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Revolver Noir

Revolver Noir Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
  • Actions
  • Notes
  • Winning the Game
  • Credits

Components

  • 16 Room Cards
  • 2 Map/Action Reference Cards

Setup

Separate the Room Cards by their backs into two sets, then give a set to each player.

Each player holds their cards in a stack (not fanned out) with the back facing their opponent.

The front card represents that player's current location and is only visible to that player.

Each player chooses their starting location by moving that card to the front of their stack.

Flip a coin to determine the starting player.

Gameplay

Players take turns, trying to locate and hit their opponent, until one player is hit twice. Each turn, the active player spends up to 2 Action Points (AP) to take one or more Actions. Actions are announced before being resolved, and may be repeated if the player has enough remaining AP.

Actions

Move (1 AP) - Choose a room in the Move section (footprints icon) of your current location. Bring the chosen room to the front of your stack.

Shoot (2 AP) - Reveal your current location and choose a room in its Shoot section (gun icon). If your opponent is in that room, they take 1 hit. Then, you must Move (see above). This forced Move requires no additional AP.

Trap (1 AP) - Choose to either set one trap or detonate one trap.

  • Set Trap: Rotate your current location 90°. If you have already set two traps, you must first remove an existing trap by rotating that card upright before setting a new one. You may have traps in up to two different rooms.
  • Detonate Trap: Reveal your trap's location, then place it back in your stack upright to indicate that it is no longer trapped. If your opponent is in that room, they take 1 hit.

Listen (1 AP) - Your opponent must reveal one of the rooms in the Move section (footprints icon) of their current room. Your opponent is not required to reveal new information as long as the information they provide is true.

Trigger Room Effect (varying AP) - Reveal your current location, pay the listed AP cost, and resolve the Effect.

Notes

Reveal: To reveal a location, simply say its name.

Second Floor: The Bedroom, Hall, Library, and Balcony are on the second floor.

Traps: You will not take a hit from detonating a trap in your current location.

Winning the Game

The first player to hit their opponent twice wins the game!

Credits

Design: Xavier Davidson Art: Jonathan Fisher Rules Editing: Michael Lee

FAQ and more games at buttonshygames.com