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.
| Property | Value |
|---|---|
| Game ID | strike |
| Engine version | 2.0.0 |
| Type | single_step |
| Volatility | Medium overall; the player sets it with the setting — Steady low, Bold medium, Long shot high |
| Max Win | 50× bet (a Wildfire on Long shot) |
| RTP variants | 92.00% / 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 stake | 100 minor units (1.00 in 2-decimal currencies), over any lower operator setting |
| Random draws | One per round, at the bet |
| Theme | A matchbox, a wooden match, sparks and a flame |
How a round works
| Phase | Description | Player input |
|---|---|---|
| Set up | Choose the ignition setting and the bet | Setting selector ("up to 10× / 25× / 50×"), bet |
| Strike | The stake is debited, ONE draw picks the flame (or no light), and the round settles in the same call | Tap the matchbox, press Strike, or Enter / Space |
| Reveal | The 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 ready | None |
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×.
| Setting | Flames, ascending (multiplier, stake included) | Maximum |
|---|---|---|
| Steady | Fizzle 0.20× · Spark 0.50× · Flame 1.20× · Torch 2.00× · Blaze 5.00× · Inferno 10.00× | 10.00× |
| Bold | Spark 0.50× · Flame 1.50× · Torch 2.50× · Blaze 5.00× · Inferno 10.00× · Firestorm 25.00× | 25.00× |
| Long shot | Torch 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.
| Setting | Flame | Multiplier | Weight (rtp-96, W = 96,000,000) | Chance |
|---|---|---|---|---|
| Steady | Unlit | — | 12,960,000 | 13.50% |
| Steady | Fizzle | 0.20× | 9,600,000 | 10.00% |
| Steady | Spark | 0.50× | 19,200,000 | 20.00% |
| Steady | Flame | 1.20× | 44,400,000 | 46.25% |
| Steady | Torch | 2.00× | 7,680,000 | 8.00% |
| Steady | Blaze | 5.00× | 1,920,000 | 2.00% |
| Steady | Inferno | 10.00× | 240,000 | 0.250% |
| Bold | Unlit | — | 50,304,000 | 52.40% |
| Bold | Spark | 0.50× | 9,600,000 | 10.00% |
| Bold | Flame | 1.50× | 20,160,000 | 21.00% |
| Bold | Torch | 2.50× | 11,520,000 | 12.00% |
| Bold | Blaze | 5.00× | 3,456,000 | 3.60% |
| Bold | Inferno | 10.00× | 864,000 | 0.900% |
| Bold | Firestorm | 25.00× | 96,000 | 0.100% |
| Long shot | Unlit | — | 74,870,400 | 77.99% |
| Long shot | Torch | 3.00× | 14,880,000 | 15.50% |
| Long shot | Blaze | 5.00× | 4,320,000 | 4.50% |
| Long shot | Inferno | 10.00× | 1,440,000 | 1.50% |
| Long shot | Firestorm | 20.00× | 432,000 | 0.450% |
| Long shot | Wildfire | 50.00× | 57,600 | 1 in 1,667 |
Across the variants:
| Variant | Setting | Lights | Returns ≥ 1× | Partial return (< 1×) | Top flame |
|---|---|---|---|---|---|
| rtp-92 | Steady | 82.90% | 54.15% | 28.75% | 1 in 417 |
| rtp-92 | Bold | 45.62% | 36.03% | 9.58% | 1 in 1,043 |
| rtp-92 | Long shot | 21.09% | 21.09% | 0.00% | 1 in 1,739 |
| rtp-94 | Steady | 84.70% | 55.32% | 29.38% | 1 in 409 |
| rtp-94 | Bold | 46.61% | 36.82% | 9.79% | 1 in 1,021 |
| rtp-94 | Long shot | 21.55% | 21.55% | 0.00% | 1 in 1,702 |
| rtp-96 | Steady | 86.50% | 56.50% | 30.00% | 1 in 400 |
| rtp-96 | Bold | 47.60% | 37.60% | 10.00% | 1 in 1,000 |
| rtp-96 | Long shot | 22.01% | 22.01% | 0.00% | 1 in 1,667 |
| rtp-97 | Steady | 87.40% | 57.09% | 30.31% | 1 in 396 |
| rtp-97 | Bold | 48.10% | 37.99% | 10.10% | 1 in 990 |
| rtp-97 | Long shot | 22.24% | 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 / 100So 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.
