
Source basis: this strategy guide is cross-checked from three guides — Tesserakt's “Ultimate Guide to Buckshot Roulette” (for the round structure, the items, and the Dealer's deterministic AI), Rosemagwin's 4-star “How to Win — Statistics Math Nerd to the Rescue” (for the odds, especially the proof that you should shoot the Dealer at even odds), and TheGamer's beginner tips — plus the Steam store for official details and the screenshots, and an embedded video that proves the core idea. Buckshot Roulette is a game of odds and reads, not fixed codes, so this is a how-to-win guide, not a click-by-click script. Nothing here is invented, and no guide can promise a win — RNG sometimes beats perfect play.
What is Buckshot Roulette?
Buckshot Roulette is a 2024 horror-tinged strategy game by solo developer Mike Klubnika, published by CRITICAL REFLEX. It first went viral on itch.io in late 2023 and hit Steam on April 4, 2024 for just $2.99. Steam sells it in one grim line: “Play Russian roulette with a 12-gauge shotgun. Four enter. One leaves.”
The campaign is a one-on-one duel against The Dealer across a grimy table. Instead of a revolver you share a tube-fed, pump-action shotgun that holds up to eight shells, and instead of pure luck you get items — cigarettes, a handsaw, a magnifying glass, beer, handcuffs and more — that let you bend the odds. That is the whole game: it looks like a coin flip, but it is really a game of counting, reading your opponent, and spending items at the right moment. Master those and the horror turns into a puzzle you can usually solve.

How a round actually works
Every round runs through the same fixed phases. The names below are unofficial — they just make the flow easy to talk about.
- Item phase. Before the gun is loaded, you and the Dealer each receive two to five items (if any are dealt this round). You each have eight item slots; a full inventory can't take more.
- Health phase. At the start of a new round, max HP is set and shown as lightning-bolt “charges”: 2, 3 or 4 HP. You and the Dealer always have the same max HP.
- Loading phase. Two to eight shells are revealed to both players — at least one live (red) and at least one blank (blue). An even total means equal lives and blanks; an odd total means exactly one more of one type. The Dealer then loads them in a random order — you saw the counts, never the sequence.
- Main phase. You always go first. Use items, pick up the gun, then shoot yourself or shoot the Dealer. Shoot yourself with a blank and you act again (as many times as it keeps coming up blank). Shooting the Dealer — or shooting yourself with a live — ends your turn, and the Dealer plays by the same rules.
Play continues until the gun is empty (back to the item phase, then a fresh load) or someone reaches 0 HP (round over). Beat the Dealer in three consecutive rounds and you win the base game. Lose a round at any point and it's game over.

The three habits that win games
If you remember nothing else, build these reflexes. Everything later is detail on top of them.
- Count the shells. The most important skill in the game, and the simplest. Note how many lives and blanks went in, then subtract every one that's fired or ejected. Say it to yourself if you have to. From the running tally you always know the exact odds of the next shell.
- Take the best odds, and aim for certainty. More lives than blanks → shoot the Dealer. More blanks → shoot yourself. Equal, or unsure → shoot the Dealer (the next section explains why this isn't a coin flip). Better still, use items to turn a guess into a 100% known play — a secured move always beats a hopeful one.
- Use your items early and aggressively. The items are broken — for you and the Dealer. Spend yours to grab an early lead and force the Dealer to play defensively. The bigger your advantage, the riskier he has to get to claw back.
The one rule that matters most: shoot the Dealer, not yourself
New players instinctively shoot themselves to “play it safe.” It's usually the wrong instinct. Here's the proof, from Rosemagwin's statistics guide, with just one live and one blank in the gun:
- You shoot the Dealer — it's a blank. You get hit by the live next turn. Then it's your turn.
- You shoot the Dealer — it's a live. He's damaged; he eats the blank next. Dealer's turn.
- You shoot yourself — blank. You fire the live at the Dealer next. Dealer's turn.
- You shoot yourself — live. You take damage; the Dealer eats the blank. Dealer's turn.
Two outcomes hurt you, two hurt the Dealer either way — so on the surface it looks identical. The difference is who moves first on the next load. Shooting yourself always hands the next turn to the Dealer. Shooting the Dealer either lands damage or, if it was a blank, keeps your first-move advantage on the reload. In short: shooting yourself risks a double loss — take a hit and give up initiative — while shooting the Dealer never does. With four or more shells at even odds, that edge only grows. So at equal odds, or whenever you're genuinely unsure, point it at the Dealer.
The corollary: only shoot yourself when you're certain (or nearly so) the shell is a blank. A blank on yourself merely removes one blank and nudges the live odds up; a live on yourself costs HP and your turn. There's little to gain and plenty to lose.

