Original Game
BetaRUN THE NUMBERS
Build your wager board, fade the bust card, and press number hits across the active paytable.
Synchronizing retro systems…
Where the HOUSE is your friend
and your FRIENDS are your competition.
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Every game, its rules in one place. Tap a game to expand.
Stoppers are always the face cards plus the Joker — every J, Q, and K (12 cards) and the single Joker, for 13 stoppers in every deck. The moment any of them is dealt, the hand ends and all bets resolve against the final card count and hand state.
Enable Auto Deal to draw cards automatically without clicking after each card. Enable Auto Rebet to carry your previous wagers into the next hand automatically.
The ladder starts at 10% commission and drops 1% with each successive hit in a hand — down to 1% at rung 10. The longer your streak, the cheaper it gets to cash out.
Trade Circle, Square, and Triangle — three assets that start at $100. Buy low, sell high, and grow your portfolio before the session ends.
A card is drawn every 15 seconds. Each card moves prices by a percentage. You can buy or sell between any two draws — but trading is paused during Data Dumps.
Every 10th draw, five cards fire at 1 per second. Prices update after each card — big moves can stack fast. No trading is allowed during a Data Dump.
If an asset falls below $1, it goes bankrupt — positions liquidate at $0 (cash is safe). If an asset rises above $1,000, a 10-for-1 split triggers: price divides by 10 and you get 10× your shares (total value preserved).
The deck is balanced, but percentage moves compound: losses shrink the base future gains apply to. Past draws don't influence future cards. Your edge is timing, risk management, and conviction. Liquidate All sells every position at market in one click.
Each round has 3 rolls. Every roll lands a color die (R·Y·B) and a number die (1–6). The number adds to that color's running total.
Primary score = Red + Yellow + Blue totals combined.
Secondary score = Orange + Green + Purple totals combined.
Grand total = Primary + Secondary.
Numbers don't always just add — adjacency between rolls changes how totals are formed.
Place all bets before the first roll — the mat locks when rolling begins. Primary and Secondary bets pay on the combined team score. Color bets pay on which single color accumulated the most points across all 3 rolls.
You choose your champion from the full roster and place your wager before you know who you’re facing. Only then is a challenger drawn from the rest of the field, and the duel decides the rest.
Every matchup’s win-rate comes from one million simulated battles, and the payout is always exactly its true odds — a heavy favorite pays a little, a long-shot underdog pays a lot. Because your stake is locked in before the draw, the same wager can land you a comfortable favourite or a fight you’re barely in.
With no opponent yet, each fighter is shown by its average win rate across the whole field and the payout range that implies. A high average wins often and pays little; a low average rarely wins but pays huge. Every fighter is worth the same in the long run — the choice is how wild you want the ride.
Charm a wild fruit, then shake the tree to drop a fresh board. Match same fruits in a line to win — your wild substitutes anywhere and multiplies the payout.
Line pays scale with the match length: 3 in a row = 1×, 4 = 3×, 5 = 10× your bet. A winning line that includes your wild is multiplied further by that fruit's wild multiplier.
Stake any of the ten gems, then dig the rock faces. Each face you dig spills its gems and pays you for every gem you backed — but a face that's missing your gem ends that line. Find the Sacred Crystal to multiply everything you dig after it.
Line — one staked gem; pays whenever a dug face holds its gem, stops the first face that doesn't.
Sacred Crystal — a gem-less face that multiplies every dig after it.
Haul — your running winnings; a dead line freezes at whatever it banked.
Plant a satchel of flowers, then let the weather decide which ones bloom and pay — and which ones wilt. Match the weather reels to send the bees out for a multiplier bonus.
Sprout — a seed that took root; only sprouted flowers can bloom.
Bloom / Super Bloom — one / two growth steps, each paying more.
Wilt — the flower died this round (a butterfly can revive it).
Pollinate — the 3-reel bonus: a wheel spin per blooming flower.
Keep eating. Every snack you keep down multiplies your pot — but every snack can also make you sick, and being sick loses the whole pot. Cash out while you still can.
