Note: For two players only, gunfire sounds are present. Please play from both sides. The number of blank rounds and live rounds will first appear below, all shuffled, randomly loaded, and items replenished. The person displayed with "Your turn" below can drag the gun to decide whether to shoot themselves or their opponent. If they shoot themselves and it's a blank, their turn continues. If it's a live round, the electric mark on the right (representing their HP) decreases, and it becomes the opponent's turn. If they shoot the opponent and it's a blank, it becomes the opponent's turn. If it's a live round, the electric mark on the left (representing the opponent's HP) decreases, and it becomes the opponent's turn. When all the bullets are used up, the number of blank rounds and live rounds will appear below again, shuffled, randomly loaded, and items replenished. Items: Magnifying Glass... You can see whether the next shot is a blank or a live round. Orange Bullet... Increases the next shot's damage from 1 to 2. Mirror... Turns the next blank into a live round and vice versa. Red Medicine... Recovers your HP by 1. Purple Medicine with a ? in the middle... Has a 1/2 chance to recover your HP by 2, and if it fails, decreases your HP by 1. Blue Bullet... Makes the next shot a blank. An item showing both a blue bullet and an orange bullet... Reverses all blanks and live rounds. Old Mobile Phone... Allows you to know which shot from the next bullet to the end is a blank or a live round (this also affects the count for shots fired after replenishing the bullets).