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Play cards (phase)

Play cards from your hand correctly and resolve their effects.

Revolver is a game of hand management — just because you can play a card, it doesn’t necessarily mean that you should. Play your cards conservatively, laying down the minimum Firepower cards you think you can get away with. Choose your battles. As a rule of thumb, if the only cards you have in your hand are the ones you drew on your turn, you’re likely to lose.

Check criteria

Before you play a card you must check against these criteria to make sure that your play is allowed.

Play and resolve

If your intended play meets all criteria then you may proceed with your play and resolve the effects.

You may play as many cards as you have available (one at a time), as long as you meet all the criteria with each play (and subject to the effects of other cards already in play).

To play the card, announce it by name and place it face up in the appropriate part of the playing area, then resolve any effects.

Examples

The Colty Gang player wishes to play "Fire at will, boys" to remove a Buffalo Stampede at Buzzard Point. The cost for "Fire at will, boys" is zero, so he does not have to discard another card. The horde of buffalo is despatched! Place "Fire at will, boys" on the discard pile.

The Colty Gang player wants to play a Gatling Gun card at the 3:15 Express from Rattlesnake Creek Station battlefield. The cost of the Gatling Gun is two cards, so the Colty Gang player must discard two other cards from his hand. Having done this, the Gatling Gun card fills a firepower row on his side of the current battlefield and remains in play.

Related information

Player cards