A riskier snack pays proportionally more, so every snack on the plate is worth the same — picking the Cursed one over the Wholesome one does not change what you should expect, only how wild the ride is. The real decision in this game is not which snack. It is when to stop.
CHONK · Vacuum — every so often sucks down a random one, two or three of the snacks on the plate, for free, with no sick roll. Whatever it leaves is cleared with the plate, and you choose again before the next one arrives.
PICKY · Swap — earns swaps as a run gets deeper (+2 at bite 5, +3 at 10, +4 at 15, then no more). Spend one per plate to exchange a snack for a random alternative that pays better.
GUTS · Iron Gut — when you go sick, there is a chance to spin a wheel that hands back a slice of the pot. Mostly crumbs, but one wedge in twenty returns the whole thing.
No more credit refreshes. Now you earn credits for every player you bring in. Share your personal affiliate link and bank 1,000 credits for each player who joins — plus big credit bonuses every time you rank up.
Every signup in your tree also earns you one prize redemption — not just the people you invite directly, but anyone they bring in too. Earned redemptions never expire, on top of your 1 a month.
Apr 17
+$0.00
Choose a game to jump straight to the table.
Original Game
BetaBuild your wager board, fade the bust card, and press number hits across the active paytable.
New Beta Game
BetaPredict by color, suit, or rank, multiply the live pot on every hit, and cash out before the deck turns on you.
Admin Preview
AdminTrade Circles, Squares, and Triangles against a shared live card-driven market with timed data dumps and isolated game accounting.
Admin Preview
AdminRoll the color and number dice across three rounds. Combine primary and secondary scores to beat the board.
Shape Traders
Market
Activity
Deck
Holdings
History
Guess 10
Commission Ladder
Wager
Next Pot
Cash-out fee (-0)
Category
Selection
Run the Numbers
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Redeem Credits or Carter Cash for limited rewards.
Manage prizes and view analytics.
| Date | Prize | Qty | Name | Username | Address | Cost | Status | Action | |
|---|---|---|---|---|---|---|---|---|---|
| Loading purchases… | |||||||||
Pick a game to manage its branding and its dedicated admin tools. Saves sync to the backend automatically.
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Click a game to see the players inside it.
| Player | Rounds | Wagered | Net | RTP |
|---|
Every player ranked by prize redemptions, highest first. AVAILABLE is what they can spend right now — 1 a month plus one banked for every signup in their referral tree. EARNED is how many that tree has produced for them all time.
| Player | Redemptions | Units | Credits | Available | Earned | Last |
|---|---|---|---|---|---|---|
| Loading… | ||||||
How many people were in the casino across the day, sampled every five minutes. Drag along the line on a phone, or move across it with a mouse, to read any moment and see who was here.
A player counts once per day for any event that leaves a row in the database — a round in any of the eight games, a prize purchase, a contest join, creating the account, or simply signing in. Click a bar to see exactly who was active that day, and what each of them did.
Click a bar to see the players inside it.
| Player | Wagered | Net | RTP |
|---|
Every account ranked by Carter Cash. HOLDERS lists accounts with a balance above zero; ALL adds everyone else. Bars are drawn against the largest balance.
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Every hand, spin, round and trade across the eight games. BY HOUR buckets midnight through 11pm; BY DAY buckets Monday through Sunday, so you can see how play shifts across the week. Both are bucketed in Mountain time — the same day boundary the rest of Analytics uses — so these are the hours and days players actually played, not UTC.
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Every hand, spin, round and trade across the app, newest first, with account events. Same cards as a player's own log — click one to review it.
Select any player to open their full activity log — all four game tables with account balance after every row.
Holds the account and all of its history, and stops the player signing in — they see “Your account has been blocked”. Covered by Terms of Use s.11.
Who brought in whom, all the way down. Indentation is depth. Downline counts everyone beneath a person, not just their direct signups — a small direct count can still sit on top of a large branch. Click any row to isolate that branch.
| Player | Direct | Downline | Referred by | Hands | Joined |
|---|
Newest signups first — and whether each player joined through an affiliate link, and whose. Click a bar to filter the list to that day.