| Variant | Setting | RTP (exact, every accepted cap) | SD of one round (stakes) | Rounds to 99.9% house-ahead |
|---|---|---|---|---|
| rtp-92 | Steady | 92.00% | 0.932 | 1,297 |
| rtp-92 | Bold | 92.00% | 1.635 | 3,989 |
| rtp-92 | Long shot | 92.00% | 2.484 | 9,204 |
| rtp-94 | Steady | 94.00% | 0.932 | 2,305 |
| rtp-94 | Bold | 94.00% | 1.647 | 7,195 |
| rtp-94 | Long shot | 94.00% | 2.507 | 16,669 |
| rtp-96 | Steady | 96.00% | 0.932 | 5,183 |
| rtp-96 | Bold | 96.00% | 1.659 | 16,419 |
| rtp-96 | Long shot | 96.00% | 2.530 | 38,189 |
| rtp-97 | Steady | 97.00% | 0.932 | 9,207 |
| rtp-97 | Bold | 97.00% | 1.664 | 29,390 |
| rtp-97 | Long shot | 97.00% | 2.541 | 68,495 |
"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:
| Setting | Round cap (rtp-96) | W = A0(C) | Unlit | Flames paid at the cap | RTP (exact) |
|---|---|---|---|---|---|
| Steady | 2.00× | 88,000,000 | 5.64% | Blaze, Inferno pay 2.00× | 96.00% |
| Steady | 5.00× | 94,750,000 | 12.36% | Inferno pays 5.00× | 96.00% |
| Steady | 10.00× (uncapped) | 96,000,000 | 13.50% | — | 96.00% |
| Bold | 2.00× | 69,700,000 | 34.44% | Torch, Blaze, Inferno, Firestorm pay 2.00× | 96.00% |
| Bold | 5.00× | 89,500,000 | 48.94% | Inferno, Firestorm pay 5.00× | 96.00% |
| Bold | 10.00× | 94,500,000 | 51.64% | Firestorm pays 10.00× | 96.00% |
| Bold | 25.00× (uncapped) | 96,000,000 | 52.40% | — | 96.00% |
| Long shot | 2.00× | 44,020,000 | 52.00% | Torch, Blaze, Inferno, Firestorm, Wildfire pay 2.00× | 96.00% |
| Long shot | 5.00× | 79,050,000 | 73.27% | Inferno, Firestorm, Wildfire pay 5.00× | 96.00% |
| Long shot | 10.00× | 89,100,000 | 76.29% | Firestorm, Wildfire pay 10.00× | 96.00% |
| Long shot | 20.00× | 94,200,000 | 77.57% | Wildfire pays 20.00× | 96.00% |
| Long shot | 50.00× (uncapped) | 96,000,000 | 77.99% | — | 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-96 | Bold, rtp-96 | Long 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% |
| 1.00 | 96.000% | 96.000% | 96.000% |
| 1.01 | 95.790% | 95.787% | 96.000% |
| 1.02 | 95.779% | 96.000% | 96.000% |
| 1.05 | 95.905% | 95.795% | 96.000% |
| 1.10 | 96.000% | 96.000% | 96.000% |
| 1.50 | 96.000% | 96.000% | 96.000% |
| 1.55 | 95.935% | 95.861% | 96.000% |
| 9.99 | 95.945% | 95.978% | 96.000% |
| 10.00 | 96.000% | 96.000% | 96.000% |
| 10.01 | 95.979% | 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/roundswith{ "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 is20001withdetails.reasonmax_win_capanddetails.engineCode30605. - 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/activealways answersnull). Its outcome carriessetting,level(the flame id,unlitfor no light),name,flame(0–8),lit,fullMultiplierHundredths,multiplierHundredths(what was paid: the flame's multiplier, at most the round cap),multiplier,cappedandwinAmount— everything the client needs to animate the result, and no RNG internals. - Game metadata (
rules): per setting, the flames (levels:id,name,multiplier,flame) andmaxMultiplier;operatorMaxWinMultiplierwhen an operator cap is set;roundMaxWin/maxWinAmount— never weights, chances or the RTP.