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Strike ​

A single-step instant game. The player picks an ignition setting and a bet and strikes one match on the matchbox. Each setting is a ladder of flames: the match either stays unlit — the stake is lost — or lights at one flame of the chosen ladder, and the round returns that flame's multiplier × the bet (the total includes the stake, so a flame below 1× is a partial return). Steady goes up to 10×, Bold up to 25× and Long shot up to 50×. One strike = one round: one stake, one draw, one payout, and nothing is decided after the strike.

The outcome is decided by the RNG at the bet: one draw, read with the published weights of the setting chosen. The striker, the sparks, the smoke and the flame are presentation: the client animates the outcome the server returned and cannot change it.

PropertyValue
Game IDstrike
Engine version2.0.0
Typesingle_step
VolatilityMedium overall; the player sets it with the setting — Steady low, Bold medium, Long shot high
Max Win50× bet (a Wildfire on Long shot)
RTP variants92.00% / 94.00% / 96.00% / 97.00% — every setting returns it exactly, at every accepted round cap (less sub-unit rounding of the payout at some stakes)
Minimum stake100 minor units (1.00 in 2-decimal currencies), over any lower operator setting
Random drawsOne per round, at the bet
ThemeA matchbox, a wooden match, sparks and a flame

How a round works ​

PhaseDescriptionPlayer input
Set upChoose the ignition setting and the betSetting selector ("up to 10× / 25× / 50×"), bet
StrikeThe stake is debited, ONE draw picks the flame (or no light), and the round settles in the same callTap the matchbox, press Strike, or Enter / Space
RevealThe client strikes the match: it fizzles out or flares to the flame drawn; the result and the balance are shown as it settles, then a fresh match is readyNone

The round is complete when the strike response arrives: there is no round to resume, cash out or abandon.

Ignition settings and their flames ​

  • Steady — lights most of the time; small flames, up to 10×.
  • Bold — could go either way; up to 25×.
  • Long shot — rarely lights; big flames, up to 50×.
SettingFlames, ascending (multiplier, stake included)Maximum
SteadyFizzle 0.20× · Spark 0.50× · Flame 1.20× · Torch 2.00× · Blaze 5.00× · Inferno 10.00×10.00×
BoldSpark 0.50× · Flame 1.50× · Torch 2.50× · Blaze 5.00× · Inferno 10.00× · Firestorm 25.00×25.00×
Long shotTorch 3.00× · Blaze 5.00× · Inferno 10.00× · Firestorm 20.00× · Wildfire 50.00×50.00×

A flame's name and size follow what it pays, the same in every setting: Fizzle 0.20×, Spark 0.50×, Flame 1.20–1.50×, Torch 2–3×, Blaze 5×, Inferno 10×, Firestorm 20–25×, Wildfire 50×. The multipliers are the same in every RTP variant; a lower variant only leaves the match unlit a little more often.

Chances ​

The draw is one uniform integer u in [0, W − 1]; the outcomes are laid out in order — unlit first, then the ladder ascending — and u picks the first one whose running weight exceeds it, so every outcome's chance is exactly its weight ÷ W. These tables are for operators: the game itself never shows chances or the RTP to players — it shows each setting's flames and their multipliers only.

SettingFlameMultiplierWeight (rtp-96, W = 96,000,000)Chance
SteadyUnlit—12,960,00013.50%
SteadyFizzle0.20×9,600,00010.00%
SteadySpark0.50×19,200,00020.00%
SteadyFlame1.20×44,400,00046.25%
SteadyTorch2.00×7,680,0008.00%
SteadyBlaze5.00×1,920,0002.00%
SteadyInferno10.00×240,0000.250%
BoldUnlit—50,304,00052.40%
BoldSpark0.50×9,600,00010.00%
BoldFlame1.50×20,160,00021.00%
BoldTorch2.50×11,520,00012.00%
BoldBlaze5.00×3,456,0003.60%
BoldInferno10.00×864,0000.900%
BoldFirestorm25.00×96,0000.100%
Long shotUnlit—74,870,40077.99%
Long shotTorch3.00×14,880,00015.50%
Long shotBlaze5.00×4,320,0004.50%
Long shotInferno10.00×1,440,0001.50%
Long shotFirestorm20.00×432,0000.450%
Long shotWildfire50.00×57,6001 in 1,667

Across the variants:

VariantSettingLightsReturns ≥ 1×Partial return (< 1×)Top flame
rtp-92Steady82.90%54.15%28.75%1 in 417
rtp-92Bold45.62%36.03%9.58%1 in 1,043
rtp-92Long shot21.09%21.09%0.00%1 in 1,739
rtp-94Steady84.70%55.32%29.38%1 in 409
rtp-94Bold46.61%36.82%9.79%1 in 1,021
rtp-94Long shot21.55%21.55%0.00%1 in 1,702
rtp-96Steady86.50%56.50%30.00%1 in 400
rtp-96Bold47.60%37.60%10.00%1 in 1,000
rtp-96Long shot22.01%22.01%0.00%1 in 1,667
rtp-97Steady87.40%57.09%30.31%1 in 396
rtp-97Bold48.10%37.99%10.10%1 in 990
rtp-97Long shot22.24%22.24%0.00%1 in 1,649

Every setting returns the RTP ​

Each flame has a published baseline weight b (per million; Σ b × m100 is 96,000,000 for every setting). For a round of RTP R and round cap C, the weights are (cap rule fair-cap-v1):

A0(C) = Σ b × min(m, C)          W = A0(C)
each flame:  R × b               unlit (pays 0):  A0(C) − R × Σ b
E[return] = Σ R × b × min(m, C) / (100 × W) = R / 100

So every setting returns exactly R%, uncapped or capped. There is no decision after the strike, so no way of playing returns more or less than the RTP: choosing a setting changes the spread of results, not their average.

