Buckshot Roulette

Buckshot Roulette

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The Ultimative Buckshot Roulette Guide
By Dr.͓̇ No̜͘ (joey20100)
This guide explains to you how you improve your abilities in Buckshot Roulette!
   
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The Game Basics
First of all, it’s important to clarify how the game is formally structured at the beginning – that’s why we’ll focus on this now. I recommend not skipping this section, as the game, in my experience, includes a number of rules that can feel unusual and not necessarily intuitive.

Let’s start with the absolute basics:

In single-player mode, you play against the dealer – your goal is to reduce his energy, which starts at a minimum of 2 and a maximum of 5, to zero by shooting him enough times with live ammunition. To give the game its own dynamic, there are various items that will be explained later.

Each time, blue and red shells are loaded into the shotgun in a random sequence unknown to you – there are at least 2 and at most 8 shells. The blue shells are blanks and cause no harm. The red shells are live ammunition.

You are generally required to shoot with the shotgun. You can choose to aim at yourself or the dealer – if you shoot yourself with blue shells, the game continues for you in that round, and you can shoot again. If you shoot yourself with red shells, you lose one energy point, and the dealer gets the weapon unless you’ve restrained them (more on that later!). The same rules apply to the dealer. It should go without saying that you need to avoid shooting yourself with live ammunition while trying to use it to shoot the dealer.

The multiplayer mode is generally similar, but here you play against up to four other players, whom you can target as you wish. There are some special item rules, which I’ll explain in their respective sections.

Now, I’d like to break the game into rounds to clarify how they’re structured.

The Rounds in Detail

1. Micro Round
This is the individual round of a player or the dealer. Here, you can act and use any number of items before picking up the shotgun and deciding whom to target.

2. Round
The second phase. This occurs when the magazine is empty, meaning all shells have been fired. Any remaining items are will stay at their place.

3. Major Round
A round transition occurs when either you or the dealer runs out of energy. There are always three rounds (marked in the game with Roman numerals I to III), but otherwise, they are almost identical to a normal round.

4. EXCEPTION IN SINGLE-PLAYER MODE: Game Change
If you choose the Double or Nothing mode, after winning the third (III) round, you’ll be asked if you want to double your score. If you confirm, the game continues to the next first (I) round, with your items remaining on the table as an exception. Don’t forget this and make sure to sort out items if you want to pick up new ones from the table.
General tips
Before we dive into the items, here are some general tips that are always important – even in multiplayer mode!

1. The Most Important Rule: Count Along!
I can’t recommend this enough. You MUST keep count, and it’s not a shame to write down the shell distribution if you’re unsure! Whether you use the Loci method for memorization, a good old piece of paper, a Word file, or just rely on your brain: remember the shots fired, and keep track of the shell distribution! If you don’t, you’re playing blindly.

2. The Second Most Important Rule: Stay Alert!
This rule is also crucial. You need to be alert because the game doesn’t keep a log. Especially when the dealer or a player uses the "Inverser" (more on that later), the shell distribution changes – meticulously writing everything down won’t help if you’re not paying attention to what’s happening across or next to you.

3. Plan Ahead!
In general, always plan your moves, get an overview of both your own and your opponent’s items, try to finish ongoing rounds (not major rounds) as quickly as possible, and hinder your opponent by attempting to give them as many blank rounds as possible at crucial moments.

(Actually) The Most Important Rule: Have Fun!
Even though this guide might read like a drill sergeant demanding utmost precision, I can assure you from experience that you’ll still lose about 20 percent of your games even with the highest accuracy, because the game also contains elements of luck. It’s not chess, which can theoretically be perfected, but includes moments that are uncontrollable. So feel free to play without worrying too much, just for fun. You’ll still win, and it’s probably less frustrating than constantly staring at the dealer with the utmost focus.
The Items I
1. The Magnifying Glass
The classic tool. In mathematical game theory terms, the magnifying glass provides perfect information to the player: it allows you to look into the gun’s chamber and see which bullet will be fired next. If the player is attentive and not suicidal, the probability of making the correct move (depending on whether the bullet is a blank or live round) is 100%.

