and draw a card from the deck for each of their stars.
Last bullet: a Marshal whose Deputies are all out gets a star without a shot.
In Old Classic there are no stars: whoever eliminates a Raider draws 3 cards from the deck, as in the original game.
Penalty: a Marshal who eliminates their own Deputy discards all their cards: hand, cards in play and weapon.
The eliminator is the source of the last damage; in a Duel, the other duellist. A Dynamite explosion belongs to no one: no star, no penalty.
Eliminated players stay as spectators: they see the table and can send reactions.
Law (Marshal and Deputies) — no living Raiders or Loners are left. Eliminated Deputies win too.
Raiders — the Marshal is out, and a lone Loner is not the only one left. All Raiders win, eliminated ones too.
Loner — the only living player at the table.
Partners (mode) — every living player is a Loner: all Loners win, eliminated ones too.
Double Agent (mode) — wins with the Raiders once the Marshal is out, even if the Agent is out too. To win, the Law must remove him as well.
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 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
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
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
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
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
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
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
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
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
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
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
one-shot · in deck: 1
Every living player heals 1 ♥.
Tip: Heals enemies too: play it when you need ♥ more than they do.
Caravan
one-shot · in deck: 1
Draw 3 cards from the deck.
Tip: Caravan first, decisions later: more cards, more options.
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
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
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
in play · in deck: 2
Others see you at +1 distance.
Tip: Play it early: short guns lose you out of range.
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
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
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
weapon · in deck: 3 · range 2
Weapon: range 2.
Tip: Solid early pick: reaches two seats out.
Rifle
weapon · in deck: 1 · range 3
Weapon: range 3.
Tip: Add a Scope: range 3 hits like 4.
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
weapon · in deck: 1 · range 5
Weapon: range 5.
Tip: Most of the table is in range: pick targets, not seats.
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 ♥ 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 ♥ 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 ♥ 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 ♥ 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 ♥ 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 ♥ 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 ♥ 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 ♥ 4
On a check — two tries, the better one counts.
Tip: Jail, Dynamite and Cover — two tries: the better one counts.
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. ♥ 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 ♥ 4
Shoots farther: built-in Scope.
Tip: Even a Revolver reaches farther: fewer dead Shots in hand.
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 ♥ 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 ♥ 4
Hand empty? Draws 1 card right away.
Tip: Empty your hand: the last card played pulls in the next.
Scavenger ♥ 4
When someone is eliminated, takes their hand and cards in play.
Tip: Stay alive: every elimination refills your hand.
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.
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 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.On a computer: the table on the left, your hand and the event feed on the right.
Bot N — the server's rule-based bot. Plays its role: takes revealed roles and who shot whom into account. Never sees other players' cards or hidden roles.
AI N — a seat controlled by a language model (the model badge is on the player's sheet). The model sees exactly what a player in that seat would see and picks a move from the legal list.
Humans, bots and models play by the same rules, with the same timer and the same information.
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.
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