VariantSettingRTP (exact, every accepted cap)SD of one round (stakes)Rounds to 99.9% house-ahead
rtp-92Steady92.00%0.9321,297
rtp-92Bold92.00%1.6353,989
rtp-92Long shot92.00%2.4849,204
rtp-94Steady94.00%0.9322,305
rtp-94Bold94.00%1.6477,195
rtp-94Long shot94.00%2.50716,669
rtp-96Steady96.00%0.9325,183
rtp-96Bold96.00%1.65916,419
rtp-96Long shot96.00%2.53038,189
rtp-97Steady97.00%0.9329,207
rtp-97Bold97.00%1.66429,390
rtp-97Long shot97.00%2.54168,495

"Rounds to 99.9% house-ahead" is the normal approximation (3.09 × SD / edge)² for a casino whose every round is played on that setting, uncapped.

Max win and caps ​

The largest win is a Wildfire on Long shot: 50× the bet. Each round has a cap C, fixed before the draw: the smallest of the setting's maximum, the operator's multiplier cap (when one is set for your casino; honoured from 2.0) and the money cap floor(min(tenant max win, jurisdiction max win) × 100 / stake). Flames above the cap pay the cap, and the draw is re-sized (W = A0(C)) so the round still returns exactly the RTP. A round whose cap would fall below 2× is refused before anything is drawn or debited (HTTP 422: "This stake is above the maximum for this game. Lower your stake."). Examples at rtp-96:

SettingRound cap (rtp-96)W = A0(C)UnlitFlames paid at the capRTP (exact)
Steady2.00×88,000,0005.64%Blaze, Inferno pay 2.00×96.00%
Steady5.00×94,750,00012.36%Inferno pays 5.00×96.00%
Steady10.00× (uncapped)96,000,00013.50%—96.00%
Bold2.00×69,700,00034.44%Torch, Blaze, Inferno, Firestorm pay 2.00×96.00%
Bold5.00×89,500,00048.94%Inferno, Firestorm pay 5.00×96.00%
Bold10.00×94,500,00051.64%Firestorm pays 10.00×96.00%
Bold25.00× (uncapped)96,000,00052.40%—96.00%
Long shot2.00×44,020,00052.00%Torch, Blaze, Inferno, Firestorm, Wildfire pay 2.00×96.00%
Long shot5.00×79,050,00073.27%Inferno, Firestorm, Wildfire pay 5.00×96.00%
Long shot10.00×89,100,00076.29%Firestorm, Wildfire pay 10.00×96.00%
Long shot20.00×94,200,00077.57%Wildfire pays 20.00×96.00%
Long shot50.00× (uncapped)96,000,00077.99%—96.00%

No operator multiplier cap is configured for Strike by default.

Payout rounding ​

The payout is floor(stake × min(multiplier, cap)) in the currency's smallest unit — never rounded up. Uncapped, money RTP is exactly R for Steady stakes that are multiples of 10 minor units, Bold even stakes and every Long shot stake; under a binding cap payouts can round down by less than one minor unit, always to the house's benefit. The minimum stake is 1.00 (rtp-96, uncapped):

Stake (2-decimal currency)Steady, rtp-96Bold, rtp-96Long shot, rtp-96
0.10 (below the 1.00 floor)96.000%96.000%96.000%
0.50 (below the 1.00 floor)96.000%96.000%96.000%
1.0096.000%96.000%96.000%
1.0195.790%95.787%96.000%
1.0295.779%96.000%96.000%
1.0595.905%95.795%96.000%
1.1096.000%96.000%96.000%
1.5096.000%96.000%96.000%
1.5595.935%95.861%96.000%
9.9995.945%95.978%96.000%
10.0096.000%96.000%96.000%
10.0195.979%95.978%96.000%

Provably fair ​

For tenants with provably fair enabled, the round's one draw is derived from the committed server seed at the bare round block (clientSeed:nonce, no sub-nonce — Strike is a single-step game like Slotty Slots and Shatter), purpose label ignition, a uniform integer in [0, W − 1]. The round record stores the setting (setting) and the round cap (capHundredths); with them and the published paytable that priced the round (strike_ladder: the ladders, the cap rule and a ladderHash the verifier recomputes), the verifier rebuilds the round's weights, reproduces the draw, the flame and the payout, and the verification page does the same in the browser and compares it with what the round booked. Rounds played before 2026-10-24 07:25 UTC (Strike 1.0: one fixed multiplier per setting, lit or unlit) are verified with their own 1.0 rules — the paytable is chosen by the round's start time. See Provably Fair.

Integration notes ​

  • Bet: POST /games/strike/rounds with { "betAmount": <whole minor units>, "setting": "steady" | "bold" | "longshot", "currency": "…" }. The setting is required; an unknown setting, a stake that is not a whole number of minor units, or a stake whose round cap would fall below 2× is refused (422) before anything is drawn or debited. The cap refusal is 20001 with details.reason max_win_cap and details.engineCode 30605.
  • The response settles the round: the stake debit, the draw and the credit happen in the one call (there are no actions, no cash-out and no open round: GET /games/strike/rounds/active always answers null). Its outcome carries setting, level (the flame id, unlit for no light), name, flame (0–8), lit, fullMultiplierHundredths, multiplierHundredths (what was paid: the flame's multiplier, at most the round cap), multiplier, capped and winAmount — everything the client needs to animate the result, and no RNG internals.
  • Game metadata (rules): per setting, the flames (levels: id, name, multiplier, flame) and maxMultiplier; operatorMaxWinMultiplier when an operator cap is set; roundMaxWin / maxWinAmount — never weights, chances or the RTP.