2. The Inverter
The Inverter is one of the most important items as it can change the polarity of the bullet in the chamber, transforming a blank round into a live one, and vice versa.

The Inverter can shift the probabilities of a game in the user's favor. Two examples of its use:

Example I: The game situation is B5:R3 (Blue means 5 blanks, Red means 3 live rounds). In this case, the blanks are more common, with a probability of 62.5%. The optimal strategy here is to use the Inverter to convert a blank round to a live one, as the chance of a blank being turned into a live round is 62.5%, while the reverse is only 37.5%. Thus, the probability of the next shot being live is increased from 37.5% to 62.5%, significantly improving the chances of hitting the opponent.

Example II: If the magnifying glass provides perfect information (100% certainty) about the chamber, the Inverter can increase the chance of hitting the opponent to 100%. If the magnifying glass reveals that the round is live (1), or if you convert it to a live round (2) using the Inverter, the likelihood of a successful shot is guaranteed.

In summary, the Inverter is an item that can potentially turn the game in your favor. I do not recommend leaving it unused, as it has the power to increase your odds. However, as with any probability-based strategy, failure is a possibility. The chance of the Inverter working against you (changing the polarity to your disadvantage) is statistically present, but it’s about increasing the odds in your favor.

3. The Cigarette
A simple tool. The general rule is that you should always consume the cigarette when you’ve lost energy, unless a game-changing move is about to occur, in which case you should hold on to it. You should consume the cigarette only if there is a potential risk of a fatal injury before that game-changing move. But generally, always consume it when you're injured!

4. The Medicine
The medicine is the most interesting and, in my opinion, the most game-changing item in Buckshot Roulette.

Here are the hard facts: When you (or the dealer) consume the medicine, there is a 50% chance of either gaining two energy (1) or losing one energy (2). This item can be decisive because gaining two energy always means the game can go at least two rounds longer. If you have 3 or more base energy, you’ll have 5 energy after consumption.

This item is problematic because it can put you in a very unfavorable situation, or potentially help you defeat the dealer.

Here are some tips:

Do not use the medicine (almost): Generally, avoid using the medicine. Energy is valuable, and the risk of losing energy is often not worth it. Since energy is replenished at the start of new rounds, there’s no reason to use medicine in a safe situation.

Exceptions: Use the medicine when your situation seems hopeless. If the game is likely to end in defeat based on the opponent's items, use the medicine because there is a 50% chance of turning things around. Of course, the dealer may make mistakes, but don’t count on it. Based on my anecdotal experience, the chances of the medicine saving you are greater than the chances of the dealer making a mistake.

In summary: If the dealer has the means (magnifying glass + Inverter, saw, etc.) to defeat you, use the medicine if you don’t have alternatives like cigarettes or handcuffs.

5. The Saw
The saw is a powerful tool that allows you to sever the shotgun barrel, removing two energy bars from your opponent instead of just one. It's easier to use than it might seem.

The saw should always be used if you are sure that a live round is in the chamber, for example, through the magnifying glass. Also, use the saw when the dealer is about to take a potentially fatal shot, but you can avoid it by removing two energy bars from them, such as when the dealer still has two energy bars.

In summary: If you can wait, use the saw when you are certain you would hit. If the dealer regenerates afterward, it’s not a big issue—they would have done so anyway. If you’re under pressure with few energy bars and can potentially defeat the dealer with the next shot, it's worth taking a risk and showing initiative, similar to using the medicine.
The Items II
6. Adrenaline
Adrenaline allows you to steal an item from the dealer or a (dead) player. There are two things to keep in mind:

I. Adrenaline syringes cannot be stolen, nor can saws if you've already used one to saw off the shotgun in this round.
II. Items are immediately consumed upon theft.

Items should be stolen according to the following structure:

1. The item is useful to you
If the item is useful to you (for example, if you know there's a red cartridge in the chamber, and you can double the damage with a saw), you should generally steal it. This prevents the dealer or your opponent from using the item against you while strengthening your intended action.

