Contents
Revolver Game Rules
Welcome to the world of Revolver, where it’s a race for power and survival in the Wild West. Strap on your boots, tighten your holster, and get ready for a high-stakes adventure! In this game, I’ll guide you through the rules and strategies you need to come out on top.
To start, let’s talk about the objective. As a player, your goal is to either eliminate your opponent or complete your character’s goal. Each player will have a different set of cards that represent their character’s abilities, weapons, and events they can play. You’ll use these cards tactically to outwit your opponent and gain the upper hand.
One critical element in Revolver is the battlefield. The battlefield is divided into two sides: “Your side” and “Their side.” On your side, you’ll place your characters, each with their health points (HP) and unique abilities. Your opponent will try to take them down, so protect them well!
Now, let’s dive into the turn structure. Revolver is a turn-based game, meaning you and your opponent will take turns making moves. On your turn, you’ll first draw two cards from your deck. These cards could be weapons, allies, events, or react cards. Then, you’ll play action cards from your hand to perform various actions, such as shooting, healing, or playing special abilities.
When it comes to shooting, things get interesting. To determine damage, both players roll dice, with each side having different types of dice. These dice will decide if you hit, missed, or got a critical hit. The outcome of each roll is crucial, as it could turn the tide in your favor or leave you wounded.
Throughout the game, characters will take damage, lose HP, and potentially even die. But don’t worry, the fight’s not over just yet! Revolver introduces the concept of “plot twist cards.” These cards can be played to change the course of the game, surprising your opponent and giving you a fighting chance.
Of course, no Wild West game would be complete without a dose of treachery and deceit. In Revolver, you can play event cards to disrupt your opponent’s plans, sabotage their moves, or gain an advantage. Nothing is as it seems in the Wild West, so stay one step ahead and use your cunning to outmaneuver your opponent.
Remember, Revolver is all about strategy and making the right decisions at the right time. Timing can be crucial, so think carefully before each move, and be prepared for unexpected twists and turns. Only the slyest and most cunning gunslinger will emerge victorious.
Now that you’re familiar with the game’s rules and strategies, it’s time to grab your hat, load your six-shooter, and step into the boots of a true Wild West gunslinger. Get ready to draw, aim, and shoot your way to triumph in the action-packed world of Revolver!


- The game includes a General Mapache deck with 62 cards
- There is also a Padre Esteban deck with 62 cards
- 19 Malpaso guardians character cards
- 9 Battlefield cards
- 1 Dynamite the Bridge card
- 1 Gatling Gun card
- 1 Collapse the Tunnels card
- 2 All Rivers Poker summary cards
- 1 Arrival of the Mexican Army card
- 12 All Rivers Poker Tournament cards
- 14 Mexican Army tokens
- 11 True Grit (extra life) tokens
- 4 Malpaso guardians power tokens
- 9 General Mapache power tokens
- 1 Turn marker
- A rulebook for guidance
Can You Master the Wild West?
I have here an exciting game waiting to be conquered! Inside this box, you’ll find everything you need to become the ultimate champion of the wild west.
Let me break it down for you. We’ve got a deck of 62 cards known as the General Mapache deck. It’s filled with surprises, twists, and turns. And if that’s not enough, there’s also another deck called the Padre Esteban deck, which is equally thrilling.
But that’s not all, my friend! We’ve got 19 Malpaso guardians character cards that bring a whole new level of excitement. And to keep things interesting, we’ve also included 9 Battlefield cards. These cards will definitely keep you on the edge of your seat.
Now, here’s where things get explosive! Imagine having the power to blow up bridges. Well, you can with the Dynamite the Bridge card. And just when you thought it couldn’t get any cooler, we’ve got a Gatling Gun card that will make you feel like a true gunslinger.
But wait, there’s more! The Collapse the Tunnels card will add a new dimension to the game, making it even more thrilling. And to help you stay on top of your game, we’ve included 2 All Rivers Poker summary cards that are packed with valuable information.
Now, things are about to get real intense. Brace yourself for the Arrival of the Mexican Army card. This is a game-changer that will keep you on your toes. And if that’s not enough, we’ve thrown in 12 All Rivers Poker Tournament cards that will test your skills to the max.
But be warned, my friend, the game won’t be easy. The Mexican Army will put your strategies to the test. That’s why we’ve included 14 Mexican Army tokens to keep track of their movements. And to give you an extra chance at victory, we’ve got 11 True Grit tokens. These tokens will come in handy when you need that extra boost.
Now, I know what you’re thinking. What about the Malpaso guardians and the General Mapache? Don’t worry, we’ve got you covered. We’ve included 4 Malpaso guardians power tokens and 9 General Mapache power tokens. These will give you an edge over your opponents.
Just when you thought we couldn’t pack any more into this game, we threw in a turn marker to keep things organized. And to ensure you know the rules like the back of your hand, we’ve included a rulebook. So you’ll never be left in the dark.
Now, my friend, are you ready to step into the wild west and conquer the game? If you’ve got what it takes, then grab this game and let the adventure begin!
Can You Master the Wild West?

