Game Rules & Fairness
1. About these rules
1.1. These Game Rules & Fairness rules ("these Rules") explain how the games on the Service work, how their results are produced, and how rounds are settled, voided and refunded. They cover Reloader Originals (including Crash), Cases, Case Battles and Pick'Ems.
1.2. These Rules form part of our Terms and Conditions. If these Rules and the Terms and Conditions conflict, the Terms and Conditions prevail.
1.3. These Rules apply on reloader.gg and on every alliance site served under reloader.gg (for example <alliance>.reloader.gg). The same games run under the same rules on every site.
1.4. These Rules may be shown in other languages. If a translation differs from the English version, the English version prevails.
1.5. Casino games supplied by third-party providers and the sportsbook are not covered by these Rules. Their own rules apply, together with our Terms and Conditions.
2. Definitions
2.1. Balance means the Ł balance shown in your account. Stakes, prices and winnings in the games covered by these Rules are shown in Ł.
2.2. Stake means the amount you put into a round, a case open or a battle entry.
2.3. Round means one play of a game, from the stake being taken to the result being settled.
2.4. House edge means the share of stakes a game is designed to keep over time. Return to player (RTP) is 100% minus the house edge.
2.5. Server seed, client seed and nonce are the inputs used to produce a result. They are explained in section 4.
2.6. Verifier means a page on the Service that shows the inputs of a round and recalculates its result.
3. General rules for every game
Results
3.1. Every result is produced by the method described for that game in these Rules. Results are not influenced by your previous results, your balance or the size of your stake.
3.2. In Originals, Crash, Cases and Case Battles, the result is fixed when the round starts. Animations only show a result that already exists. Choices you make during a round (for example, which tile to reveal) decide what you uncover, not where the outcome was placed.
Stakes and settlement
3.3. A round only enters play once your stake has been taken successfully. If the stake cannot be taken, the round does not go ahead and you are not charged.
3.4. If we cannot confirm whether your stake was taken, the round is not in play and is held for review. We will not refund or settle it automatically. We review it and correct your balance if needed.
3.5. Winnings are credited to your balance after the round is settled. A credit may take a short time to appear.
Our records
3.6. If a result, stake or payout shown on your screen differs from our server records, our server records prevail. Contact support if you think our records are wrong.
Malfunctions and errors
3.7. A malfunction voids all affected plays and payouts. Where a result was already fixed and recorded before the malfunction, we may complete the round on that recorded result instead of voiding it. Where no result was recorded, the stake is refunded. The game-specific handling in sections 5 to 8 applies first.
3.8. We may void a round, a case open, a battle or a payout that was produced by an obvious error, a technical fault or a misconfiguration. If we void it, we return the stake. If a payout for it was already credited, we may reverse that payout.
Game availability and limits
3.9. We may open, pause, close or change any game at any time, including for maintenance. Some games may be available to some accounts only.
3.10. Each game has a minimum and a maximum stake. A stake outside these limits is refused.
3.11. Game settings such as the house edge, the maximum win, the stake limits and case odds are set by us and may change. A change does not apply to a round that has already started. It applies to the next round.
Restricted countries
3.12. If your country of registration, or the country of your current connection, is restricted for real-money play, you cannot place stakes in any game covered by these Rules. This includes opening cases and creating or joining Case Battles. You may still sign in, browse the Service and withdraw. See our Terms and Conditions.
Responsible gambling
3.13. If you have set a loss limit and you reach it, you cannot place new stakes in these games until the limit period resets. If you have self-excluded, you cannot use your account for the length of the exclusion. See our Responsible Gambling Policy.
Bonus funds
3.14. Whether bonus funds can be used in a game, and how much a stake counts toward a wagering requirement, is set out in our Bonus Terms. In summary:
(a) Case Battles can only be entered with cash. Bonus funds cannot be used.
(b) A case open is paid from your cash balance when your cash covers the full price. Where the Service allows a case to be opened with bonus funds, an open paid from bonus funds gives you the value of the item won as bonus funds, not the item itself (see 7.8).
(c) Other rules, including wagering contribution for each game, are in the Bonus Terms.
4. How results are generated
4.1. The games in sections 5, 7 and 8 use a server seed, a client seed and a nonce:
(a) Server seed. A random value created by us. Before it is used, we show its SHA-256 hash (the "commitment"). The hash fixes the seed: we cannot change the seed later without the hash changing.
(b) Client seed. A second value that is combined with the server seed. For Cases you can change it before you open. For Case Battles it is set from the battle. For Originals it is set by the game.
