How casino games work
Every game on this site comes with two things: how it's played, and what it costs the person playing it. You can try each one with free play chips as you read.
Pick somewhere to start
How casinos make money
Casino games aren't rigged and they aren't broken. They're priced. Each one pays slightly less than the true odds of the thing it's settling, and that little gap — the house edge — is the product being sold.
A 2.7% edge means the operator expects to keep 2.7 chips out of every 100 wagered, forever, without a single unfair outcome. Short sessions swing wildly, which is why people win often enough to come back. Long sessions settle onto the edge, which is why the revenue line is one of the most predictable in entertainment.
Both of those are visible on the Reality check page: your actual chips plotted against what the maths expected.
Pokies
Roughly seventy percent of an online casino's revenue comes from these. No decisions, no strategy — and they're the only game where the odds you're being offered are invisible unless you go looking.
The whole game, in four lines
- You choose a stake and press spin.
- An RNG picks a stop position for every reel — before any animation runs.
- The symbols that landed get compared against a pay table.
- You're paid, or you're not. The spinning is a display, not a lottery.
Weighted reels — the bit nobody explains
A reel doesn't hold one of each symbol. It holds a strip, and symbols appear on that strip at wildly different frequencies. On the classic machine here, the jackpot seven takes up 1 of 32 stops, so three of them land once in 32,768 spins. Meanwhile the machine can show you a seven just above or below the line constantly. That near-miss is designed, not luck.
| Symbol | Stops on the strip | Chance per reel |
|---|
The three machines you'll meet
| Type | What it looks like | How it feels |
|---|---|---|
| Classic reels | 3 reels, 1 payline, fruit and bars | Simple, brutal, rarely pays but pays properly. High volatility. |
| Video slot | 5 reels, 3 rows, 10–50 paylines, wilds, scatters, free spins | The modern default. Pays small amounts often, big amounts rarely. |
| Jackpot slot | Base game plus a pool of prizes that grows with every spin played | Base game pays worse than normal, because part of your stake funds the pot. |
Other formats worth recognising
- Megaways — reels change height every spin, so the number of ways to win varies from a few hundred to 117,649. It's a licensed mechanic, not a brand of luck. Usually very high volatility.
- Cluster pays — no paylines at all. Match 5+ symbols touching each other anywhere on a grid, they vanish, new ones drop in. Chains of wins from one spin.
- Hold and win / link and win — land enough special symbols and they lock in place while you get respins to fill the grid. This is where most modern jackpots live.
- Buy feature — pay 80–100× your stake to jump straight into free spins. Banned in the UK and several other markets, because it removes the pause between decisions.
The four kinds of jackpot
| Kind | How it works | Typical size |
|---|---|---|
| Fixed | A set top prize. Doesn't move. | 1,000–10,000× stake |
| Standalone progressive | Grows from that one game's spins only. | Small, hits often |
| Local / pooled | Grows from every player on that game at one operator. | Medium |
| Wide area progressive | Pooled across many operators. The life-changing ones. | Millions, hits rarely |
| Must-drop | Guaranteed to pay before a time or amount. Genuinely improves your odds as it nears the cap. | Capped, frequent |
Terms you'll be asked about
- RTP — return to player. The long-run percentage of stakes paid back. House edge is 100% minus RTP.
- Volatility — how lumpy that return is. Two machines can share an RTP and feel nothing alike.
- Hit frequency — how often a spin pays anything at all, including less than you staked.
- Loss disguised as a win — staking 10 and winning 2 gets the same celebration sound as staking 10 and winning 200. It's a live regulatory topic, and you'll see it flagged in the game below.
Pay table
Every number below is calculated from the reel strip when this page loads — nothing here is decorative.
| Combination | Pays | Chance | Share of RTP |
|---|
There's no strategy. There is arithmetic.
Nothing you do changes a slot's expected outcome — not stake size, not timing, not stopping the reels early, not switching machines after a win. The only two levers are which machine (its RTP) and how long you play (total wagered).
At 5 chips a spin, 600 spins an hour, on the classic 5.76% machine: 5 × 600 × 0.0576 = 173 chips an hour, on average. That number is the product. Everything else — the sound design, the near misses, the free spin round — is packaging around it.
Why the swing feels so much bigger than 5%
Because hour to hour, it is. High-volatility games hand back most of their RTP through rare events, so a typical session looks nothing like the average. Run Simulate 500 spins a few times and watch the actual return land anywhere between "great night" and "wiped out" while the underlying number never moves.
