Solana Dice Game Whitepaper

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Game Mechanics: Four Dice. One Shot. Win Big.

Overview

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.

  • Roll 4 sixes — win the Four-Sixes Jackpot
  • Roll 3 sixes — win the Three-Sixes Jackpot
  • Roll 2 sixes — win the Two-Sixes Jackpot
  • Any other result — you don't win, but your 0.1 SOL helps grow the jackpots

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.

Cost to Play

1 Play = 0.1 SOL

Each play is split automatically:

Allocation% of BetAmount (SOL)
Devs/Costs10%0.010
Future Jackpot Reserve15%0.015
Jackpots65%0.065
One Six Payouts10%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.

Jackpot Structure

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.

Initial Jackpot Seeds

Each jackpot is seeded from the reserve after a win:

Jackpot TierRefill Amount
Four-Sixes1.00 SOL
Three-Sixes0.10 SOL
Two-Sixes0.01 SOL
One-Six0.02 SOL

Jackpot Growth Per Play

Jackpot Tier% of Jackpot SplitAmount per Play
Four-Sixes60%0.045 SOL
Three-Sixes25%0.01875 SOL
Two-Sixes15%0.01125 SOL
One-SixFixed0.02 SOL

Odds of Winning

Jackpot TierOutcomeProbabilityAvg. Plays per Hit% Chance per Play
Four-Sixes6,6,6,61 in 1,2961,296 plays0.077%
Three-Sixes3x 6s20 in 1,29664.8 plays1.54%
Two-Sixes2x 6s150 in 1,2968.64 plays11.57%
One-Six1x 6324 in 1,2964 plays26.0%

Reserve Growth

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 BalancePlays Needed to Reach 10 SOL
0 SOL667 plays
3 SOL467 plays
5 SOL334 plays
9 SOL67 plays
10 SOL0 plays (cap reached)

Dynamic System

  • While the reserve is under 10 SOL, it builds at 0.015 SOL per play
  • Once full, that 15% is redirected to jackpots (raising their cut to 90%)
  • When a jackpot is won, its refill amount is pulled from the reserve
  • If the reserve drops below 10 SOL again, the system resumes reserve-building mode

Why It Works

This creates a self-sustaining, dynamic loop:

  • Funding – Every play contributes to devs, reserve, and jackpots
  • Building – Reserve grows until it hits 10 SOL
  • Boosting – Jackpot growth increases with every play
  • Refilling – Jackpot tiers are refilled instantly from the reserve after a win
  • Balancing – If reserve dips, the system automatically redirects funding to refill it

The result is a fair, transparent, and high-excitement game loop with long-term sustainability.

📊 Reserve Modeling & Behavior

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.

🎯 Win Frequency vs. Refill Timing

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 TierAvg. FrequencyReserve CostPlays to Refill
Two-SixesEvery 8.6 plays0.01 SOL< 1 play
One-SixEvery 4 plays0.02 SOL fixedN/A (Fixed payout)
Three-SixesEvery 65 plays0.10 SOL~7 plays
Four-SixesEvery 1,296 plays1.00 SOL~67 plays

This shows that:

  • Two-Sixes wins are immediately recovered
  • Three-Sixes wins are covered in just a few plays
  • Even the largest payout, Four-Sixes, is fully recovered in ~67 plays

🔄 Real-Time Reserve Flow

During a typical 1,296-play cycle (where one Four-Sixes win is expected), the reserve might:

  • Drop by 1 SOL for the Four-Sixes
  • Drop by ~2 SOL for ~20 Three-Sixes
  • Drop by ~1.5 SOL for ~150 Two-Sixes
  • ➡️ Total draw: ~4.5 SOL

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.

📉 Reserve Range in Practice

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 RangeExpected Behavior
9–10 SOLCommon. Refills quickly between wins
8–9 SOLTypical state after a small-to-mid win
7–8 SOLPost-Four-Sixes, short-lived
Below 7 SOLVery 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.