Step into a dusty frontier town where every showdown is settled with cards, not just guns. Revolver Cards is a Wild West poker-puzzle mashup: cards fall onto a 6x6 board like a card-tumbling puzzle, and you slide, drop and swap them to build the best poker hand you can before the board fills up.
Strategic and straightforward: build a poker hand stronger than the dealer's to win.
Steady Hand is the classic Revolver Cards showdown. Cards fall one at a time onto a 6x6 board, and your job is to arrange them into the strongest poker hand you can before the board fills up. Every level, the dealer sets a target hand — from a lowly High Card up to a Straight Flush — and you just need to beat it with any hand of equal or higher value. You don't have to match the dealer's hand type, only outscore it, which makes Steady Hand the most forgiving and approachable of the three main table games.
HOW IT WORKS
A single card falls at a time down one of six columns. Slide it left or right, drop it into place, or swap it for one of three cards waiting in the swap queue if you need something better. Cards that line up into a poker hand (pair, straight, flush, and so on) are collected into your hand at the side of the board; the board clears space and keeps falling. Build up your best five-card hand and clear it against the dealer's target to advance.
The dealer's targets climb a real poker ladder: High Card, Pair, Two Pair, Three of a Kind, Straight, Flush, Full House, Four of a Kind — and once you clear that whole ladder, it loops back around from Pair, with the cards falling a little faster on every lap. How far can you climb before the board gets the better of you?
TIPS
Don't hoard the swap queue — a card that's no use to you now might be exactly what you need two drops later, but only if you free up the column first. Watch the deck pile on the right: cards that don't fit any hand pile up there, a quiet reminder of how much of the deck you've burned through without building anything.
The dealer levels up from HIGH CARD all the way toward ROYAL FLUSH. Match the dealer's hand type with equal or higher value to survive each round and push your streak further down the trail.
Endless Trail shares Steady Hand's falling-card board, but raises the stakes: instead of simply out-scoring the dealer with any hand, you have to match the exact type of hand the dealer is asking for — a Pair for a Pair, a Flush for a Flush — and beat or equal its value within that type. A stray high card or a mismatched hand won't save you here; only the real thing counts. It's the strategic, no-shortcuts test of the three main tables, built for players who want the full poker ladder to actually mean something.
HOW IT WORKS
The board and controls are identical to Steady Hand: a single card falls down one of six columns at a time, and you slide, drop or swap it to shape your hand. The difference is entirely in how you clear a level. If the dealer needs a Full House, only a Full House (or better within that same category) will do — building a stronger hand of a different type won't help you here, so read the target carefully before you commit a card to a column.
The dealer's ladder runs the same climb as Steady Hand — High Card, Pair, Two Pair, Three of a Kind, Straight, Flush, Full House, Four of a Kind — looping back to Pair once you clear it all, faster each time around. Play a hand that doesn't help your current target and the board picks up speed as a penalty, so every drop should count toward the type you actually need.
TIPS
Keep an eye on what the dealer actually wants before you drop or swap — a beautiful hand of the wrong type is wasted effort here, and playing into it will only speed up the fall. If a piece you're holding can't help the current target, it's often better to let it go to the deck pile than to let it clog up a future hand.
Fast and tense: just combine 3 cards before the clock runs out. Time is your only enemy.
High Noon trades careful hand-building for a straight-up race against the clock. There's no poker hand to assemble here — you just need to line up 3 or more cards of the same suit, the same rank, or in a running sequence, anywhere in a row or column on the board, before time runs out. Every wanted outlaw poster on the board is a new level with its own bounty and its own deadline, and the pressure never really lets up.
HOW IT WORKS
Cards still fall one at a time down one of six columns, same as the other tables, but here any group of 3+ matching cards in a straight line — horizontal or vertical — clears automatically and counts toward that level's target. Three matches:
- Suit Match: 3 or more cards of the same suit in a row or column.
- Rank Match: 3 or more cards of the same rank in a row or column.
- Straight: 3 or more consecutive ranks in a row or column, any suits.
Rank Matches are worth far more toward your level objective than Suit Matches, with Straights in between, so a well-placed set of matching ranks is worth chasing even if it takes an extra card or two to set up. Reach the level's target count before the timer hits zero to move the wanted poster to the next outlaw and keep going. Clear the whole roster of levels and it loops back around with a bigger objective and a shorter clock each time.
HIGH NOON mode is inspired by the arcade game Gun Dealer, although it is expanded with more features.
DECK OPTIONS
Choose a single or double deck, or an endless deck, and pick your card style in Settings — same options as the other two table modes.
TIPS
Don't wait for the perfect match — in High Noon, time punishes hesitation more than a merely-good placement does. Rank Matches pay the most, so if you can see one coming together, prioritize it over an easy Suit Match. Keep glancing at the clock: the swap queue can bail you out of a bad drop, but only if you use it before the seconds run out.
A classic street hustle. Watch the red card get shuffled and call its spot correctly to keep your streak alive.
Three-Card Monte is the quick, no-pressure side game at the saloon table. Three cards are dealt face down, one of them is the red card, and all you have to do is track it through the shuffle and tap the spot where it landed. Guess right and you win a payout with no risk and no wager required; guess wrong and your streak resets, but you can jump right back in and try again.
HOW IT WORKS
Watch the red card as the three cards are shuffled around the table, then tap the position you believe it ended up in. A correct call pays out and adds to your current streak; the game immediately deals another round so you can keep going for as long as your eye holds out. There's no entry cost and nothing to lose by playing — Three-Card Monte is a pure reward-for-skill (and a little luck) round that runs independently of your main game, so you can dip in between levels or from the main menu any time you like.
REWARDS
Every correct call pays out on the spot, with no bet required to play. Wrong guesses cost you your streak, not your winnings.
TIPS
Keep your eyes on the red card itself rather than trying to track all three at once — the shuffle is built to be watchable if you commit to following just the one card. If you lose the thread partway through, it's still worth a guess: the streak resets either way, but a lucky call keeps you going.
Pure luck at the saloon table: bet on a number, roll 3 dice, and any match pays out and keeps your streak going.
Chuck-a-Luck is Revolver Cards' dice corner — a fast, easy-to-read game of chance for whenever you want a break from reading the board. Pick a number from 1 to 6, three dice roll, and every one of them that matches your number pays out. No hand-building, no timer, just pick a number and see how the dice fall.
HOW IT WORKS
Choose a number between 1 and 6, then watch three dice roll. Any die that lands on your number counts as a match, and the more matches you land in a single roll, the bigger the payout: one match pays out modestly, two matches pay double that, and three-of-a-kind on your number pays the biggest reward of the three. Like Three-Card Monte, there's no wager required to play — every win is a straight bonus, and a miss just costs you your current streak, not your winnings so far. The game deals a fresh round immediately so you can keep betting for as long as you like.
REWARDS
1 matching die: a base payout.
2 matching dice: double the base payout.
3 matching dice: the full jackpot payout.
No entry cost either way — a miss only breaks your streak.
TIPS
Every number has the same odds, so there's no "best" pick — Chuck-a-Luck is about riding a streak, not reading a system. Because there's no cost to keep playing, it's worth treating a miss as just the start of the next roll rather than a loss.
- Five distinct game modes, from strategic hand-building to fast reflexes and pure luck
- A CPU dealer that climbs through real poker hand rankings: high card, pair, two pair, three of a kind, straight, flush, full house, four of a kind and beyond
- Classic and alternate deck styles
- Hand-drawn Wild West art, saloon music and revolver sound effects
- Simple, satisfying controls: move, drop and swap cards to shape your hand
Whether you're here to out-draw the dealer, keep a bluff alive at the three-card monte table, or just chase a lucky streak at the dice, Revolver Cards packs the whole saloon into your pocket. Load the cylinder, take your seat, and find out if you've got the steadiest hand in the territory.
[Revolver Cards - Reddit community]