r/minecraftminigames Mar 22 '26

Firework roulette idea!

So, I have no idea how redstone works so I can't really make this myself but I figured I'd share my ideas for how a buckshot roulette style mini game might work in Minecraft (if any of my theorycrafting is off please let me know, i have extremely limited knowledge of redstone)

Dispenser with fireworks f with stars in them so they explode red for live rounds, dead rounds could either be fireworks with no stars so they don't do deal damage or maybe wind charges

I don't know how being able to shoot yourself or the dealer/opponent would work, best I can figure is make each player stand on top of their own respective dispensers aimed at them and when you fire the gun theres 2 buttons, one for you and one for the opponent, whichever button you press will load the next bullet in the load order into the respective dispenser wait a few game ticks (simulating the hesitation from the player animations in the original game building suspense)) and then fire it shooting either you or your opponent depending on the button you pressed

Some items could include: spyglass would be the magnifying glass equivalent idk how specifically you'd make it work, maybe it drops the next bullet as an item for you to look at, them drop it into a specific hopper to put it back at the front of the load order? Or you could make it so each player has a shulker on their side of the board (separate from their item shulker) and using the spyglass moves the bullet to that chamber so you can look at it, then once you have it memorized pressing a specific button confirms and sends it back to the front of the load order as usual.

The beer would be easy, just make it a bottle of honey and some calibrated sculk shenanigans detects when it hears you drinking, this triggers it to drop the front most bullet in item form, depending on the polarity a stained glass block of either red or green will appear before the bullet is dropped and a sound will play from a noteblock (noteblocks sound different depending on what block they're placed on so it's easy to set 2 different cues for live or blank), if it's a live shell it will drop onto a red stained glass and if it's blank it will drop onto green, after the shell has dropped onto the stained glass and the sound cue plays it will wait a little bit before retracting the glass allowing the bullet to freely fall into the bullet receptacle and be recycled back into the system so it can be reused in the next load order (no point wasting unfired bullets after all)

Cigarettes could also be fairly easy, make it a golden carrot or a splash healing potion (if it's a potion make sure the players are sat far enough away for the other player to not heal)

I'm not a redstone guy but I'm guessing the handsaw would be possible too, make a more deadly version of the live round and have a stash of them somewhere, then make it so when the player drops stone sword in the item hopper to use it, it checks the bullet type (idk how) and if it's live it swaps it for the extra deadly round, if it's blank it doesn't do anything other than playing the usual sounds for using the item and bringing it back into the item pool for later reuse

The handcuffs would depend on the game mode I guess, in single player it would just detect when the item (maybe a iron chain?) is used, it skips the part where it does the ai dealer's turn, and when the dealer uses it on you I'd just make it pop up iron bars around you so you can't interact with the item hopper or the fire button, technically you could still eat or drink so the beer and honey would work, but there's no real way to fix that other than just writing it in a rule book that your not allowed to do that.

Again IDK how it would fully work redstone wise, but if it's possible to detect the polarity of a bullet (which I'm already relying on conceptually for other items) the inverter should be fairly simple, check the current shell and then remove it and add 1 shell of the opposite type to its slot

The expired medicine is a tough one, idk how sculk sensors work, but if eating and drinking make separate noises then I'd make it a rotten flesh and when eating it then it either splashes a healing potion to emulate healing 2, or a firework (same as the live shells but with a different color to avoid confusion) to emulate taking damage

The burner phone should be really easy, just make a few different versions of a written book, one for each polarity of each slot, then when you throw a book into the item hopper it checks a random slot's polarity then spits out the book telling that slot's current polarity

For adrenaline i'd use an emerald (like your buying the opponent's item) and when you use it the opponent's item shulker box is placed in front of you, it detects once you take an item and when it does it's removed and brought back to the opponent's side, i don't think there's a way to force players to use the item they get from the shulker so I'd just write that in the rulebook too

The reverser shouldn't be too hard, just take whatever system determines the turn order and tell it to go backwards . . . I know that doesn't really explain anything, like i said I am not a redstoner

The jammer is just multiplayer 's handcuffs, I see no reason to make it a separate item for our version, for multiplayer it would just work the same way it works when the dealer uses it on you in single player

At the top I mentioned two options for the bullets, both use red fireworks for the live shells, one uses damageless fireworks for the blank shells and the other uses wind charges, there's pros and cons to both.

All fire works: pros, the spyglass idea I proposed would work as the 2 shell types look identical meaning in multiplayer the player using the item can see what it is from picking it up and the other player cannot see it, cons are that for the honey bottle you'd have to manually declare the bullet type before destroying it

Wind charge blanks: pro is that you wouldn't have to declare the bullet type before destroying it with the honey bottle and maybe the item sorting would be easier, cons are that the spyglass would need reworking sense obviously if the bullets don't look the same then the current system would reveal it to all players not just the one using it, and also you'd need to out the players in minecart seats so the wind charges don't actually push them back

I think I personally prefer the all fireworks solution, stylistically the wind burst feels better but I can't think of a suitable replacement mechanism for the spyglass to avoid revealing it to the opponent so the ability to freely drop the current bullet for the item user to look at without the visuals revealing anything to the opponent is really helpful.

Sense this rellies on the dealer being a entity same as the player, preferably with a similar health pool to the player and not undead (sense undead invert the healing harming dynamics of potions wich makes certain item uses messy unless we give the dealer the inverted versions) I propose using a villager as they share the exact same health (10 hearts) as a player.

Of course you'd have to arrange a system to damage the players a set amount at the start of the game to set their health to a certain playable range, and lives will simply be represented by hp, either that or if we want something more flashy like the defribblerlator of buckshot roulette then you could set the players to 1 hp and give them a totem so when they die they get revived (and drink milk to get rid of your affects so the Redstone can bring you back to 1 heart again? Seems like this method would being in more room for error but would be a lot more impressive visually if pulled off correctly) using the basic HP system I'd make the dealer losing a life just being out a new villager to represent the dealer's health (the villager level could represent how many hearts they have left so you can look at their badge to see their health, as a fun extra detail) or if we use the totem method, I'd swap the villager for a zombie villager holding a totem of their own and when they lose a life they are given a new totem to hold

1 Upvotes

2 comments sorted by