2. The item is useful to your opponent
If your opponent benefits from using an item, you should consider stealing it—even if you gain no advantage or suffer no disadvantage from it.

Example: Your opponent has a remaining energy bar, and you have four. He now has a medication that would increase his energy by two bars, making it three. In this case, stealing the item and risking losing a bar yourself is justified, because you prevent your opponent from potentially catching up to you energy-wise. Here, you gain no advantage, and at worst, you avoid a disadvantage by denying him a healing boost.

7. The Cell Phone
The cell phone is a handy item, as it allows you to get information about the danger of any given cartridge in the chamber. Two things must be remembered:

I. The cell phone gives you information like this example: "Third cartridge ... Empty." It's important to note that the count starts from the moment you make the call! That means, if there are eight cartridges in the chamber, and two have already been fired, the next one is the fifth, not the third.

II. The call only works if at least two cartridges are in the chamber in single-player mode. In multiplayer, at least three cartridges must be in the chamber. Otherwise, you won't receive any information.

The cell phone is similar to the magnifying glass in that it gives perfect information but usually doesn't help you directly. However, in combination with a beer (explained later), it can be a useful tool. It's always worth noting, even if the information may only be valuable later, or in some cases, not at all, because your opponent would be taking their turn instead.

8. The Beer
The beer makes you skip the current bullet in the chamber. Essentially, you're reloading. This is more practical than it might seem at first. First, it allows you to change the probabilities. For example, if you're at B4:R3, it might make sense to drink the beer in advance to either equalize the number of blue blank cartridges with the sharp ones (B3:R3) or shift the probability further in favor of the blanks (B4:R2), reducing the risk of shooting yourself.

It’s also very useful to steal a potentially sharp shot from your opponent: For instance, if you can confirm with the cell phone and magnifying glass that there will be sharp ammunition in the current and next rounds, and you have no way to force the dealer to skip their turn (via handcuffs, explained later), then it’s very sensible to neutralize this shot with the beer and aim at the dealer in the third round, ensuring a potential blank cartridge instead of a sharp one.

Beer is generally useful for better assessing probabilities or neutralizing two sharp shots in a row. It is not advisable to waste it on a blank cartridge—this is simply too valuable for that.

9. Handcuffs (Singleplayer Only)
This is the last item in single-player mode and the only one specific to it. It forces the dealer to skip a round and has the potential to end a round early and risk-free.

Pragmatically, you have the opportunity to shoot twice. So, it's essential to calculate whether those shots are worthwhile (1), or whether you need to buy yourself some time to heal (2), perhaps using cigarettes as your remedy (explained later).

As already hinted with the beer, it’s almost always worth using the handcuffs if you know you're facing two sharp shots in a row, depending on the blanks. The blanks are essentially irrelevant because the round doesn't proceed when you use them against yourself—but you should always assess the risk beforehand. The best-case scenario might look like this:

Round 1: Sharp cartridge (R)
Round 2: Blank cartridge (B)
Round 3: Sharp cartridge (R)

In this case, using the handcuffs makes a lot of sense—you shoot once with a sharp shot, but the dealer skips their turn due to the handcuffs. Then, you shoot at the dealer again in the third round. In the worst case, you've caused two energy bar damages, but if you have one or two saws, you could even deal the record damage of four energy bars.

Also, as already mentioned, it can be worthwhile to waste ammunition if you urgently need healing but the dealer can otherwise finish you off in their next turn. In such cases, handcuffs might be the right choice. Always count the rounds so you know how much time you’ve gained.

10. Jammer (Multiplayer Only)
The jammer forces one of your opponents to skip the next round they would normally play. Essentially, it's a multiplayer version of the handcuffs—you choose which player to force to skip.

Multiplayer is generally more a game of chance than single-player (more on that later!). I recommend forcing players who have it out for you (1) or those who have the equipment to wipe you out (2) to skip their turn. Otherwise, stay cool and use the jammer dynamically.

