The challenger assigned to the winning color wins.
Dice & wheel / CLUB FORMAT 25Easy
Roulette Duel
Take opposite colors and let the wheel decide.
How to play
- 01
Use a single-zero European wheel or equivalent agreed randomizer.
- 02
Randomly assign Red to one challenger and Black to the other. Lock assignments before the spin.
- 03
A red result wins for Red; a black result wins for Black.
- 04
Green zero is a club push. Spin again without changing the agreed percentage.
Zero pushes and re-spins.
AFTER THE GAME
Cards down. Phones up.
The winner proposes the agreed collaboration share on the loser’s first qualifying prospect. Both call counters start at zero. The loser can cancel the proposed split by completing the agreed redemption challenge before its cutoff. The actual work and contribution still determine earned credit.
Read the challenge and redemption rules ↗Underlying game reference: Read the standard-game reference ↗. This club guide defines its own simplified format; the reference does not endorse the club.