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.
Launch from the star, mine asteroids to fill your hold, and land on a world before the clock runs out. The world multiplies everything in your hold — and nothing in the hold is yours until you touch down. There are no partial wins: you land, or you lose the wager.
Worlds on the outer rings pay far more, and are far harder to reach: more fuel, more clock, more rock and more hostiles between you and them. The FIELD reading in the survey tells you how thick this system is before you commit — some are sparse, some are dense.
Enemy ships launch from worlds and hunt you. They ram and they shoot, and either will take hull. Killing one pays nothing — shooting is for staying alive, not for income. Motherships hit far harder and are best avoided entirely.
Fuel only burns while you hold thrust. Drifting, turning and shooting are all free — so you can cut the engine inside a belt and mine it for nothing but time. The real cost of going deeper is never the fuel out; it is having enough left to get down onto a world.
Pull cash out of a machine and cash out before it takes it back. Every pull either dispenses a note or hits you with a service charge big enough to wipe out everything the machine has handed you so far.
TELLER-10 · MK I — 10 notes loaded. One face in eleven is the charge.
MERIDIAN-25 · MK II — 25 notes.
OBSIDIAN-100 · MK III — 100 notes.
VAULTCORE-1K · MK IV — 1,000 notes, and a charge to match.
A bigger machine dispenses far more often, but the one charge it carries is far bigger. You must hold the full charge on deposit to work a machine at all.
Every machine at every tier pays exactly the same per pull — nothing. N faces of +$D against one face of −$(N×D) is dead even, by construction. Moving up a tier does not improve your odds and moving down does not protect you; it only changes how long the good run lasts before the charge lands. The house does not take its cut from the pulls at all — it takes 1% of your net profit when you cash out. Which means the only real decision in this game is when to stop pulling.
Reap souls, carry them to your portal, and get out alive. This is the one game in the casino where other players can take your money directly — and nothing you are carrying is yours until you escape.
What you hold is only yours while you live. Die and it drops where you fall as a gravestone anyone can smash — so a big stack makes you the most valuable thing on the map, and everyone can see it. Leaving early with a little is a real strategy.
A god reigns every 30 seconds. While yours does, you hit twice as hard and your special is ready — once each reign. Knowing whose reign is coming is the difference between picking a fight and avoiding one.
The Tribunal is one of the draws. When it comes up, every reaper in the arena is judged and everything they hold falls to the ground. It does not care who was winning.
Move and aim with the stick, WASD or the arrows. Jump twice for a double jump and a third time to glide; hold it for a super jump. Shoot an arrow, or hold to charge a piercing power shot. Reap for the scythe, hold for a spinning sweep, or use it in the air for a ground slam. The full list, including the scythe throw, is on the Controls tab of the in-game help.
Fifteen mythicals exist; seven are in play each day, and it is the same seven for everyone. One wager buys three rows of seven cards. Lines that run through a key card pay — and wake that beast.
Every match pays the same whether it is 3, 4 or more long. What changes the figure is how many key cards are on the grid at the end, after every special has run — and that multiplier climbs steeply, roughly forty-fold from one key card to ten. So a special that turns ordinary cards into key cards doesn't just add a line; it lifts every line you already had.
Length matters in exactly one place. Your longest line spins a wheel on top of everything else: four in a line spins ×1.5 to ×3, five spins ×3 to ×10, six spins ×10 to ×25, and seven — a whole row of one beast — spins ×25 or ×50. Under four, no wheel.
Specials fire one at a time once the rows are down, and they reshape the board: renaming a row's key, turning cards wild, gilding a column, dealing a bonus fourth row. A reshaped board can make new lines, which wake more specials, so one lucky key choice can cascade. A new seven arrives at midnight, so which specials are available — and therefore how the game plays — changes day to day.
Your only decision is which beast to key each row, and it is doing two jobs at once. A key card is what lets a line pay at all, and the count of them is what sets how much every line pays. Keying the beast you already have the most of on the board tends to finish lines; keying the one with the most cards left in the deck tends to make them. The info button by the beasts shows exactly how many of each are still to come.
Apr 17
+$0.00
If the house wins, so do you.
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 | |
|---|---|---|---|---|---|---|---|---|---|
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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 |
|---|---|---|---|---|---|---|
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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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Every settled round, bucketed by what it actually returned against what it staked. This game has no partial wins — a run either lands and pays hold × world, or returns nothing — so the shape is a spike at 0% with a long right tail, and an average on its own describes neither half. 0% gets its own bar rather than being buried in a 0–50% band, because it is the single most common outcome.
Where every soul ever minted currently is. Entry fees become souls, souls are reaped and carried out, and whatever nobody reaped before the Tribunal is inherited by the next arena rather than destroyed — so the money a player put in keeps paying out, only on a later day. Souls and credits are reported separately: they travel 1:1 today because nothing mints above that rate, and showing both is how a future divergence becomes visible instead of being averaged away.