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Every price move for one shape over a window, with open / high / low / close. Times are your local timezone.
Activity per shape in the selected window, shared with the chart below. QTY BOUGHT counts buys only — every unit bought is later sold, so counting both sides would double the same units. Watch the outlier note under each bar: a single whale buy can be almost the entire bar, which is why ALL TIME is not the default.
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How much was bought at each price level, using the window set above. QUANTITY totals the units bought in each band; TRANSACTIONS counts the buys instead. Bands widen as price rises because the distribution is heavily skewed low.
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Every flower slot played across all resolved rounds. A flower stocked in several satchel slots counts once per slot, so these are total uses rather than rounds. The per-round average underneath shows how heavily each flower gets doubled up when it is picked at all.
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Share of rounds that contain each flower at all. A flower stocked in five slots of one round counts once here, which is what separates this from total uses above. These do not add up to 100% — a round holds ten slots, so most rounds contain several different flowers.
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How many different flowers a round's ten slots hold. 1 means the whole satchel was a single flower; 10 means all ten slots were different. This is the breakdown behind the presence numbers above — their percentages sum to roughly the average shown here.
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What one slot of each flower pays back, as a share of the whole round's wager. A round stakes across 10 slots, so every slot's even share is 10% — at Bloom's house edge these should land just under it. The dashed line marks 10%: anything past it returned more than its even share of the stake.
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Every resolved spin, real wallet and contest alike — the machine pays the same either way, and contest play is most of the volume. RTP is what came back per credit staked, so 100% is break-even and anything above it is the house losing money on that fruit. Read RTP against its spin count: a few thousand spins is a real signal, a few hundred is one lucky bonus away from meaning nothing.
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Spins and credits staked on each fruit. This is what decides how much any one fruit's RTP moves the game's overall return — a wild nobody picks can sit far off target without costing anything.
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Ranked by what the spin returned relative to its own bet, not by credits won — otherwise a big stake would crowd out a genuinely rare result. 100% means the bet came back; 1,000% is ten times the stake.
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Every resolved duel, real wallet and contest alike. WIN% is how often that fighter actually won when a player picked them — compare it against the simulated matchup odds in the Games tab, because a gap between the two is the thing worth chasing. RTP is what came back per credit staked, so 100% is break-even and anything above it is the house losing money on that fighter. A fighter with no picks in the window still gets a row: an unpicked roster slot is exactly what this table is for.
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Duels fought and credits staked on each fighter. This is what decides how much any one fighter's RTP moves the game's overall return — a fighter nobody picks can sit far off target without costing anything, and one carrying most of the stake can drag the whole game with a small miss.
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Every settled run, real wallet and contest alike. RTP is what came back per credit staked, so 100% is break-even and above it is the house losing money on that character. Read RTP against its round count — at these volumes one deep cash-out moves a character's number by tens of points, so treat anything under a few thousand rounds as noise rather than a signal about the specials.
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What each ability has actually done. VACUUM eats a random one to three of the plate for free, so its yield is the credits it added to a pot that was never at risk. SWAP is counted against PICKY rounds, since only PICKY earns them. The WHEEL's trigger rate is measured against GUTS runs that went sick past bite one — it cannot fire on bite one by design, so counting those would report a rate below the configured one.
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All 46 markets on the felt, in board order, with how many bets landed on each and how much was staked. A market nobody has bet is still listed — an untouched market is the finding, so it shows as a zero row rather than disappearing. Only settled rounds count: an abandoned round has a stake but no result. Bars share one scale across every section, so the granular markets really are that much smaller than the headline ones. Hold is the share of a market's stake the house kept, withheld under 30 bets because a longshot with a handful of plays swings between ±100% on one hit.
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Theme customization has been removed. The app now uses one fixed visual system from the base stylesheet.
Credits paid to the referrer each time someone signs up with their link. Takes effect immediately — it updates the payout and the copy in the welcome modal and the home affiliate card together.