Let me tell you about Revolver, a cool card game that takes place in the wild Old West. In this game, there are two players. One player gets to be General Mapache and his gang of outlaws, while the other player controls the villagers and guardians who are trying to protect the town of Malpaso, led by the famous Padre Esteban.
The goal of the game is to meet certain conditions in order to win. Here are three ways to win:
- If you’re playing as General Mapache, you win if you manage to kill all the members of the Malpaso guardians.
- If you’re playing as the Malpaso guardians, you win if Padre Esteban survives the showdown in the Abandoned Silver Mine on turn space “4”.
- If you’re playing as the Malpaso guardians, you also win if you’re able to remove all twelve tokens from the Arrival of the Mexican Army card.
Getting Started

- First, I’m going to set up the playing area. Put the three Malpaso battlefield cards in the middle, between both players. Arrange them in this order: Los Quantos Bridge, Malpaso, and Abandoned Silver Mine.
- Next, leave some space to the left of the Los Quantos Bridge for three more battlefield cards.
- Now, place the Dynamite the Bridge card right beside the Los Quantos Bridge card.
- Finally, put the Gatling Gun and Collapse the Tunnels cards at the end of the battlefield row, next to the silver mine.
- Oh, and don’t forget to start with the true grit and power tokens. Keep them in a supply at the beginning of the battlefield row.
So, here’s what you need to do:
- First, put the seven starting character cards in front of the Malpaso guardians player. Then, take the remaining guardian cards, shuffle them, and place them face down to create the guardian draw pile. The Malpaso guardians player also gets the Mexican Army card and puts twelve tokens on it.
- Next, it’s time for the poker tournament (more on that below).
- Both players need to take their respective decks, shuffle them, and place them face down in their playing area.
- Each player should draw five cards and hold them in their hand. Keep in mind that one player may have to draw more cards depending on what happened in the poker tournament.
The Poker Tournament
The outcome of the tournament affects the three starting locations and any other changes to the starting setup.
- First, I take the All Rivers Poker Tournament poker cards and shuffle them. Then, I randomly discard one card back into the box without looking at it. The rest of the cards go into my hand.
- Next, I choose a card from my hand and place it face down in front of me. My opponent does the same. We both reveal our cards at the same time. The player with the highest value card wins the round. Make sure to refer to the All Rivers Poker summary card for the specific rules of these cards.
- After the round is over, we discard our played cards (except for You Cheatin’ Dawg!). We repeat steps 2 and 3 until one player has won two rounds.
If I win the tournament as the Malpaso guardians player, I’ll place the Crystal River battlefield cards to the left of the Los Quantos Bridge in this specific order: Church, Saloon, Livery Stable. However, if the General Mapache player wins, I’ll place the Cataratas de Buffalo battlefield cards to the left of the Los Quantos Bridge in this order: Cathouse, Jailhouse, Drinking Den.
Next, I’ll examine the cards played by both players during the poker tournament and apply their effects to the side that played them. This can include benefits like a larger starting hand or power tokens placed on the Malpaso location card.
Remember, even if a player loses a round, they still receive the benefits of the card they played.
Now, let’s talk about the player cards. Each player has their own deck of cards, and all cards share the same structure or “anatomy.”