(c) Nonce. A counter that goes up by one with every round played on the same server seed. A nonce is used once, even if the round then fails, so a result that has been shown cannot be produced again.
(d) Result. The result is calculated from HMAC-SHA256 of the server seed and the client seed and nonce, then turned into a roll, card, tile layout, path or item by the method for that game.
4.2. Seed reveal. A result can only be recalculated by you once the server seed itself is revealed. The status of seed reveal is different for each product:
(a) Cases and Case Battles: you can reveal your server seed by rotating it (sections 7 and 8). Rotating reveals the old seed and creates a new committed seed. Once revealed, the verifier recalculates each open or roll made with that seed.
(b) Originals (Coinflip, Dice, HiLo, Limbo, Mines, Plinko, Towers): results are generated from a committed server seed, the client seed and a nonce, and the hash of the server seed is shown in the game. Seed reveal for these games is not yet available. Until it is, you cannot recalculate the result of a round yourself. The round details page for these games shows the committed hash and states that the seed has not been revealed.
(c) Crash: Crash does not use a per-player seed. It uses a hash chain (section 6). Each round's hash is revealed when the round ends and can be checked on the Crash verifier.
5. Reloader Originals
5.1. Games. The Reloader Originals are Coinflip, Dice, HiLo, Limbo, Mines, Plinko and Towers. Crash is also an Original and is covered in section 6.
5.2. How each game works. The rules of each game are shown on its page. In summary:
(a) Coinflip: you pick a side. The side the coin lands on is fixed by the seed, and your pick is not an input to it.
(b) Dice: you choose a target and whether the roll must land under or over it. The roll is between 0.00 and 99.99. The chance of winning and the payout multiplier are shown before you roll. Targets that would pay less than 1.01× are not offered.
(c) Limbo: you choose a target multiplier. You win if the result is equal to or higher than your target, and a win pays your target multiplier.
(d) HiLo: you call whether the next card is higher or lower than the current one. A card of the same rank wins either call. Each card is drawn from a full deck, so every rank is always possible. Winning calls multiply your total. You may skip a card, up to the limit the game shows. You may cash out after at least one winning call. A losing call ends the round and you lose the stake.
(e) Mines: you choose the number of mines. The mines are placed when the round starts. Each safe tile you reveal raises the multiplier. You may cash out after at least one safe tile. Revealing a mine ends the round and you lose the stake.
(f) Plinko: you choose the number of rows and a risk level. The ball's path is fixed by the seed, and the bucket it lands in sets the multiplier shown on the board.
(g) Towers: you choose a difficulty. The safe tiles on every row are placed when the round starts. Each row you clear raises the multiplier. You may cash out after at least one row. Choosing an unsafe tile ends the round and you lose the stake.
5.3. House edge. Each game has a house edge set by us. The edge is built into the multipliers, payout tables and win chances each game shows before you play. The edge in force when you place a bet is recorded with that bet and applies to it, even if the edge changes afterwards.
5.4. Maximum win. Each game has a maximum win for a single round. A payout is never higher than the maximum win, and any amount above it is not paid. The potential win and cash-out amounts shown in each game already apply this limit.
5.5. Results. Results are produced as described in 4.1 and 4.2(b). Seed reveal for these seven games is not yet available.
5.6. Unfinished rounds (Mines, Towers, HiLo). Where enabled, a Mines, Towers or HiLo round that is left unfinished for 24 hours is closed automatically:
(a) if you had made at least one successful step (a safe tile, a cleared row or a winning call), the round is cashed out at its current multiplier, subject to the maximum win; or
(b) if you had not made any successful step, your stake is refunded.
If the refund cannot be confirmed, the round is held for review under 3.4.
5.7. Interrupted rounds. If a round is interrupted after your stake is taken but before the result is applied, we complete it using the result that was fixed and recorded when the round started. The result is never produced again.
5.8. Game sessions. Where game sessions are enabled, part of your balance may be moved into a game session when you start playing Originals, so rounds settle faster. The remaining session amount is returned to your main balance after a period without play, at regular intervals, and before a withdrawal or another money action on your account.
6. Crash
6.1. How a round works. Each round has a betting window. When it closes, the multiplier starts at 1.00× and rises until the round crashes. You win if you cash out before the crash. Your payout is your stake times the multiplier at which you cashed out, subject to the maximum win. If you have not cashed out when the round crashes, you lose your stake.
6.2. One bet per round. You can place one bet per round, during the betting window only. A bet placed too close to the end of the betting window may be refused. If your stake is confirmed only after the betting window has closed, the bet does not enter the round and your stake is refunded.