Publish a full-width announcement at the top of the home page. Players see it until you take it down. Publishing a new one replaces the current banner.
The founder's note in the home sidebar. The intro line always shows; the story appears when players tap READ MORE. Leave the story blank to hide the READ MORE button.
Grant credits directly to a player's account.
Set every player's balance back to 1,000 credits. Each change is logged as an account event so it shows on players' charts. Cannot be undone.
Pick a roll outcome to preview its saved animation. Regenerate replaces it with a freshly baked clip.
Set the rolls one at a time — ROLL 1, then ROLL 2, then ROLL 3 — to build a score from the ground up. Clear rolls resets everything.
Adjust character stats with sliders, then run head-to-head simulations to see win rates.
Read across a ROW, not down a column. A row is that hero's win % against each opponent; a column headed "vs X" is everyone else's win % against X, so buffing X makes that column fall. Hover any cell for it in words. Loads from saved master odds on open; manual sims overwrite cells locally only — only "Run Master Matrix" writes back to DB.
Run one deterministic battle and see every event. Leave seed blank for a random round.
One clip per character × action. Drop a file in and it uploads, or paste a URL to something already hosted. The clip_data column is JSONB so additional fields like duration/fps/loop can be added later without a schema change.
Pair any character's clip against any other's and step them frame by frame. The beat presets run the live engine's own scheduling — the same holds, impact fractions and pin clamps a real round uses — so what plays here is what plays in a fight. Anchors saved from this panel live on the clip itself and override the built-in timing tables.
Live prediction-market sim. A random challenger appears; pick a champion, buy contracts up front at the master-grid price, then watch the battle and PAUSE to trade. Contracts settle $1.00 (win) / $0.00 (loss) / $0.50 (draw). Client-side only — no DB writes yet.
The garden backdrop behind the plants. Upload any image, then frame it to the panel shape in the cropper (drag / zoom to pick what shows — keep the dirt across the lower portion where the plants sit). Saves immediately; the game re-pulls it on next open.
The bee and butterfly that swarm each flower during the POLLINATE bonus. Upload a small square image with a transparent background (PNG or SVG) — they render about 22px, so keep the shape simple and bold. Leave one empty to keep its emoji. Saves immediately; the game re-pulls on next open.
The wheel each bloomed flower spins when the reels land 3-in-a-row. Set how many positions carry each multiplier — the mean is what drives RTP, so a change here moves the whole game's return by roughly the same proportion. Saves immediately; the game re-pulls on next open.
| multiplier | positions | chance |
|---|
Sound effects and music for the game. Upload an audio file (mp3 / wav / ogg / m4a) per slot — leave a slot empty for silence. Background ambient and Pollination special music loop; everything else is a one-shot fired by its event. Weather sounds play when that reel lands. Saves immediately; the game re-pulls on next open, and players get a mute toggle in the garden corner.
One master editor: stats, per-weather bloom/wilt odds, active toggle, and custom icon / animation uploads. Only active flowers appear in the game. Loads from bloom_flowers; press Save to DB to persist (the game re-pulls on next load).
Sim runs each flower as its own all-in satchel (10 seeds) and compares its RTP contribution to the fair share (9.9% per seed). Anything off by more than ±0.25% is flagged. Same rules the live game runs, including the POLLINATE wheel above.
On reading a wheel change here: the wheel only pays on a 3-in-a-row (~10% of rounds), so a change to its mean reaches these per-flower numbers heavily damped — retuning 9/2/1 to 7/2/1 moves a flower about +0.2 points (10.0% → 10.2% per seed). At 50k rounds the run-to-run noise was ±0.25, wide enough to hide that, which is why this defaults to 200k. For the number that actually matters, press Save wheel — it reports whole-game RTP for a balanced satchel.
The weather deck: how many of each card sit in the reel pool (deck_count) and the 🦋 butterfly wild. Saved together with flowers.
Draws three reels from the current deck above (each card weighted by its deck_count) and measures how often a POLLINATE line lands, split into natural (three identical real weathers) and wild (a 🦋 butterfly completes the line). Mirrors the live line rule exactly and depends only on deck composition — flowers do not change line odds. Edits above are live; press Run.