My Guardians: The Cool Cards
Hey there! So, as you know, I’ve got these awesome character cards – they’re like the members of my team. Super cool, right?
But here’s the thing: sometimes, I gotta make a tough call. Whether it’s some tricky move by the General Mapache player or just a casualty in the Attack phase, I gotta say goodbye to one of my characters. It’s a bummer, but them’s the breaks.


Guardian character cards in Malpaso have a Survival Rating printed in the upper left corner. This rating determines the value of each card.
When a player controlling the Malpaso guardians must take a casualty, they must choose a guardian character card with the lowest Survival Rating from those in front of them.
If there is more than one card with the lowest Survival Rating, the player can choose from those available in that pool.
Killed guardian cards are taken out of the game and returned to the box.
For example, if there are still two-rated guardians alive, the Malpaso guardians cannot choose a three-rated guardian like Chief Kahana Redbow.
As another example, if the Malpaso guardians player has two one-rated gang members and must take a casualty, they can decide which one will be killed in battle.
Hey there! Did you know that some of the gang members can have a negative effect as stated on their card? Make sure you obey the special instructions when selecting them!
The Battle Begins
When the game kicks off (right after the All Rivers Poker Tournament), both players will have six battlefield cards. These cards represent the different locations where the two factions clash. They also tell the story of the game’s timeline, bit by bit.
The first three locations give the Malpaso Guardians player a chance to recruit more guardians. They also face a tough decision – stick around or keep moving.

Note: Each card has an index number in the bottom right corner which determines its placement order at the start of the game.
You will find two sets of numbers 1-3. After the All Rivers Poker Tournament, it will be determined which set is to be used.
How to Play the Game
When it’s my turn, I complete my entire turn before passing the play to you. We keep going back and forth until one of us wins.
I always start the game by taking the first turn as the Malpaso guardians player.
A turn is divided into four phases:
- Advance the Turn Marker (only for the Malpaso guardians player)
- Draw two cards
- Play cards
- Attack (only for the General Mapache player)
1. Advancing the Turn Marker
When it’s my turn to play as the Malpaso Guardians, I start by moving the turn marker forward one space.
If the turn marker is already on the last space of a battlefield, I have to move it to space “1” on the next battlefield. But in the first three battlefields (1-3), some of the turn spaces are optional.
Those optional spaces are marked with a number inside brackets below them. I have a choice – I can either move to the next battlefield and continue my turns there, or I can skip all the remaining optional turns on the current battlefield and move to the next battlefield by placing the turn marker on space “1.”
Just a reminder: On my first turn, I need to place the turn marker on the first space of the first battlefield.

Example: I’m currently on the third turn space in the Jailhouse battlefield. At this point, I have the option to either play another turn here and move the turn marker to the fourth space, or move on to the Drinking Den.
1a. Getting Guardian Cards
If I’m on one of the first three locations (Church/Cathouse, Saloon/Jailhouse, Livery Stable/Drinking Den), I draw a certain number of guardian cards from the deck. The number of cards I draw is based on the number indicated below the turn marker space. I add these cards to the characters I have on the table in front of me.
In the optional rounds, I also get to draw guardian cards.

For example: I’m on the second space of the Cathouse battlefield. I draw a guardian card from the deck and place it in front of me.
Step 2: Draw Two Cards
Now it’s time to draw two cards from my deck and add them to my hand.
Note: I can hold as many cards as I want in my hand. There’s no limit to how many cards I can have.
Step 3: Play Cards
Next, I can choose to play any number of cards from my hand onto my side of the current battlefield card (the card with the turn marker on it).

When you want to play a card from your hand, you have to pay the cost of that card. The cost of a card is shown by an icon on the left side of the card (like ). And you pay the cost by getting rid of that many other cards from your hand and putting them in your discard pile.
Note: The cards you get rid of are placed face-up on the discard pile.