6.3. Cash-out. You can cash out by hand while the round is running. A manual cash-out that reaches us at or after the crash point is refused. You can also set an automatic cash-out between 1.01× and the maximum multiplier. An automatic cash-out pays at your chosen multiplier if the round reaches it.
6.4. Maximum multiplier and maximum win. Crash has a maximum multiplier set by us. A round that reaches the maximum multiplier ends there, and bets not cashed out before then lose. A payout is never higher than the maximum win. The potential win shown before you cash out already applies this limit.
6.5. House edge. Crash has a house edge set by us. The crash point formula applies the edge so that the expected return is the same for every cash-out target. The edge used for each round is recorded with the round and shown on the Crash verifier.
6.6. Hash chain. Crash results come from a pre-generated chain of hashes:
(a) each hash in the chain is the SHA-256 hash of the next one, and the chain is used in reverse order, one hash per round;
(b) the last hash of the chain (the "terminal hash") and the chain's public salt are fixed when the chain is created, before its first round, and are published on the Crash chains page (/originals/crash/chains) from that moment;
(c) each round's hash is revealed when the round crashes. Its SHA-256 hash must equal the previous round's hash, or the terminal hash for the chain's first round; and
(d) the crash point is calculated from HMAC-SHA256 of the round hash and the salt, using the formula shown on the Crash verifier.
6.7. Crash verifier. For every round whose hash has been revealed, the Crash verifier shows the round hash, the previous hash (or the terminal hash), the salt, the edge used and the recalculated crash point, and whether they match the recorded result. You can also enter a hash, salt and edge to recalculate a crash point yourself.
6.8. New chains. We may replace the chain in use with a new one. Rounds from an earlier chain stay checkable on the verifier. If the chain in use fails its own check, we stop using it.
6.9. Restarts. If our game server restarts while a round is open or running, that round is void and its hash is revealed. Confirmed stakes in it are refunded. Bets that were already cashed out are paid. A stake whose charge cannot be confirmed is held for review under 3.4.
7. Cases
7.1. Odds and values. Each case page lists every item the case can give, with its chance of being won and its credited value. The odds shown are the odds used for your open. The table used is stored with every open, so a later change to the case does not change a past open.
7.2. How an open is decided. The result is calculated from your server seed, your client seed and the nonce (4.1). The roll is matched to the case's items in order of item ID, using each item's chance.
7.3. Client seed. You can change your client seed on the case page before you open. It is recorded with the open and shown on the verifier.
7.4. Seed reveal and the verifier. The case page shows the hash of your current server seed. You can rotate your seed at any time. Rotating reveals the old seed and creates a new committed seed. The Cases verifier then recalculates any open made with the revealed seed, step by step, against the odds table stored with that open. Until you rotate, the verifier shows the committed hash only.
7.5. What you receive. An item can be a skin, bonus funds, or nothing:
(a) Skin: the skin is added to your inventory at the credited value shown on the case page. The value is fixed when you open the case. The skin's market price may later differ.
(b) Bonus funds: the amount is credited as bonus funds under the Bonus Terms.
(c) Nothing: no item or value is given.
7.6. Equal-value substitution. Where enabled, if the skin you won cannot currently be supplied, you may receive a different skin with the same credited value.
7.7. Selling back or withdrawing a skin. You can sell a skin in your inventory back for cash at the sell-back rate shown in your inventory at the time of sale. The rate is applied to the item's credited value. Withdrawing a skin to your Steam account is covered by our Purchase & Refund Terms.
7.8. Opens paid from bonus funds. Where the Service allows a case to be opened with bonus funds, an open is paid either wholly from cash or wholly from bonus funds, never from both. It is paid from cash if your cash covers the full price. An open paid from bonus funds gives you the credited value of the item won as bonus funds, and no skin is added to your inventory.
7.9. Failed and refunded opens. If an open fails after the price was charged, the charge is refunded automatically. If an open is refunded, any item it gave you is removed from your inventory. If you have already sold that item, we may reverse the sale credit.
8. Case Battles
8.1. What a battle is. In a Case Battle, two or more participants open the same list of cases, one round per case. The entry price is the total price of the cases in the battle. The battle shows the number of seats, the cases and the winner mode before you join.
8.2. Winner modes.
(a) Highest: the participant (or team) with the highest total value wins.
(b) Crazy: the participant (or team) with the lowest total value wins.
(c) Jackpot: one participant (or team) is drawn at random, with a chance in proportion to their total value.
(d) Crazy jackpot: one participant (or team) is drawn at random, with a higher chance the lower their total value.
8.3. Teams. In a team battle, seats are grouped into teams and each team's total is the sum of its members' totals. Every member of the winning team shares the items.
