Play happens simultaneously, so each player goes through each of the 6 phases of the game at the same time. The six phases are:

Each player looks at their 7 card gun deck, making sure other players can't see the face of their card. Each player chooses 1 of their 7 cards to place facedown on the table. This card is considered "pocketed." If a player places a bullet card (instead of one of their 6 blank cards), they are "cheating" within the game as they have a gun without bullets. Careful, while this is tempting, getting caught cheating has consequences (see Challenge Phase below).

Each player should shuffle the remaining 6 cards of their gun deck.

Players use their 6-sided die to privately rotate it until the top face shows the number of trigger pulls they intend to attempt during the Trigger Phase (see below). This is their bid.

Now is the time to catch a player you suspect is cheating. Officially accuse a player by flipping over your own pocket card and indicate which player you are accusing of cheating. That player must reveal the card they pocketed. If they weren't cheating (it was a blank card), then you get an extra bullet in your gun deck and they get 1 action card. If they were cheating, then the judge eliminates one of their teammates and you get 3 action cards!

All players place one hand on their gun deck and the other against their temple (like a gun). For each number they bid, they reveal a card. If you don't reveal a bullet card, congrats! You get a point for every trigger pull. If you do reveal a bullet, one of your teammates dies BUT you get an action card as a severance package.

Didn't die? Then grab yourself a victory point for every trigger pull.