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Revolver Noir box art

Revolver Noir

Players

2

Time

?-?

Age

10+

Weight

1.5

Rating

7.28

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Revolver Noir has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.

Replay value

Revolver Noir has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Revolver Noir has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

It was supposed to be an easy job, investigating this abandoned mansion. Suddenly a shot rings out in the darkness, the bullet shattering the plaster behind you. Turns out someone is here as well, and only one of you is leaving alive. Revolver Noir is game for two players that puts you in the shoes of a private eye stuck in a dark mansion with an unknown hostile. Using a combination of detective work and calculated shots in the dark, your goal is to track down your enemy and put an end to them – before they do the same to you. Finalist (top 3) of Button Shy's 18 Card Challenge: Design a game that doesn't use a table or surface. Setup Give one player all the John Doe cards, and the other all the Jane Doe cards. Each player chooses one room in which to start, then places the rest of their cards behind it in their hand. The visible card is your current location. The turn alternates between players. On your turn, you have Action Points, which you can spend to perform actions like moving, shooting, listening, setting traps, and use the room effect. Use Room Effect Most rooms in Revolver Noir have a unique effect, which can be used only while you are in that room. To trigger this effect, reveal your location, then follow the instructions on your room card. Winning the Game The objective is simple. To win, you’ll have to hit your opponent twice.

Editions

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Credits

Designers

1
Xavier Davidson

Artists

1
Jonathan Fisher

Publishers

1
Button Shy

Linked items

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