8.4. Winnings. The winner receives every skin won by every seat in the battle, added to their inventory at its credited value. Case Battles do not pay out cash. Cases that include bonus-funds prizes cannot be used in battles.
8.5. Ties. If two or more participants (or teams) tie in Highest or Crazy mode, they all win and the items are split between them. The highest-value item goes first, each item goes to the winner with the lower running total, and on equal totals to the winner in the earliest seat.
8.6. Odds. Every seat in a round rolls on the same odds table. That table is either the case's published odds or, where we set a battle RTP, an odds table calculated for that battle when it is created. The battle RTP, where set, is shown when you create a battle, in the battle room and on the verifier. The table used is stored with every roll.
8.7. House seats. Case Battles may include house-operated participants ("house seats"). House seats are always marked as such on the battle page and on the fairness verifier. House seats play under the same roll mechanism as every other participant: each rolls on the same odds table with its own server seed, created for that battle and revealed when the battle finishes. A house seat's rolls do not change the odds table or any other participant's rolls. Like any participant, a house seat's total counts when the winner is decided, and a house seat can win the battle.
8.8. How rolls are decided. Each seat's roll is calculated from that participant's battle server seed, a client seed taken from the battle, and a nonce (4.1). In the jackpot modes, the winner draw is calculated from the battle's own server seed. The battle seed's hash is shown before the battle, and the seed is revealed when the battle finishes.
8.9. Seed reveal and the verifier. Your own battle server seed is revealed when you rotate it. The Case Battles verifier recalculates each roll, each total and the winner of a finished battle. It uses house-seat seeds and the battle seed once revealed, and your seed once you rotate it.
8.10. Unfilled battles. A battle that does not fill before its timer runs out expires, and every entry is refunded. The time left is shown in the battle room.
8.11. Cancellation. The creator can cancel a battle while it is still waiting for players. We may cancel a battle that is waiting, full or held for review. If a battle is cancelled, every entry is refunded. A battle is also cancelled and refunded if one of its cases is no longer available when the battle is due to start.
8.12. Joining. Once you have joined a battle you cannot leave it. Your entry is only returned if the battle expires or is cancelled. If your entry charge cannot be confirmed, your seat is held for review under 3.4.
9. Pick'Ems
9.1. Free to play. Pick'Ems is a free prediction game. You do not pay to enter or to make picks, and no stake is taken.
9.2. Who can play. Each Pick'Ems league is run by an alliance (the league's "host"; Reloader's own leagues are run by Reloader). To make picks and appear on a league's leaderboard, you must follow that alliance. Staff accounts do not appear on the public leaderboard and cannot win prizes.
9.3. Making picks. You can make or change a pick until the game locks. After the game locks, picks cannot be made or changed.
9.4. Scoring. Each league page shows a "How scoring works" section, generated from the same settings the scoring uses. Depending on the league:
(a) a correct pick scores fixed points, or, in leagues scored on odds, a multiple of the odds of your chosen outcome at the time you made the pick. If you change a pick, the odds at the time of the change apply;
(b) in leagues scored on odds, bonus points may be awarded for a run of correct picks in a row ("streak") and for getting every game right on a day that has at least the minimum number of games ("perfect day"). Games you do not pick, and void games, do not break a streak;
(c) where enabled, you can pick a champion before the league's first game locks, and score bonus points if that team wins the event.
9.5. Leaderboard and ties. Players are ranked by points. Ties are broken by the number of correct picks, then by who made their final pick earliest.
9.6. Void and postponed games. The league's host may void a game, for example if it is cancelled. A void game is out of play for good: it scores nothing, and points already awarded for it are removed from the leaderboard. A voided game that is played later may be added again as a new game. In survivor leagues, a void game, or a game postponed beyond the league's grace period, does not eliminate anyone.
9.7. Corrected results. If a game's result is corrected, every pick on it is scored again against the corrected result. Points and bonuses change to match.
9.8. Prizes. Prizes, if any, are set and described by the league's host on the league page. Prizes are awarded to the account, and there is one prize per person. We may review the top of a leaderboard for several accounts held by one person before prizes are awarded.
9.9. Lucky draw. Some leagues run a lucky draw, with the number of winners and the minimum number of picks shown on the league page. Before the league's first game, a server seed is created and its hash is shown on the league page. The published method for choosing winners combines that server seed with the hash of a Bitcoin block mined after the league closes, applied to the list of eligible players. A public page for checking a lucky draw yourself is not yet available.
10. Questions and complaints
10.1. If you have a question about a round, open or battle, contact support and give the round, bet, open or battle ID. Complaints are handled under our Terms and Conditions.