Every settled night. Per share is what one share was worth — on a winning night the pool over the shares, on a losing one what was actually taken over the shares, which differs from the nominal assessment whenever the cascade capped a planting at its balance. Paid is credits that reached wallets; the pool is a liability until a planting lifts. Click a night for the players in it, then a player for their plantings.
| Night | House | Pool | Clawed | Shares | Per share | Players | Paid out |
|---|---|---|---|---|---|---|---|
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Derived from what players actually did — a planting made, a patch gathered, a planting lifted — rather than from a session ping, which would count someone who opened the tab and left. Holding is the separate, larger number: everyone whose stake was exposed that night whether they logged in or not.
| Day | Active | Planted | Gathered | Lifted | Holding | Who |
|---|---|---|---|---|---|---|
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Every planting actually lifted — the only moment the island pays a wallet. Held is how long it stood, and it is the figure worth reading next to the amount: the whole design rewards holding, so big numbers beside small day counts would mean the vest curve is wrong. Click a reaping to see that planting accumulate night by night.
| When | Farmer | Planting | Held | Nights | Shares | Reaped | Balance after |
|---|---|---|---|---|---|---|---|
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Not a settled night — the live landscape. Shares are at today’s ages, so this is the split tonight would pay against if it settled on the house figure so far. Everything here moves as people plant, vest and lift.
| Farmer | Shares | Share % | Plantings | Standing | Queued | Growing | Held | Oldest |
|---|---|---|---|---|---|---|---|---|
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The roster the server drew at midnight, and what each of them is worth to the return. The key ladder is scaled from the cal figures of whichever seven are in play, so these are the numbers that set the day’s RTP.
Every settled round, newest first: what it staked, how many key cards the board ended on, the ladder rung that earned, and what it paid.
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.
Settings mean little on their own — win share 0.5 reads differently against forty plantings holding three hundred thousand than against an empty island. This is what the dials below are currently acting on. Unsettled nights should be zero: the cron settles yesterday at 09:00 UTC, and anything above zero means a night has not been counted.
On a winning night the house shares out win share of what it won, split across every vested planting. On a losing night loss share of the loss is assessed against the plantings by share. With death on shortfall on, a planting that cannot cover its assessment dies and its unpaid remainder cascades onto whoever is left — off, it is merely drained to zero and survives. Grace days exempts a planting for its first few days, which is the dial for the plant-today-house-loses-tonight death. Changes apply to the next night settled; nights already written are frozen.
Plantings per play is how many a qualifying play buys. Charges are daily and do not stack — earned on the day, spent on the day, gone at the Denver rollover — so this is the real throttle on how fast the island fills. Max plants caps how many one farmer can have standing at once. Vest days are the milestones a planting's share count steps up on; they must strictly increase, and there must be exactly as many as every species defines shares for, or every planting would be valued at zero.
Every seed on the island. Spawn is a relative weight, not a percentage — planting rolls across the active seeds in proportion to it, so what matters is a seed’s share of the total, shown beside it as %. Shares are what a planting of that seed is worth at each vesting milestone, and since species decides the payout curve, this is the single biggest lever on what the island pays. Shares may hold flat but never fall as a planting ages. A seed switched off stops spawning but existing plantings of it keep running. Planted is how often it has actually come up, so the roll can be checked against reality rather than trusted.
While this is off, every write the island accepts is admin-only — players reaching the route get not_open_yet from the server, whatever the tile says. Turning it on is one of three things that must move together to launch: this, games.status on the Games hub, and removing carters-isles from ADMIN_ONLY_ROUTES in the client. Miss any one and the game is either invisible or opens to a wall of refusals.
Every night the island has counted, newest first. Settlement is idempotent on the day, so a night read against a wrong house figure is frozen that way — re-settling means deleting the row first, and the plantings have already been moved.
Every system rolls its own density — how much rock is actually out there. This multiplier scales that roll: 1 leaves generation exactly as it is, below 1 thins every system out, above 1 enriches it. The shape of the roll is untouched, so the gap between a poor system and a rich one stays proportionally the same; only the average moves. Density is the single biggest lever on what a run pays, so this moves RTP with it. Applies to the next round minted — rounds already in flight keep the settings they started with.
The mean multiple a world on each ring pays against the hold. The generator spreads each ring’s worlds around this number — the spread is skewed so the average lands exactly here, which is why a single ring can read anywhere from the floor to band× the floor on any given round. Untuned, ring k simply averages k × meanPerRing; leave a ring blank to keep that default. This is the offset for density: richer belts fill the hold faster, so pulling the inner rings down is what keeps RTP in range while the outer rings stay worth the trip. Applies to the next round minted — rounds in flight keep the settings they started with. Spread is how wide each ring draws around its mean (hi ÷ lo). Raising it widens almost entirely downward: because the mean sits at the midpoint, the ceiling can never exceed 2× the ring’s mean at any spread. A low-mean ring that can still roll a big score needs a skewed tail, which is a different control.
| ring | default | spread | mean multiple | actual (live) | worlds |
|---|
Actual (live) is the measured mean from worlds generated so far, so it lags a change until new rounds accumulate. Rings with few worlds are noisy — read the count beside it before trusting a gap.
Rolls deposit_mult the way rr_generate_world rolls it — same settings row, same branch, same rounding — and reports the distribution per ring. Expected is the closed form for the same draw, so it is an independent check on the generator rather than a restatement of it: if measured drifts away from it, the roll is wrong. Nothing is written; this touches no rounds.
The rules of the house, in writing.
Last Updated: August 15, 2026
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Last Updated: August 15, 2026
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