How Interval Relation Works
The game involves drawing 4 independent uniform readings from a set of thirteen pockets (values 0–12). To determine the score, the first two readings are sorted into a closed interval A, and the last two readings are sorted into a closed interval B. The classification follows a strict order:
- Equal Intervals (Score 4): If intervals A and B are identical.
- Strict Disjointness (Score 0): If the intervals do not touch or overlap.
- Containment without Equality (Score 2): If one interval is inside the other but they are not equal.
- Shared Endpoint (Score 1): If the intervals share a single point (zero-length intersection).
- Partial Positive Overlap (Score 3): If they overlap but do not meet the above criteria.
For example, if the drawn symbols are [0, 0, 0, 0], the intervals are [0,0] and [0,0], resulting in a score of 4. If the symbols are [0, 1, 2, 3], the intervals are [0,1] and [2,3], which are disjoint, resulting in a score of 0.
Payout and Settlement
When a ticket matches the result, the gross payout is calculated as:
0.96 × Captured Whole Stake × Total Support / Number of Winning Ordered Outcomes
A miss returns zero. The game processes a 480ms settlement period. During this time, and while an auto-queue is active, your stake, selected ticket, and refill options are locked. The actual gross RTP for all modes is exactly 0.96, though measured simulation results may vary slightly (e.g., ~96.24% for ticket 0).
Tickets and Modes
You must preselect one ticket before spinning. Tickets can overlap, meaning one outcome might satisfy multiple tickets, but you choose only one to play.
| Ticket | Description |
|---|---|
| 0 (Lower) | Covers the first floor(number of distinct attainable scores / 2) scores. |
| 1 (Upper) | Covers the remaining higher scores. |
| 2 (Even) | Covers even integer scores. |
The exact cutoff and approximate gross multiplier for each ticket are displayed in the demo interface.
Controls and Auto Play
The demo offers Auto and Stop controls:
- Auto: Schedules at most ten draws. Each draw is a whole outcome.
- Stop: Cancels future draws. Any currently active draw will finish its settlement process.
Sound remains available even when controls are locked during settlement.
Wallet and Persistence
The demo uses a local wallet with specific rules:
- Initial Balance: 1000 virtual coins.
- Refill: When fully idle and the balance is below 10, a manual refill sets the balance to exactly 1000, preserving any fractional carry.
- Persistence: Settled balances persist locally, even if the balance is zero. However, reloading the page discards any unfinished draw without a refund or resume option.
Mathematical Evidence
The following table shows the exact mathematical evidence from the owner contract for each ticket mode, based on 1,000,000 rounds:
| Ticket | Exact Probability (Num/Den) | Exact Gross RTP | Measured RTP |
|---|---|---|---|
| 0 (Lower) | 10,452 / 28,561 | 0.96 | ~96.25% |
| 1 (Upper) | 18,109 / 28,561 | 0.96 | ~95.99% |
| 2 (Even) | 20,553 / 28,561 | 0.96 | ~96.03% |
Note: Measured RTP is a sample observation and not the exact promised return.
Frequently asked questions
Does the demo require an account or login?
No. This is a browser-based demo with no account flow. Your balance is stored locally in the browser and does not require a registered user account.
What happens if I reload the page during a game?
If you reload the page, any unfinished draws are discarded without a refund. Only settled balances are preserved locally.
How is the score calculated?
Four readings (0-12) are drawn. The first two form interval A, and the last two form interval B. Scores are assigned based on the relationship between A and B: 4 for equal, 0 for disjoint, 2 for containment, 1 for shared endpoint, and 3 for partial overlap.