Choosing between the three machines
| Classic | Video | Jackpot | |
|---|---|---|---|
| Return | 94.24% | 96.93% | 94.49%* |
| Pays anything | ~36% | ~39% | ~24% |
| Pays more than you staked | ~8% | ~22% | ~24% |
| Volatility | High | Medium | Very high |
| Best for | Understanding the mechanic | Longest play per chip | The one-in-a-million story |
* Only if you count the jackpot money. Ignore the jackpots and it's 93.29%.
Look at those two middle rows together, because that's the trick. The classic machine pays something on more than a third of spins — but most of those are a single cherry handing your stake straight back. Nothing happened, and the machine still made a noise. That gap between "a win" and "more money than you started the spin with" is the most useful thing on this page.
Myths worth being able to kill in one line
- "It's due." Every spin is independent. 400 dry spins doesn't change spin 401 at all.
- "It went cold after my win." There's no state carried between spins on a standard RNG slot.
- "Bigger stakes hit more often." Stake scales prizes and losses equally. Some games do gate features behind max bet — that's a pay table difference, and it's disclosed in the rules screen.
- "The casino flips a switch when I'm winning." In licensed markets the RTP is certified by an independent test house, and changing it means recertification and usually regulator notice.
- "The jackpot's overdue." True only for must-drop jackpots, which are contractually guaranteed to pay by a certain point. For everything else, no.
Blackjack
The lowest house edge on the floor, and the only common game where your decisions genuinely move the number. Get closer to 21 than the dealer without going past it.
What the cards are worth
2 through 10 are face value. Jack, queen and king are all 10. An ace is 11 unless that would take you over 21, in which case it quietly becomes 1. A hand holding a flexible ace is called soft — A+6 is "soft 17" — and any other hand is hard.
How a round goes
- You bet. You get two cards face up. The dealer gets one face up and one face down (the hole card).
- An ace plus any ten-value card on your first two cards is a blackjack and pays 3:2 straight away.
- You choose: hit (take a card), stand (stop), double (double your bet, take exactly one more card), or split (turn two matching cards into two hands with two bets).
- Go over 21 and you bust — you lose right there, before the dealer has even played.
- The dealer then turns over and plays a fixed rule with no judgement involved: draw to 16, stand on all 17.
- Higher total wins. Equal totals push and your bet comes back. Wins pay 1:1.
Rule changes that matter
- Blackjack paying 6:5 instead of 3:2 adds about 1.4% to the house edge. It's the worst rule change in modern casinos and it's everywhere. Check the felt.
- Dealer hits soft 17 — adds roughly 0.22%.
- Double after split allowed — gives you back about 0.14%.
- Insurance — the side bet offered when the dealer shows an ace, paying 2:1 that they have blackjack. It runs about a 7% edge against you. Decline it, always, no matter what you're holding.
Dealer
Your hand
Basic strategy, and why it isn't a "system"
Basic strategy is simply the mathematically best action for every combination of your hand and the dealer's up card, worked out by simulating every possible outcome. It doesn't win — it loses least, taking the house edge from around 2% down to about 0.5%. Learning it is the whole skill of blackjack, short of counting.
Hard totals — no flexible ace
| You have | Dealer shows 2–6 | Dealer shows 7–A |
|---|---|---|
| 17 and up | Stand | Stand |
| 13–16 | Stand | Hit |
| 12 | Stand vs 4, 5, 6 — otherwise hit | Hit |
| 11 | Double | Double, or hit if you can't |
| 10 | Double | Double vs 7, 8, 9 — otherwise hit |
| 9 | Double vs 3, 4, 5, 6 — otherwise hit | Hit |
| 8 or less | Hit | Hit |
The logic for that 12–16 row: those hands probably bust if you draw. A dealer showing 2–6 will probably bust too, so you stand and let them do it. A dealer showing 7 or higher will probably make 17+, so a losing 15 has to be improved even though drawing is risky.
Soft totals — you're holding a flexible ace
| You have | Play |
|---|---|
| A,9 — soft 20 | Stand |
| A,8 — soft 19 | Stand, but double against a 6 |
| A,7 — soft 18 | Double vs 2–6 · stand vs 7, 8 · hit vs 9, 10, A |
| A,6 — soft 17 | Double vs 3–6 · otherwise hit |
| A,4 / A,5 | Double vs 4–6 · otherwise hit |
| A,2 / A,3 | Double vs 5, 6 · otherwise hit |
You can't bust a soft hand with one card, so hitting is free. Soft 18 losing to a dealer 9 or 10 is the one people get wrong most often — it looks like a good hand and it isn't.