Watch it proven: the “don't shoot yourself” maths
Shell counting and playing the odds
Counting is where good play becomes great play. A worked example: the gun holds 2 lives and 3 blanks, so any blind shot is 40% live. Use a burner phone and learn the 4th shell is a blank — now the other four shells are 50/50. Use a magnifying glass and see the 1st is also blank — the remaining three are back to 67% live. Shoot yourself on that known blank, then beer out the 2nd shell to reveal it, and you can often deduce the entire remaining order by elimination. Information items don't just shift odds — chained together they hand you certainty.
A few counting rules from the guides:
- Update the tally after the Dealer acts, not just after your own shots. Watch especially for inverters — they swap a shell's type, and if you don't note it your whole count is wrong.
- Spent casings linger on the table for a moment, and casings from the previous load can hang around too — handy for deduction, but don't let the clutter mislead you.
- When in doubt, don't shoot yourself — shoot the Dealer (see above). Even the Dealer's good AI makes mistakes, so passing the turn to him can still go your way.

The items, and how to use them
These five are available from the start, in both the normal game and Double or Nothing.
- Magnifying Glass. Reveals the current shell as live or blank. Simple and one of the strongest items — the key to most guaranteed plays. Use it whenever you don't know what's chambered, then act on the answer.
- Handsaw. Doubles the next live shell's damage (you can't stack two). Use it only when you know the shot will land — and not when the Dealer is on 1 HP or in sudden death, where the extra damage is wasted. Behind on health? Sawing a 50/50 can be a worthwhile gamble: better than a guaranteed loss.
- Handcuffs. Skip the Dealer's next turn. Brilliant when two lives are coming up, or when only two shells remain (one live, one blank): cuff, then take both shots yourself. Shooting yourself with a blank doesn't break the cuffs, so you keep acting. Save them when blanks dominate — they're best for securing damage.
- Beer. Ejects the current shell without firing, revealing it. Mainly a counting tool — eject to change the odds. Sometimes worth dumping a live you can't use well (three-plus lives is awkward; trimming to two opens up handcuff combos). Hardest item to master, biggest upside; experiment.
- Cigarettes. Restore 1 HP (nothing at max HP or in sudden death). Lets you play riskier since you can recover. Otherwise a stalling item — a hand full of these or expired medicine really limits how aggressive you can be.
Double or Nothing items
This mode adds four more to the pool.
- Adrenaline. Steal an item from the Dealer and use it immediately — you can't steal another adrenaline, and it expires in a few seconds if you dither. Aim for his magnifying glasses, handsaws and burner phones: more certainty for you, less for him. Even better when you're already ahead.
- Burner Phone. Reveals a future shell — its position and type. Like the glass, but for a later shell, so it combos with handcuffs and beer and can change how you read the current shell. It does nothing if only one shell is left.
- Inverter. Flips the chambered shell: live becomes blank, blank becomes live. Use it only when you know what's in there — usually to turn a known blank into a live to fire, occasionally to neutralise a live the Dealer would hit you with, or to stall toward a fresh round. High skill ceiling; practice it.
- Expired Medicine. 50% to restore 2 HP, 50% to lose 1 HP. Strictly riskier than cigarettes — a last resort only. Never use it at 1 HP: a bad roll is instant death.
Reading the Dealer: he's an algorithm, not a strategist
The Dealer is tough but predictable. He doesn't scheme — he checks fixed conditions and acts. Once you know the conditions, you can move first to deny him. This is the widely-observed pattern from Tesserakt's guide (the author notes he can't be 100% sure of the internals, so treat it as a strong heuristic):
- Adrenaline — he uses it only if you hold an item he “wants” and he doesn't already have it. Counter: use that item yourself before his turn.
- Cigarettes / Expired Medicine — he heals only if below max HP (and for medicine, only at 2+ HP — he never risks dying on it). Counter: steal or spend his heals first.
- Handcuffs — he always uses them if he has them, whoever he's shooting. Counter: steal them with adrenaline if you can.
- Magnifying Glass — he always uses it when he doesn't know the current shell, then acts on what he sees.
- Burner Phone — he uses it only if he doesn't know the order of the remaining shells.
- Inverter — he uses it only if he knows the current shell is a blank, flipping it live to shoot you. Counter: keep inverters off the board while blanks remain, or steal them.
- Handsaw — he uses it only if he intends to shoot you. So a sawed shot that turns out blank means he was guessing. Counter: keep saws off the board while lives remain, or steal them.
- Beer — he ejects when he knows the shell is blank, or when he doesn't know it's live. So an ejected live tells you he was in the dark — and a Dealer drinking beer usually helps you, since it shortens the round and hands you back the first move.
The one comfort in a bad spot: the Dealer can still err when lives and blanks are mixed and he hasn't scouted with a glass, phone or beer. Optimal play assumes he's right — but he isn't always.
Combos that guarantee a shot
The strongest plays remove luck entirely. The classics:
- Magnifying Glass → (if live) Handsaw → shoot the Dealer. A guaranteed two charges of damage. Always use the glass before the saw — sawing first wastes it if the shell turns out blank. In Double or Nothing, if the glass shows a blank, an inverter turns it live first, then saw and fire.
- Burner Phone, early, on a low-shell load. Three shells, you know #1 and #2 are blank? Shoot yourself twice, then fire the live at the Dealer — no other items needed. The fewer shells in the gun, the more a single phone is worth.
- Handcuffs with two shells left. Cuff the Dealer and you get both remaining shots — ideal when a live is coming or when two lives will fire back-to-back. Strongest when lives outnumber blanks; hold the cuffs when blanks dominate.
Double or Nothing mode
Win the base game once and the restroom gains a television and a bottle of pills. Swallow the pills to start Double or Nothing: endless play for the leaderboard. After every three rounds you can cash out (record your score) or take the Double or Nothing offer for three more rounds — winning doubles your total, repeatable forever. But the catch is brutal: if your HP ever hits 0, the entire run ends.