11. Remote (Multiplayer Only)
The remote exists—like the jammer—only in multiplayer and only if more than two players are involved. It changes the direction of turns, either from left to right or from right to left. I recommend asking the same questions as with the handcuffs or jammer: Is the next player about to finish me off, or do they have a particular interest in sending me to my grave? If yes, use the remote. It removes at least two micro-turns from your opponent.
TL:DR
1. Lupe
  • Useful if you want to gather perfect information
  • Works well in combination with Inverter

2. Inverter
  • Statistically recommended when the distribution is heavily in favor of blanks (e.g., B5:R3)
  • Otherwise, use with Lupe to ensure a 100% hit rate

3. Cigarette
  • Always use when health is lost
  • Delay usage in Double-or-Nothing scenarios and when a game change is likely

4. Medicine
  • Try to avoid using it
  • Only use it when you can no longer prevent losing, such as when the dealer has a surefire way to win the round, making the risk of losing greater than the risk of drawing the 50% chance to lose an energy bar

5. The Saw
  • Use it when you're sure a hit will land (e.g., through Lupe)
  • Otherwise, use it when you're under pressure and could potentially take out the dealer in the round with a double shot—similar to Medicine

6. Adrenaline
  • Use it when you could make good use of an item, e.g., a saw
  • Use it when you can harm your opponent, such as by taking away their cigarettes or medicine, where the addition or removal of energy bars doesn't matter, but preventing their healing is important

7. The Cell Phone
  • Always use it and keep the information
  • Delay usage in Double-or-Nothing scenarios and when a game change is likely

8. The Beer
  • Use it if you want to change probabilities (e.g., B4:R4 -> B3:R4)
  • Use it to take away the possibility of a sharp shot from an opponent, for example, when you know a sharp shot is next in line. This way, you discard the first sharp shot from the chamber and use the second one

9. Singleplayer Only: Handcuffs
  • Use them when you can execute a double shot, e.g., through information on two sharp cartridges
  • Use them when you're under pressure and need to get new items. In this case, pushing the bullets out of the chamber might be useful. Be aware of blue blanks that won't cost you the handcuffs when aiming at the dealer

10. Multiplayer Only: Jammer
  • Use it when you're interested in changing the turn direction (left to right -> right to left; right to left -> left to right)
  • This can be important if a particular player is focusing on you, or if they have potentially deadly equipment

11. Multiplayer Only: Jammer
  • Use it when you want to exclude a particular player from the next turn, e.g., because they are focusing on you or have deadly equipment ready for use against you
Advanced tips
1. Accept that the game also involves luck
You can approach the game almost professionally, and still, you'll lose regularly. This is because the game simply includes luck as a factor, and you shouldn't forget that. I haven't evaluated this mathematically, but I'd estimate that in single-player, about 80 percent is skill and 5-20 percent is luck. So, you could say that it's okay to lose about one in five rounds without being "bad." The fun of playing must also remain intact. :)

2. Accept that multiplayer has nothing to do with skill
In multiplayer, there are often pre-arranged players who focus on you together, or other factors that make winning—no matter how much of a pro you are—impossible. In multiplayer, I recommend you approach the game in a very relaxed manner. Don’t be an idiot and coordinate with friends; that takes away the game's dynamics and fun. Just play however you like and, even with this guide, don’t be a try-hard.

3. Probabilities are exactly that: probabilities
It might happen that you get unlucky and change the color of the wrong cartridge, which could cost you the game in the end. That’s part of the game, where probabilities play a big role. As mentioned in the first point: Cool play.

Closing Remarks
The guide is already quite complex in some places—if you come up with more tips/tricks, feel free to share them with me! And don’t forget to leave a good rating for the guide—it really helps me and motivates me a lot! :)

I try to update the guide from time to time, but please don’t hold it against me if it takes me a while.

Criticism and suggestions are always welcome!
3 Comments
you cant see me Feb 21 @ 2:38pm 
nothing to see here folks just a dancing mugman :dealersmile:
чел гриди блет Feb 21 @ 2:19am 
also you needed to tell that you need to avoid dealer using it because for me, him damaging from medicine is EXTREMELY RARE.
Negrof Feb 18 @ 10:01am 
123:bears: