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RICE STREET

Complete rules & mechanics

Overview

Rice Street is a bluffing card game. You play with a 54-card deck (52 standard + 2 jokers) against up to 15 others. Every turn you draw cards, compare your total to a shared community pile called the bar, and make one of three calls — Low, Par, or Bust — that either scout, stand pat, or accuse. Wrong calls load a bullet into a six-chamber revolver. When your chamber hits 6 bullets you're guaranteed dead on the next trigger pull.

The last player alive wins.

The core tension is information. Everything visible — the bar, dead players' cards, revealed cards from accusations — shrinks the unseen pool. Good players count.

Setup

The deck & card values

CardValueRole
Ace (A)1,000Counts as a number for total. Does not count as a number card for the Bust thief check.
2 through 10N × 1,000Number cards. Drawing more than one makes you vulnerable to a Bust.
Jack / Queen / King0Worth nothing for the bar comparison. Critical for the bullet reset.
Joker (×2)1,000Wild. Substitutes for any face card or ace in the reset rule.
Key intuition. Aces look like number cards on your total but are invisible to the Bust thief check. They're the safest way to inflate your total, and they lure opponents into wrong accusations.

The bar

The bar is the community total everyone's playing against. When you call Par, you're claiming your settled-plus-hand total meets or exceeds the bar. When you call Low, you're claiming it's below.

How the bar grows

The bar total is shown at the top of the screen and stays pinned while you scroll.

Turn structure

1Hand → settled
2Draw 0–4
3Make a call
4Resolve (roulette if needed)
  1. At the start of your turn, any cards left in your hand from the previous turn move into your settled pile. Settled cards still count toward your total but are no longer "in hand" for the Bust thief check.
  2. You may draw up to 4 cards from the top of the deck. Each draw adds to your hand.
  3. You must then make exactly one call (see next section). You can call without drawing if your settled total is already where you want it.
  4. The call resolves — possibly triggering a reveal, a face pull, or a roulette shot.

The three calls

Low
"My total is below the bar." Exposes every living opponent — all their cards become revealed to the whole table. If your hand is empty, you also pull every face card from the bar into your settled. Does not pull the trigger, but chambers +1 bullet (the bullet is the price of the full-table scout). Cannot be called when your chamber is full (6/6).
Par
"My total is at or above the bar." Ends your turn with no scout and no bullet load on its own. If you par with an empty hand and the bar contains face cards, you pull them all into your settled (a face pull). Drawing any card this turn cancels the face pull.
Bust
Accuses the previous player of cheating. Bust succeeds if either of the following is true:
  • They were thieving — drew more than one number card (2 through 10) this turn. Aces and jokers don't count as number cards.
  • They lied — claimed Par while their total was below the bar, or claimed Low while their total was at or above.
If either condition holds, they shoot. If neither holds, you shoot.
Low's hidden cost. Low is the only "defensive" call — it doesn't pull the trigger. But it does chamber a bullet, so calling Low repeatedly eventually loads your revolver. When your chamber is at 6/6, the Low button is disabled and you must pick Par or Bust.
Why one accusation? Previous versions had separate Thief and Liar calls. In practice each was correct ~20% of the time, which made accusing feel like a suicide play. Bust stacks the two checks into one roll — you're betting the previous player slipped in either dimension — so accusing pays off often enough to shape the game around it.

Roulette & bullets

When a call resolves to a trigger pull, the player spins a six-chamber revolver with bullets loaded. The probability of death is bullets ÷ 6.

When do bullets load?

A player at 3 bullets calls Par, gets Busted correctly. They shoot. Their death chance is 3/6 = 50%. If they survive, they now carry 4 bullets.

Saving grace — bullet reset

Your chamber drops to 0 bullets immediately when either of these combinations appears in your hand + settled:

  1. Three of J/Q/K/A of the same suit. Example: J♥ + Q♥ + A♥. Jokers count as wildcards for any missing rank of any suit.
  2. Three of a kind of any face rank or ace. Three Jacks, three Queens, three Kings, or three Aces — suits don't matter. Jokers again substitute.
When is the check run? The saving-grace check fires automatically in three situations: at the start of each new round (post-death reshuffle), before each shot during sudden death, and before any accusation-triggered trigger pull. If you're about to take a shot from a failed Bust or from being correctly Busted, and you hold a valid combo in your hand or settled pile, your combo reveals itself, your chamber resets to 0, and the shot does not fire.
Cost of a pre-shot save. Saving from a shot reveals your entire hand and settled pile. Those cards are now public — which means they become targets for the Joker-burn attack (see below). You trade secrecy for survival.
You're holding K♠, K♥, and one Joker. Checked at round start — joker becomes a third King → three Kings → chamber resets to 0. You're out of the immediate danger zone.

Joker burn — destroy a card

At any point on your turn before your call, if you hold a Joker in your hand or settled pile, you may burn it to destroy one card.

Targeting an opponent

Targeting yourself

Common rules

Why a Joker. There are only two Jokers in the deck, so strikes are naturally bounded and observable. Each burn permanently shrinks the round-cycle pool by two cards — over a long game this changes the math everyone is counting against. You only pay this for high-leverage deletions: an opponent's ace, their 10, a face card close to completing their saving grace, or one of your own cards that's compromising your call.

Face pulls

When a player calls Par with an empty hand and the bar contains face cards (J/Q/K), those face cards move from the bar into the player's settled pile. This is called a face pull. Face cards are worth 0 but are critical for assembling the saving-grace combos.

Face-pull snipe

An extra edge case: if you're not the round starter, you've been accused and survived with an empty hand, and it's the last turn of the cycle, you get a chance to face-pull before the starter — stealing any face cards from the bar before they could. This rewards clutch defenders.

Who starts the next round after a death

Death ends the current round and starts a new one. The next starting player depends on how the death happened:

After a death, the deck is reshuffled (all remaining hands, settled piles, and the bar return to the deck), and a fresh bar card is drawn. All claims are cleared. All alive players keep their bullet counts (but a fresh saving-grace check runs first).

Sudden death

When the deck runs completely empty and play can't continue, sudden death is triggered.

  1. All living players are sorted by their current total, highest first.
  2. In that order, each player runs the saving-grace check. If they qualify, their bullets are wiped and they skip their shot entirely.
  3. Otherwise, they pull the trigger. Their bullets/6 death chance applies.
  4. If anyone dies, sudden death stops; a new round begins (see succession above).
  5. If nobody dies and nobody is saved, the deck is reshuffled from everyone's hands, settled piles, and the bar, and play resumes.
Sudden death is a double-edged sword for leaders. The highest total pulls first, which means winning the round also makes you the first target. Smart play means not winning too hard.

Winning the game

The last player alive wins. Everything — the bar total, your hoarded faces, the bounties you laid — is moot if you don't survive.

Edge cases & quirks

Glossary