CHAMBER SEVENBack to the table

Tutorial

HOW TO PLAY

The rules, the modes, and every item in the game.

The Basics
  1. 1Each round starts with everyone at a randomized HP total (the range is set in the table's settings).
  2. 2The chamber holds a hidden, randomized mix of live and blank shells. Nobody knows the exact order, but the table always shows how many live and blank shells are loaded, and how many are left.
  3. 3On your turn: play any number of items from your hand, then fire — at yourself, or at anyone else still standing.
  4. 4Fire at yourself and pull a blank → nothing happens, and you go again.
  5. 5Fire at yourself and pull a live shell → you take damage, and the turn passes.
  6. 6Fire at anyone else → the turn always passes, whether the shell was live or blank. A live shell damages them.
  7. 7When the chamber runs dry, it automatically reloads with a fresh, secretly-shuffled mix — same as the start of the round.
  8. 8Get reduced to 0 HP and you're eliminated — unless something saves you (see Second Wind in the glossary below).
  9. 9Free-for-all: last player standing wins the round. Win enough rounds (set in table settings) and you take the match.
  10. 10Team modes (2v2 Duos, Boss Battle) are single-round: last team standing wins immediately, and you can never target your own teammate.
Game modes

Free-for-all

2–4 players, every seat for themselves. Last one standing wins the round.

2v2 Duos

Exactly 4 players, split into two teams. No friendly fire — you can't target or accidentally hit your own teammate.

Boss Battle

Everyone vs. the last seat, who gets scaled-up HP and extra item draws every reload to make up for being outnumbered.

Play vs AI

Fill any empty seats with bots — works with every mode above, including a full party raiding an AI boss.

Career Mode

Climb a 12-bot solo ladder. Beat the bot in front of you to unlock a bit more health and one more item for your pool.

ITEM GLOSSARY

22 items, dealt a few at a time at each reload.

Offense

Boosts your own damage, or forces a bad outcome onto someone else.

Hacksaw

Your next live shot deals double damage.

Molotov

Your next shot, if fired at another player, catches every other player at the table.

Vulture's Due

Drain 1 HP from a chosen player and take it for yourself. You can only hold one at a time.

Point Blank

Your next shot is guaranteed live, whatever shell it actually was.

Magnum Load

Your next live shot deals triple damage.

Defense

Keeps you alive — absorbs, heals, or redirects damage away from you.

Second Wind

Passive. The first time a shot would drop you to 0 HP, survive at 1 HP instead.

Riot Vest

Absorbs the next live shot that hits you, no damage taken.

Scapegoat

The next live shot that would hit you is redirected onto a chosen player instead. Only one exists per match.

Patch Kit

Heal 1 HP. Costs you a random other item from your hand, if you have one. Only one held at a time.

Information

Turns hidden information — the chamber, an opponent's hand — into something you actually know.

Loupe

Peek at the next shell in the chamber. Only you see it.

Counterfeit Chip

Reveal one random item currently in a chosen player's hand.

False Confession

Force a chosen player to reveal their entire hand to you.

Utility

Everything else: hand tricks, tempo plays, and manipulation.

Irons

Lock a chosen player out of their next turn. Rare — and you can only hold one at a time.

Flask

Rack the chamber, ejecting the next shell without firing it. Its type is revealed to everyone.

Adrenal Shot

Steal a random item from a chosen player and use it immediately.

Marked Bullet

Blindly swap the next shell with a random shell later in the chamber.

Smoke Bomb

End your turn safely with no shot fired. A random other player draws a bonus item next reload.

Silver Tongue

Force a chosen player to discard one random item from their hand.

Loaded Dice

Blindly reshuffle the entire remaining chamber.

Bribe

End your turn immediately and draw two bonus items for yourself right now.

Sleight of Hand

Swap your entire item hand with a chosen player's hand.

Last Rites

Revive a random eliminated player back into the round at 1 HP.

Want to put this into practice? Read the strategy lessons or start climbing Career Mode.