How to last:
- Survival is the only priority. Kill the Dealer in a single turn whenever you can. Be aggressive only when you can out-damage what he can do back; play conservatively when he's favoured.
- Low max HP and low shell counts favour you — you move first, so you may empty the gun or kill the Dealer before he ever acts, then start fresh with new items and the first move again.
- Spend adrenaline on his spyglasses, saws and phones. More certainty for you, less for him — and deny him his cuffs and (while blanks remain) inverters.
- Don't make hero plays when behind on HP. Reserve risk for when you're ahead and like your odds better than his. Often, simply reaching the next round — fresh items, you first — is the whole plan.
- Score faster early. Your initial score is bigger the quicker you clear the first three rounds (aim for under ~10 minutes); after that it just doubles every three rounds regardless of speed. So rush the opening, then settle in and survive.
- Accept that RNG wins sometimes. Even flawless play can lose to a bad load. If you're tilting, stop — grinding a losing streak only makes it worse.

Beginner gotchas worth knowing early
- The final round goes to sudden death. In the base game's third round the last charges become “faded” — the wires are cut and any hit is fatal, with healing no longer doing anything. Don't waste cigarettes there.
- Don't overcrowd your eight item slots. A full table can't accept useful new items like a magnifying glass, and round three deals up to four at once. Spend or consume junk to keep room free.
- Hurry with adrenaline. Decide which item to steal first, then use the adrenaline — dither and it expires for nothing.
- Be careful with expired medicine. Never use it at 1 HP. If you want to push your luck, use cigarettes first, then the medicine.
- Time the burner phone. Use it right after a load for the most planning value, and remember it fails on a single remaining shell.
Frequently asked questions
What is the single best tip for Buckshot Roulette?
Count the shells, and at even odds shoot the Dealer rather than yourself. Shooting yourself can cost you a hit and your first-move advantage on the next load; shooting the Dealer never does. That one habit wins more games than any item.
Should I ever shoot myself?
Only when you're certain (or very nearly so) the chambered shell is a blank — for example after a magnifying glass, or when counting leaves no doubt. Shooting yourself with a blank lets you act again; doing it on a guess is how runs end.
How do you unlock Double or Nothing mode?
Beat the Dealer in the base game once. Back in the restroom, a bottle of pills appears on the counter — click it and choose YES to start the endless Double or Nothing mode.
Is the Dealer's AI random?
No — it's deterministic. The Dealer checks fixed conditions and uses each item only when those are met (always uses handcuffs, only inverts a known blank, only saws when he means to shoot you, and so on). Learn the conditions and you can predict and deny most of his plays. He can still misjudge a shell when the load is mixed and he hasn't scouted it.
What are the best items?
The magnifying glass and handsaw are the standouts — glass first to confirm a live, then saw for double damage is a guaranteed two-charge hit. In Double or Nothing, the burner phone (for planning) and adrenaline (to steal his glass/saw/phone) are close behind. Expired medicine is the weakest — a coin flip that can hurt you.
Can you guarantee a win?
No. You can play optimally and tilt the odds heavily in your favour, but Buckshot Roulette has real RNG — a bad load can beat perfect play. The goal is to win most of the time and, in Double or Nothing, to survive as long as you can.
Sources & further viewing: Tesserakt's “Ultimate Guide to Buckshot Roulette,” Rosemagwin's “How to Win — Statistics Math Nerd to the Rescue” and TheGamer's beginner tips, cross-checked; official details and screenshots from the Steam store page. The embedded video by Delightful Kissboy proves the “shoot the Dealer” maths; to see the strategy carried all the way, watch Crano's 1,000,000-point Double or Nothing run. More puzzle and strategy walkthroughs are on 9puz.com.