Example 1: I’m a player in the Malpaso Guardian game, and I want to use a special move called “Shotgun loaded with silver bullets” to defeat the bad guy known as “Los Tiburon” at the Jailhouse. This move is really effective, but it costs me some currency, so I don’t have to get rid of any other cards. When I use this move, the gang will be defeated and we’ll win the game!

Example 2: Let’s say I’m playing a game called Malpaso and I want to use a card called “William Weston” at the Saloon. The catch is, this card costs me something. I have to get rid of two other cards from my hand just to play it. But here’s the cool part: if I wanted to play this card at the Silver Mine, I wouldn’t have to give up any other cards!
Now, there are three main types of cards in this game:
- Firepower cards: Look for a white or black poker chip in the top left corner of the card. That chip tells you the attack power of the card. Firepower cards go on your side of the game area.
- Row-blocking cards: These cards have an orange border and you can put them in your opponent’s side of the game area, on the battlefield. But remember, you can only have two row-blocking cards on each side of the battlefield.
- One-shot effect cards: Do what the card says and put it in the discard pile.
Cards always go on the current battlefield (the one with the turn marker) unless the card says otherwise.
Think of it like this: there’s a pretend column above and below each battlefield where you put your cards. The Malpaso guardians can only have three cards.
That means they can have up to three firepower cards on their side of each battlefield. Once they have three cards there, they can’t put any more (unless they get rid of one by putting it in the discard pile or a card says something different).
When playing as the General Mapache, I don’t have any restrictions on how many cards I can place on my side of each battlefield, unlike my opponent.
As the General Mapache, I can also choose to place row-blocking cards in the playing area of the Malpaso guardians at any battlefield. These row-blocking cards will count towards the three card limit of my opponent. However, I cannot place a row-blocking card at a battlefield that already has three cards on it.
It’s important to note that the Malpaso guardians player can still play one-shot effect cards even when they have reached their three card limit at a battlefield.
Keep in mind that many cards in the game have special rules described in their text. These rules take effect immediately upon playing the card and apply to the current battlefield, unless stated otherwise on the card.

When you see the symbol on firepower cards, it means you need to do the action listed once as soon as the card is played.
Note: Always follow the instructions on the card and try to do the action as much as you can. If you’re not sure what an icon means, check the back of this rulebook for a guide.
All firepower and row-blocking cards stay where they are played for the whole game. They can’t be moved to another battlefield, unless:
- If you want, you can get rid of one of your own firepower cards that is already in play at the current battlefield and put it in the discard pile;
- Your opponent takes it out;
- You play a card that says you can move a card to a different battlefield or get rid of it.
Note: When you have to get rid of a card on the battlefield (because of a card’s effect, like if it’s killed), the player who caused the effect gets to choose which card is discarded. (Important: when a guardian character is killed, the Malpaso guardians player always gets to choose which guardian is discarded).
Powder Kegs/Ammo
Some cards have extra items on them: Powder kegs
for the Malpaso guardians player, or Ammo
for the Mapache raiders player.
You can use these cards as firepower or one-shot-effect cards for the effects listed, or you can play them to get additional location effects on the Los Quantos Bridge or in the Abandoned Silver Mine by using the powder keg or ammo on the card.
Hey there, listen up! It’s important I tell you this: if you toss out any cards while using items, the effect of that card won’t happen.
Now, let me break it down for you. You can use powder kegs and ammo at any time during your turn on the right battlefield. And get this: you can play cards before or after using these symbols.
Alright, let’s talk about the Los Quantos Bridge.
So, here’s the deal. When it’s the Malpaso guardians player’s turn and they’re on the Bridge location, they can discard some cards. They need at least two powder keg symbols on those cards to blow up the bridge.
When they do this, it’s a blast! All the cards played by the General Mapache player at this battlefield go straight to the discard pile. But here’s the kicker: the bridge can only be blown up once. Don’t you worry, though. The Malpaso guardians player won’t lose any of their own cards that were played here.
Oh, and remember this: even after the bridge explodes, the game keeps going. We still have some turns left to play on this battlefield. Got it?
Example: I’m on the second turn of the Los Quantos Bridge. The Mapache raiders have six firepower cards, while I only have one as the Malpaso guardians player. It seems like I’m at a disadvantage.
But, I have an idea. I decide to blow up the bridge and get rid of the Telegram and Chinese Celestials cards. This will remove all the cards my opponent played on the battlefield.
With the bridge destroyed, it will be more challenging for the raiders to attack and eliminate one of my guardian characters this turn and the next.
Abandoned Silver Mine

