contents20 At the table
20, playing
At the table
What you can do on your turn, what a dare really costs, how AFK and autopilot work, and the chat, sound and accessibility options.
on this page
Pass the gun. Keep the hood on. This page covers everything you can do once you are seated: your turn, the clock, dares, what happens if you go quiet, and the table's small tools.
Your turn
- You must click at least once. The first click of every turn is mandatory.
- After a click you may click again, which is a dare, or pass. You can take at most 3 clicks in a turn, counting the first, and never more than the chambers left.
- A bang ends the round at once.
- You have 12 seconds. A turn clock shows around your seat.
- A badge on the gun shows the hazard as "1 in N", where N is the number of unfired chambers. At the last chamber the bang is certain.
Controls
- Pull fires the next chamber. After your first click, another click is labelled dare: another click, and its note says it costs real risk for no cash. Pass hands the gun on, and it only unlocks after you have clicked once this turn.
- Keyboard: Space pulls and P passes.
- A live region narrates events for screen readers, animation shortens and shaking stops when your device asks for reduced motion, text keeps a 4.5:1 contrast ratio, and focus rings stay visible.
- Sound is muted by default. A visible toggle turns it on and remembers your choice.
Dares, plainly
A dare is an extra click you choose to take after a click. Dares are optional extra clicks. They cost real extra risk and pay nothing. They earn XP, jackpot tickets (one per surviving dare, up to 20 a day), achievement progress and a flame on your seat. None of that is cash.
Why a dare costs you
The bullet is in one of the live chambers, and each chamber is equally likely. Pull number j fires chamber j. If you take d clicks in a row you own d chambers in a row, so from the first seat your chance of being the one shot is d out of n. Further back it can be a little lower, because the bullet may come up before your last click. The seats behind you pay less for your dare: your clicks use up chambers, so they reach the bullet later, or never.
Here is the exact arithmetic for the first seat in gun order in a six-chamber Classic round at Ruble (1.00 USDG), with every other player clicking once.
| Clicks you take | Your chance of being shot | Chance for gun positions 1 to 6 | Your expected result (USDG) |
|---|---|---|---|
| 1 | 16.67% | 16.67%, 16.67%, 16.67%, 16.67%, 16.67%, 16.67% | -0.0083 |
| 2 | 33.33% | 33.33%, 16.67%, 16.67%, 16.67%, 16.67%, 0% | -0.2067 |
| 3 | 50% | 50%, 16.67%, 16.67%, 16.67%, 0%, 0% | -0.4050 |
"Expected result" is the average over many games, not what happens in any one game. One click costs you almost nothing: that is just your share of the rake. Two clicks cost about 0.2 USDG per 1.00 buy-in, and three cost about 0.4.
Look at the last two seats in the bottom row. With three clicks from the first seat, the other players use chambers 3, 4 and 5, and the last two would be on chambers 6 and 7, which do not exist. The bullet has always come up before they click. They are completely safe, and you paid for it.
The same logic applies in every round of Last Hood Standing. A real example is in Classic and Last Hood Standing: Bo's dare moved a bang from Ada to Dee.
AFK and autopilot
If your 12-second clock runs out, you are AFK for that turn.
- The server clicks once for you and passes. The click is flagged as automatic. If you had already clicked this turn, it only passes. It never takes a dare for you.
- The auto-click is a real click. It can be the bang, and in Classic that costs you your buy-in.
- Two timeouts in a row drop your seat after the game, never during it. Playing a turn yourself breaks the run. Being dropped removes you from the table. It is not a fine.
- A disconnected seat plays on autopilot, which is the same single click and a pass. A small autopilot tag shows on the seat: "autopilot engaged. the hood clicks for you."
The chamber's result does not depend on who pulls it. In the sample game, if Cy had been AFK when the gun reached them in round 0, the server would have clicked chamber 2 for Cy, flagged auto, and then passed on, also flagged auto. It would have been a click either way.
Chat, spectators and reconnecting
- Chat is for seated players only. It is flood-limited to one message every 2 seconds, and messages are at most 140 characters.
- Spectating. If you stand up you can keep watching the table. Spectators see the action but never receive the revealed seed, because it would re-derive hidden state.
- Reconnecting. If your connection drops mid-game, autopilot plays your turns, and you can reconnect and carry on.