Edit each wild fruit's draw weights (regular board + raid replacement) and Monte-Carlo the RTP. Weights are raw draw counts. In the replacement deck the coconut row is the MONKEY weight (a coconut hit in a raid becomes a monkey). Edits are live for the simulation below; Save to DB writes to mm_decks and the game picks it up on next load.
| symbol | regular deck | replacement deck | ||
|---|---|---|---|---|
| wt | % | wt | % | |
Faithful Monte-Carlo of the live engine — full coconut-row raid, extra-shake bonus rows, wild + monkey scoring. Uses the weights above (edited or saved). Target band 93–96% RTP. moon% = Moonshine trigger rate; ret/moon = avg win on Moonshine rounds.
Upload an audio file (mp3 / ogg / wav) to replace the built-in synth for any sound. Clear to revert to the synth. Files upload to the mm-sounds bucket; the URL is saved in mm_sounds and the game loads it on boot.
Guess 10 keeps drawing until you stop or bust, so it has two endings where most games have one: cashing out is a decision, busting is what happens if you push. One clip per cue, so a sound can be swapped behind a cue without the game changing, and a cue with no clip is silent, not broken. Drag either edge of the waveform to crop what plays — it crops the playback, never the file, so the upload survives and clearing the crop restores the whole clip.
Shape Traders has no hands or rounds — it has orders and a market moving underneath them, so the cues are the moments a trader feels: a fill, a refusal, and the structural events that rewrite a position out from under them. One clip per cue, so a sound can be swapped behind a cue without the game changing, and a cue with no clip is silent, not broken. Drag either edge of the waveform to crop what plays — it crops the playback, never the file, so the upload survives and clearing the crop restores the whole clip.
Deals hands and settles every bet on the board against each one, so the answer per bet is “stake a unit on this, every hand, forever — what comes back?” It mirrors the server’s settlement branch for branch, including the asymmetry that matters: number and specific card pay a multiple of the stake and do not return it, while the bust, count and suit bets pay to one and give it back. The catalogue is the game’s own, so a bet cannot be priced here under odds the felt does not offer. Nothing is written — this is arithmetic in your browser, not a query on the live database.
The Exact column is closed-form where the maths allows it — the first stopper is equally likely to be any of the thirteen stoppers, so every bust bet and every card-count bet has an exact answer. It is there to catch a broken simulator: if Δ is bigger than sampling noise, do not trust the run.
One clip per cue, so a sound can be swapped behind a cue without the game changing. A cue with no clip is silent, not broken. Volume is a per-clip trim so a loud upload can be balanced without re-exporting it. Start / End crop the playback rather than the file — a 200ms chip drop usually arrives inside a two-second export with silence at the front, and this way the crop is a dial you nudge between hands instead of a trip back to an audio editor. Clearing both numbers restores the whole clip; the upload is never destroyed.
Each row is a rung on the ladder, not a snack. A rung’s % Sick, Pay and Band are fixed — every multiplier is R / (1 − p), so all 50 carry the same expected value and picking a spicier snack buys volatility, not edge. The house edge is charged once, on bite 1; CHONK’s VACUUM makes every later bite exactly fair, which is why run payback is flat at R to any depth rather than compounding as Rn. Its trigger is derived, never stored — (1−R)/(E[vacuum]−R) against the live table — so editing a snack re-prices it automatically.
Swap moves a snack to a different rung — click one, then click its partner. Only the snack travels (name, art, accent, shape); the maths stays on the rung, so a swap cannot move RTP and needs no re-run of the harnesses. The live game follows these swaps immediately. To make one the game file’s default too, reorder ROSTER in games/snack-boy.html and run node scripts/snackboy-table.mjs.