When it’s my turn in the Silver Mine, I have a special power. I can choose to get rid of some of the cards in my hand if I have two powder keg symbols. This makes a part of the mine collapse, and all the cards that the Mapache player played here go away.
I can do this every turn that the turn marker is on this battlefield, as long as I have enough powder kegs. But the Mapache player doesn’t have to get rid of any cards they played on their side of the battlefield.
For example: I played a card with two powder kegs, William Weston. This made all the Mapache player’s raiders disappear. I still have two more cards with powder kegs in my hand. Maybe I’ll use them to trap my opponent again in the next turn on this battlefield.
Hey there! Let me tell you about a cool feature in the Silver Mine game. When it’s the General Mapache player’s turn, they have a special weapon called the ‘Gatling Gun’. This weapon can be used to take out the character cards of the Malpaso guardians player. It’s a powerful tool that can turn the tide of the game!

I have an interesting strategy that I can use in our next game. It involves using the firepower cards to my advantage. So, here’s how it works: for every firepower card that I have on my side of the battlefield, I can get rid of one card from my hand that has an ammo symbol on it. And for each ammo symbol I discard, you have to discard a character card. Isn’t that clever?

Note: Some cards have two ammo symbols on them. If you discard a card with two ammo symbols, you must also discard two Malpaso Guardians player character cards. Note: When you discard Malpaso Guardians character cards in this way, they count as kills for General Mapache. This prevents a token from being removed from the Mexican Army card.
True Grit

When I play or while playing, some characters get a true grit token. That means they have an extra life. If a card has a true grit token, it doesn’t get taken off the play area when it gets killed. You only remove the token from the card and leave the card in play.
Step 4: Attack
Every turn that I, as the General Mapache player, take, I can try to kill one of your bandits using my firepower.
Remember: Every turn (not just in this phase), if I fail to kill one of your Malpaso Guardians characters, I have to remove one token from the Arrival of the Mexican Army card.
First, both of us need to figure out our total firepower on our side of the battlefield.
I, as the General Mapache player, add up my firepower from gang members, wagons, and so on.

When I play as the Malpaso guardians, I do something similar. I use firepower cards like Beecher’s Bible to boost my attack. Then, I add the defense power of the current battlefield to my total power. This is indicated by the white power chip in the bottom left corner of the card, as well as any tokens on the card.
But here’s the twist: if the General Mapache player has more total power than me at the current battlefield, I have to take a casualty. It’s a tough position to be in, but that’s how the game goes.

Example: Let’s say I’m playing as the General Mapache. I have two cards in my hand – the Rurales and the Los Tiburon. These cards have a firepower of one and two, respectively. The battlefield we’re fighting at is the Saloon.
Now, my attack power is three. But my opponent only has one Cutthroat Razor card, which has a firepower of one. So, including the defense value of the Saloon, which is two, my defense power is also three. Looks like I have the upper hand!
However, things don’t always go as planned. I didn’t manage to kill any guardians with my other cards, and now I fail to kill one again. As a result, one token from the Arrival of the Mexican Army card is removed. Darn.
Example: Now, let’s switch things up. This time, I’m playing as the Malpaso guardians. The battlefield is the Church.
Here’s the catch – I don’t have any firepower cards in my hand. My opponent, on the other hand, plays Pancho Flores, a three firepower card. Uh-oh.
Since I have no means to defend myself, I must choose one of my character cards to discard. Tough choice, but that’s the game!
Game Over
So, here’s how it goes: we keep playing until one of us reaches our goal.