How it works
Single-zero (European) roulette, played for virtual points among friends.
Fair play
Free, no sign-up, nothing kept, and every result provable.
Virtual points
Virtual points only. No cash value. Points cannot be bought, sold, transferred or redeemed.
Every new player starts with 1,000 points and can claim a free daily allowance. Points cannot be bought, sold, transferred or redeemed, and nothing in this game has monetary value.
Bets and payouts
Payout shown as winnings per point staked. Your stake is returned on top when you win. Zero loses every outside bet.
| Bet | Wins when | Pays | Chance |
|---|---|---|---|
| Red | the pocket is red | 1:1 | 48.6% |
| Black | the pocket is black | 1:1 | 48.6% |
| Odd | an odd number (1–35) | 1:1 | 48.6% |
| Even | an even number (2–36) | 1:1 | 48.6% |
| Low 1–18 | 1 to 18 | 1:1 | 48.6% |
| High 19–36 | 19 to 36 | 1:1 | 48.6% |
| Exact number | exactly your number (0–36) | 35:1 | 2.7% |
Rulesets
Classic (outside bets)
Red/black, odd/even, low/high. All pay 1:1. Zero loses every outside bet.
Stake 10–500 per bet · up to 6 bets and 1000 points per round
Full table (with exact number)
Outside bets pay 1:1, exact number pays 35:1. Single zero.
Stake 10–500 per bet · up to 10 bets and 1500 points per round
Crash
Multiplier climbs from 1.00×. Cash out any time before it crashes. 1% house edge, max 1000×.
Stake 10–500 per bet · up to 1 bets and 500 points per round
Trivia Blitz
Stake on your answer. Correct pays 2× plus up to 50% speed bonus. Wrong loses the stake.
Stake 10–100 per bet · up to 1 bets and 100 points per round
Classic Callbreak
5 rounds, bids 1–8, spades trump. Follow suit and beat the best card when you can; make your bid for +bid (+0.1 per extra trick) or lose it.
Stake 0–1000 per bet · up to 0 bets and 1000 points per round
Points Rummy
One deal. A pure sequence plus a second sequence, the rest in sets or sequences. Fewest points wins; drop for 20 (or 40 after drawing), wrong show 80.
Stake 0–1000 per bet · up to 0 bets and 1000 points per round
Classic Tambola
Up to 3 tickets each. Early Five 10%, each line 15%, corners 10%, Full House 35% of the ticket pot.
Stake 0–100 per bet · up to 0 bets and 300 points per round
Chess
Standard FIDE rules, clocks with increment, draws by repetition, fifty moves, insufficient material or agreement.
Stake 0–1000 per bet · up to 0 bets and 1000 points per round
Teen Patti
Boot from everyone, blind bets the chaal, seen pays double, raises double the chaal, show when two remain. Trail beats pure sequence beats sequence beats colour beats pair beats high card.
Stake 10–100 per bet · up to 0 bets and 100 points per round
Carrom
Points carrom for two. Nine coins each plus the queen; pocket your colour to keep the turn; the queen must be covered by a coin of yours in the same or the next strike. A pocketed striker returns a coin.
Stake 0–1000 per bet · up to 0 bets and 1000 points per round
A round, step by step
- The server opens a round and publishes a SHA-256 commitment to a secret seed.
- The betting countdown runs. Every bet is validated and deducted on the server.
- Betting closes automatically. The server derives the outcome from the secret seed and the round id.
- Everyone at the table sees the same wheel result.
- Payouts, statistics, leaderboards and achievements are updated in one database transaction. A round can only settle once.
- The seed is revealed so anyone can verify the outcome, and the next round starts.
Ludo
Classic Indian rules, for 2 players (red and yellow) or 4.
- Each player has 4 tokens. Roll a 6 to bring a token out onto your start square.
- A 6 earns another roll. A third 6 in a row ends your turn and undoes those moves.
- Landing exactly on a single opponent token sends it back to base and earns another roll. So does bringing a token home.
- Start squares and the four ★ squares are safe: no captures there, and colours may share them.
- Two of your tokens on one ordinary square form a block that opponents cannot pass or land on.
- Reaching home needs the exact count. With no legal move, the turn passes.
- You have 20 seconds per roll or move; after that the server plays your furthest token. Three timeouts in a row mark you away, five forfeit the match.
- Stakes are optional virtual points. 2 players: winner takes the pot. 4 players: 1st takes 70%, 2nd 30%. Dice come from a seed committed before the match and revealed after it.
Chess
Rated games with real clocks, against people or the computer.
Standard rules, including castling, en passant and promotion. The clock of the side to move runs down; the increment is added after each move. Ratings move only in games between two people.
Chess pieces by Colin M.L. Burnett, licensed CC BY-SA 3.0.
Fairness verification
Before bets open, the table shows seedHash = sha256(seed). After the round settles, seed is revealed.
The outcome is derived with rejection sampling so every pocket is equally likely: take HMAC-SHA256(seed, roundId + ":" + counter) for counter 0, 1, 2…, read it as consecutive unsigned 32-bit big-endian integers, skip any value ≥ 4,294,967,253 (37 × 116,080,196), and the first accepted value modulo 37 is the pocket.
Because the commitment is published before any bet is placed, the server cannot change the outcome after seeing the bets.
Ludo dice: the n-th roll of a match is HMAC-SHA256(seed, matchId + ":" + n + ":" + counter) read byte by byte, skipping bytes ≥ 252; the first accepted byte modulo 6, plus 1, is the die.