What the SERVER has actually paid, from snack_boy_rounds. Run payback should sit at R whatever depth players go to — a drift here is the first sign the vacuum calibration has come unstuck. Observed vacuum rate is measured on ELIGIBLE bites (bite 1 never is), so it is comparable to the derived trigger beside it.
| # | Art | Accent | Snack | % Sick | Pay | Band | EV |
|---|
One clip per cue, fired from the game’s own state machine. Ambience and Music rows loop; everything else fires once. Volume is a per-clip trim so a hot upload can be balanced without re-exporting it.
Rolls a whole world and lets you walk it. Habitats are laid out as wobbled regions, each raised into its own kind of terrain — a cone for the volcano, islands out of the water, sunken pockets in the desert — and every level boundary is a cliff the generator then punches openings through until the map is one connected piece. On top of that go the ground layers: rough that slows you, scatter that blocks a tile, water that blocks outright, villages of buildings with tracks worn between them, and one temple per habitat. PLAY drops you in and walks it at the real tile size, the real speed and the real sight radius, colliding against exactly what the generator produced.
This is a laboratory, not the live generator. Nothing here touches a round, a seed or the terrain hash — the game still builds its maps from games/as-worldgen.js. Click inside the frame before using WASD so the keys reach it.
One clock for everyone. round_no = floor(epoch / 60), so every boundary is derivable from wall-clock time and cron jitter cannot make it drift — as_tick() only mints rows ahead of time. The seed is minted with the row but stays sealed until REVEAL: as_get_state() returns null for it during BREAK, which is what keeps the wager blind. Seeds below are visible because you are an admin.
| Round | Opened | Status | Seed | Entrants | Chests | Taken | Wagers |
|---|---|---|---|---|---|---|---|
| Loading rounds… | |||||||
Rename anything you like — the game keys off CREATURE_n/BIOME_n internally, so a rename cannot orphan a settled wager, an uploaded GIF, or the world generator's draw order. Fields tagged LIVE apply the moment you leave the box. Fields tagged NEXT ROUND change the odds, so they are held and swapped in at a round boundary.
Creatures
Biomes
World
The dials the live generator reads: each habitat’s obstacle recipe and slow ground, its shrine, how the map is sized, and which obstacles from the library it may use. An obstacle sits in the library doing nothing until you assign it to a habitat — and it can go in as many as you like. Generate map draws a whole map exactly the way the game builds one. Terrain changes land at the next round boundary. New obstacle shapes are authored in code now, not from a prompt.
Whole map
Off — habitats are sized the old way, by patch count. Turning this on only changes the preview until you press Apply.
Obstacles by habitat
Sacred structures
One per habitat, and the only place its legendary creature is ever found. Raised on a share of rounds, so on a given map most habitats have none.
Shapes
How a recipe lays its tiles down. The four patterns are procedural — they scatter to a size you set, so every one is different. A stencil is a fixed footprint stamped exactly as drawn. Add a stencil to the library and it becomes available to assign to any habitat.
Patterns
Stencil library
Habitat pack
Sixty drawn in one style, ten for each habitat, shown in that habitat’s own colours. Nothing here is in the game: adding one puts it in the library, and it still does nothing until you assign it to a habitat below.
Obstacle registry
Everything in tuning.obstacleSet, including the
shapes that were generated back when this panel could write them. They keep
working exactly as before — an obstacle is data, and where it came from
was never part of it.
Plays the terrain and creature settings exactly as they stand and reports what comes back per bet. Change a dial in Terrain or Roster, run it again, compare. Nothing here writes anything.
Stills or animated GIFs, one per slot. The engine ships emoji and procedural fallbacks for every one of these, so the game stays playable with the whole library empty — upload replaces the fallback, Clear puts it straight back. Live rounds pick up changes on their next repaint; nothing here touches the maths.
One clip per cue. Ambience rows loop for the whole phase; everything else fires once. Volume is a per-clip trim so you can balance a loud upload without re-exporting it.
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Carters Casino provides online games and entertainment experiences.
Unless expressly stated otherwise, virtual credits, points, scores, tokens, or other in-game items:
Carters Casino does not accept wagers of real money.
You are responsible for maintaining the security of your account and for activity conducted through your account.
