This is an on-chain, fully transparent dice game powered by Solana. Each play costs exactly 0.1 SOL and gives you one shot to roll four dice.
You can't win multiple jackpots in a single roll. Only your highest qualifying tier pays out. This game runs entirely on-chain — you connect your Solana wallet, press "Play," and results + payouts are handled instantly by the smart contract. Everything is fully visible on the blockchain.
1 Play = 0.1 SOL
Each play is split automatically:
Allocation | % of Bet | Amount (SOL) |
---|---|---|
Devs/Costs | 10% | 0.010 |
Future Jackpot Reserve | 15% | 0.015 |
Jackpots | 65% | 0.065 |
One Six Payouts | 10% | 0.010 |
Once the Future Reserve hits 10 SOL, the 15% is redirected into jackpots. Jackpot funding increases to 80% of each play, with 10% still allocated to One Six wins.
Jackpots grow continuously with every play — there are no fixed payouts. When a jackpot is hit, the full pot is paid out and then refilled from the reserve.
Each jackpot is seeded from the reserve after a win:
Jackpot Tier | Refill Amount |
---|---|
Four-Sixes | 1.00 SOL |
Three-Sixes | 0.10 SOL |
Two-Sixes | 0.01 SOL |
One-Six | 0.02 SOL |
Jackpot Tier | % of Jackpot Split | Amount per Play |
---|---|---|
Four-Sixes | 60% | 0.045 SOL |
Three-Sixes | 25% | 0.01875 SOL |
Two-Sixes | 15% | 0.01125 SOL |
One-Six | Fixed | 0.02 SOL |
Jackpot Tier | Outcome | Probability | Avg. Plays per Hit | % Chance per Play |
---|---|---|---|---|
Four-Sixes | 6,6,6,6 | 1 in 1,296 | 1,296 plays | 0.077% |
Three-Sixes | 3x 6s | 20 in 1,296 | 64.8 plays | 1.54% |
Two-Sixes | 2x 6s | 150 in 1,296 | 8.64 plays | 11.57% |
One-Six | 1x 6 | 324 in 1,296 | 4 plays | 26.0% |
Every play contributes 0.015 SOL (15%) to the reserve until it reaches the 10 SOL cap. After this, the 15% goes to jackpots instead.
Reserve Balance | Plays Needed to Reach 10 SOL |
---|---|
0 SOL | 667 plays |
3 SOL | 467 plays |
5 SOL | 334 plays |
9 SOL | 67 plays |
10 SOL | 0 plays (cap reached) |
This creates a self-sustaining, dynamic loop:
The result is a fair, transparent, and high-excitement game loop with long-term sustainability.
The reserve system is designed for stability and self-correction. It ensures jackpots are instantly refilled after wins, while adapting automatically to gameplay volume and win frequency.
Unlike theoretical models, this section focuses on the actual behavior of the reserve under the game's true mechanics and cap of 10 SOL.
Every play contributes 0.015 SOL (15%) to the reserve while it is below the 10 SOL cap. When the reserve reaches 10 SOL, those contributions are redirected to the jackpots until a win triggers a refill.
Jackpot Tier | Avg. Frequency | Reserve Cost | Plays to Refill |
---|---|---|---|
Two-Sixes | Every 8.6 plays | 0.01 SOL | < 1 play |
One-Six | Every 4 plays | 0.02 SOL fixed | N/A (Fixed payout) |
Three-Sixes | Every 65 plays | 0.10 SOL | ~7 plays |
Four-Sixes | Every 1,296 plays | 1.00 SOL | ~67 plays |
This shows that:
During a typical 1,296-play cycle (where one Four-Sixes win is expected), the reserve might:
But over those same 1,296 plays, the reserve could have added:
1,296 × 0.015 = 19.44 SOL (if below cap)
Since the cap is 10 SOL, the reserve tops out quickly, and then returns to refill mode as soon as it dips below 10.
Thanks to the fast recovery rate and the high volume of plays between major jackpots, the reserve is incredibly resilient. In normal conditions, it will:
Reserve Range | Expected Behavior |
---|---|
9–10 SOL | Common. Refills quickly between wins |
8–9 SOL | Typical state after a small-to-mid win |
7–8 SOL | Post-Four-Sixes, short-lived |
Below 7 SOL | Very unlikely without back-to-back big wins |
Even after a Four-Sixes win, the reserve recovers in around 67 plays. This fast refill cycle keeps the system balanced and jackpots reliably funded.