Setup
Shuffle and deal 4 character cards to each player (3+ player game).
In a 3+ player game, shuffle all 24 character cards and deal 4 face-down cards to each player. Any character cards not dealt are set aside and not used. The gun cards are shuffled into a face-down pile placed at the center of the table.
Setup
In a 2-player game, a ghost player also receives 4 character cards.
In a 2-player game, deal 4 face-down character cards to each of the two real players, and an additional 4 face-down character cards to a 'ghost' player — a virtual third participant. The ghost player's cards are interacted with during the First Step only.
Turn structure
All players simultaneously choose and reveal one character card each round of the trick-taking phase.
During the First Step (Trick-Taking Phase), each player simultaneously selects one character card from their hand and places it face-down on the table. Once all players have chosen, all cards are revealed at the same time. This continues until all players have no character cards remaining in their hand.
Turn structure
Cards of the same value cancel each other; tied players do not win the trick.
If at least two players play cards of the same value, those cards (and the players who played them) are excluded from winning that trick. Only cards with a unique value among all played cards are eligible to win. If all played cards share the same value, no one wins and all cards are discarded.
Turn structure
The player with the highest unique card value wins the trick and collects all cards face-up.
After cancellation of tied cards, the player who played the highest remaining (unique) value wins the trick. That player collects all cards that were played in that round (including cancelled ones) and places them face-up in front of them. The special rule is that '1' beats '6'.
Special
'1' beats '6' — the lowest face value is actually the highest in terms of trick-winning.
The card with value '1' has special priority and beats the card with value '6'. In all other respects, higher numeric value beats lower. So the ranking from strongest to weakest is: 1, 6, 5, 4, 3, 2.
Resource management
Face-up character cards won in tricks serve as the player's resource/life buffer in the Second Step.
Character cards won during the First Step are placed face-up in front of the winning player. In the Second Step, these face-up cards are the player's resource: they can be discarded to trigger special actions. Having more face-up cards also determines turn order in the Second Step.
Turn structure
In the Second Step, the player with the most face-up character cards goes first.
The first player in the Second Step is the one with the most face-up character cards. In case of a tie in card count, the player with the highest total combined value of their face-up cards goes first. If still tied, the player with the most '6' cards goes first, then the most '5' cards, and so on. If there is still a tie after all tiebreakers, players decide among themselves who starts.