You may not create accounts using false information, impersonate another person, create multiple accounts to circumvent restrictions, or use automated systems to manipulate the Service.
We may suspend or terminate accounts that violate these Terms or abuse the Service.
From time to time, Carters Casino may offer giveaways, sweepstakes, contests, or other promotional opportunities.
No purchase is necessary to enter or win a sweepstakes, and a purchase will not increase your chances of winning.
Individual promotions may be governed by additional Official Rules describing eligibility, entry periods, available prizes, winner-selection methods, odds or factors affecting the odds, and other applicable conditions.
If the Official Rules for a promotion conflict with these Terms, the Official Rules control with respect to that promotion.
Prize eligibility may be subject to verification. We may require a potential winner to verify age, identity, eligibility, mailing information, or compliance with the applicable Official Rules before awarding a prize.
Prizes are non-transferable except where expressly permitted by Carters Casino. Winners are responsible for taxes associated with prizes to the extent required by law.
You may not:
We may disqualify users from promotions, revoke improperly obtained entries or benefits, or suspend accounts when we reasonably determine that these rules have been violated.
We may add, modify, suspend, or discontinue games, features, virtual credits, promotions, prizes, or portions of the Service at any time.
We do not guarantee that the Service will always be available or free from errors, interruptions, or technical problems.
The Service, including its software, games, graphics, designs, branding, text, and other content created by or for Carters Casino, is owned by or licensed to Carters Casino LLC and is protected by applicable intellectual-property laws.
You may use the Service only for personal, non-commercial purposes unless we give you written permission otherwise.
Certain prizes may consist of products manufactured or sold by third parties.
Unless expressly stated otherwise, Carters Casino is not affiliated with, sponsored by, endorsed by, or administered by the manufacturers, brands, or other third parties associated with those products.
All third-party trademarks belong to their respective owners.
The Service is provided “as is” and “as available” to the fullest extent permitted by applicable law.
Carters Casino does not guarantee uninterrupted access, particular game outcomes, the availability of any particular promotion or prize, or that the Service will be error-free.
To the fullest extent permitted by law, Carters Casino LLC and its owners, employees, contractors, and affiliates will not be liable for indirect, incidental, special, consequential, or punitive damages arising from your use of the Service.
Nothing in these Terms limits rights or liabilities that cannot legally be limited or excluded.
We may suspend or terminate access to the Service for violations of these Terms, suspected fraud or abuse, unlawful activity, threats to the security or integrity of the Service, or other legitimate business reasons.
These Terms are governed by the laws of the State of Utah, without regard to conflict-of-law principles, except where applicable law requires otherwise.
We may update these Terms from time to time.
If we make material changes, we may provide notice through the Service or by other reasonable means.
Continued use of the Service after updated Terms become effective constitutes acceptance to the extent permitted by law.
Questions regarding these Terms may be directed to:
Carters Casino LLC
carterscasino.app
Last Updated: August 15, 2026
These Contest, Credits & Prize Rules (“Rules”) govern contests, virtual credits, and prize redemptions offered by Carters Casino LLC (“Carters Casino,” “we,” “us,” or “our”) through carterscasino.app and related services.
Unless otherwise stated, participation is limited to legal residents of the United States who are 18 years of age or older.
Participation and prize redemption are void where prohibited or restricted by law.
Carters Casino may restrict participation or prize redemption in any jurisdiction where required by law.
No purchase, payment, wager, or other financial contribution is necessary to participate in Carters Casino games or contests, earn Credits, or redeem eligible Credits for available prizes.
Carters Casino does not accept real-money wagers.
Carters Casino may provide users with virtual credits (“Credits”) through ordinary gameplay, account benefits, promotions, contests, achievements, or other activities offered through the Service.
Credits are part of the Carters Casino rewards system.
Credits:
The availability, earning rate, distribution, and permitted uses of Credits may change from time to time.
Carters Casino may periodically conduct contests or promotional events through which participants can earn additional Credits.
Each contest may have its own rules, including:
Unless otherwise expressly stated, contests award Credits rather than the physical prizes displayed in the Carters Casino prize catalog.
Winning a contest does not automatically entitle a participant to a particular physical prize.
Credits earned through contests are added to the user's eligible Credit balance and may subsequently be used in accordance with these Rules.
Eligible users may choose to redeem accumulated Credits for prizes that Carters Casino makes available through its prize catalog.
A prize's required Credit amount will be displayed through the Service.
Prize redemption is separate from contests. Users are not randomly selected to receive catalog prizes. Instead, an eligible user with the required number of Credits may request to redeem those Credits for an available prize, subject to these Rules and any prize-specific restrictions.
Upon a completed and accepted redemption, the applicable number of Credits will be deducted from the user's account.
Prize quantities may be limited and are available only while supplies last.
The prizes displayed through Carters Casino are not guaranteed to remain available.
Carters Casino may add, remove, replace, modify, or change the Credit cost of any prize at any time before a user's redemption of that prize has been completed and accepted by Carters Casino, with or without prior notice.
The appearance of a prize in the Service does not constitute a guarantee that the prize will remain available for any particular period.
Users should not assume that accumulating a particular number of Credits guarantees future availability of any specific prize.
If a prize becomes unavailable while a redemption request is being processed but before it has been accepted, Carters Casino may cancel the redemption and restore the Credits used for that request.
Once Carters Casino has accepted and confirmed a valid prize redemption, Carters Casino will fulfill the redemption subject to these Rules. If the selected prize subsequently becomes unavailable for reasons outside Carters Casino's reasonable control, Carters Casino may offer the user a substantially equivalent replacement prize or restore the Credits used for the redemption.
Accumulating Credits does not give a user an ownership interest in Carters Casino or in any prize displayed through the Service.
A user does not acquire ownership of, or a right to receive, a particular prize merely because the user's Credit balance is sufficient to redeem that prize.
A right to a prize arises only after an eligible redemption has been completed and accepted by Carters Casino, subject to verification and these Rules.
Before fulfilling a prize redemption, Carters Casino may reasonably verify:
Carters Casino may reject or cancel a redemption involving fraud, cheating, exploitation, duplicate accounts, automated activity, erroneous Credit awards, or other violations of these Rules.
Carters Casino may correct Credits that were awarded or displayed because of a technical error, software bug, unauthorized activity, fraud, or other obvious mistake.
Users are not entitled to retain Credits generated through exploitation, manipulation, technical errors, or violations of these Rules.
Users may not use bots, scripts, exploits, multiple accounts, unauthorized automation, manipulation, collusion, or other methods intended to obtain Credits or prizes unfairly.
Carters Casino may invalidate improperly obtained Credits, reject associated prize redemptions, and suspend or terminate accounts that violate these Rules.
Prize descriptions and, where appropriate, approximate retail values may be displayed through the Service.
Recipients are responsible for any federal, state, or local taxes associated with prizes to the extent required by law.
Carters Casino may request information or issue tax documentation when required by law.
Physical prizes will be shipped to the address provided by the verified recipient.
Users are responsible for providing complete and accurate shipping information.
Shipping limitations may apply to particular prizes or locations.
Carters Casino may modify, suspend, or discontinue games, contests, Credit-earning opportunities, the Credit system, the prize catalog, or the rewards program when reasonably necessary for business, technical, security, legal, or operational reasons.
Changes will not be used to retroactively invalidate a prize redemption that Carters Casino has already accepted and confirmed, except in cases of fraud, abuse, ineligibility, technical error, or violation of these Rules.
Unless expressly stated otherwise, prizes consisting of third-party products are not sponsored, endorsed, administered by, or associated with the manufacturers or owners of those brands.
All third-party trademarks and product names belong to their respective owners.
Information collected in connection with contests and prize redemptions will be handled according to the .
These Rules are governed by applicable federal law and the laws of the State of Utah, without regard to conflict-of-law principles, except where applicable law requires otherwise.
The Carters Casino rewards program is operated by:
Carters Casino LLC
Utah, United States
carterscasino.app
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