Pairs
| Pair | Play |
|---|---|
| A,A and 8,8 | Always split |
| 10,10 | Never split — 20 already wins most of the time |
| 9,9 | Split vs 2–6, 8, 9 · stand vs 7, 10, A |
| 7,7 · 3,3 · 2,2 | Split vs 2–7 · otherwise hit |
| 6,6 | Split vs 2–6 · otherwise hit |
| 5,5 | Never split — it's a hard 10, so double it |
| 4,4 | Split vs 5, 6 · otherwise hit |
Card counting, honestly
Used cards aren't put back, so the remaining shoe shifts as it depletes. A deck rich in tens and aces favours the player — more blackjacks, more dealer busts. Counters keep a rough running total and raise their bet when it's high. It's legal, it isn't cheating, and it's basically dead online: RNG blackjack reshuffles every hand, and live tables use continuous shufflers plus betting-pattern detection.
Roulette
A wheel with 37 pockets that pays out as though there were 36. That one extra pocket is the entire business model, sitting in plain sight.
Two wheels, and one of them is a trap
European roulette has 37 pockets: 1–36, half red and half black, plus one green zero. American roulette adds a second green pocket (00) for 38 total. Identical bets, identical payouts, nearly double the house edge. Never play American if European is on offer — that's the most useful sentence in this lesson.
Inside bets — on the numbers themselves
| Bet | Covers | Pays | Fair price would be |
|---|---|---|---|
| Straight up | 1 number | 35:1 | 36:1 |
| Split | 2 neighbouring numbers | 17:1 | 17.5:1 |
| Street | 3 in a row | 11:1 | 11.33:1 |
| Corner | 4 in a block | 8:1 | 8.25:1 |
| Line | 6 numbers | 5:1 | 5.17:1 |
Outside bets — on properties
| Bet | Covers | Pays | Chance of winning |
|---|---|---|---|
| Red / Black | 18 numbers | 1:1 | 48.6% |
| Odd / Even | 18 numbers | 1:1 | 48.6% |
| 1–18 / 19–36 | 18 numbers | 1:1 | 48.6% |
| Dozen / Column | 12 numbers | 2:1 | 32.4% |
Zero is not red, black, odd or even. When it lands, every outside bet on the table loses. That's the whole mechanism: payouts are priced as if the wheel had 36 pockets, and the extra green one is pure margin.
No spins yet.
On the table: 0
Every bet is secretly the same bet
Take a straight-up number. You win once in 37 spins and get paid 35 plus your chip back. Over 37 spins staking 1 each time, you stake 37 and receive 36. You lose 1 in 37 — 2.70%.
Now take red. You win 18 times in 37 and get paid 1:1. Over 37 spins you stake 37 and receive 36. Also 2.70%. Dozens, corners, splits, columns — all 2.70%. The wheel doesn't care what shape you drew on the layout. Choosing a bet only chooses your volatility: straight-up is rare and huge, red is frequent and small, and the expected cost is identical.
Why betting systems don't work
The Martingale — double your bet after every loss so one win recovers everything — is the one everybody invents in their first hour. It fails for two reasons that have nothing to do with luck: table limits, and the fact that your money runs out. Starting at 1 chip, eight losses in a row (about 1 in 250, so a fairly normal evening) needs a 256-chip bet to win back 1 chip. It works right up until it catastrophically doesn't.
No arrangement of bets on a negative-expectation game creates a positive expectation. That's provable rather than merely observed: the expected value of a sum is the sum of the expected values, however you order or size them. Any system being sold to you is either ignorance or fraud.
The gambler's fallacy
Red has landed nine times. Black is not "due". The wheel has no memory and no obligation to even things out. The famous 1913 Monte Carlo run went black 26 times in a row, and the house made a fortune from people who were certain red had become inevitable.
Baccarat
The highest-stakes game on earth and the simplest to play. You pick one of two hands and watch. There are no decisions — every card drawn follows a fixed table the dealer has to obey.
Two hands, and you aren't either of them
"Player" and "Banker" are just names for two hands dealt on the table. You bet on which one will win — and you can absolutely back Banker, which is what most serious players do. There's also a Tie bet, which we'll get to.
Counting
Aces are 1, cards 2–9 are face value, and 10s and all face cards are worth zero. Totals only keep the last digit, so 7 + 8 = 15 = 5. The best possible hand is 9. A two-card 8 or 9 is a natural: both hands stand and the round ends immediately.
The drawing rules — the only thing to learn
Player hand: draws a third card on 0–5, stands on 6 or 7.
Banker hand: if the Player stood, Banker draws on 0–5 and stands on 6 or 7. If the Player drew, what Banker does depends on the Player's third card:
| Banker total | Draws when the player's third card is |
|---|---|
| 0, 1, 2 | Always draws |
| 3 | Anything except an 8 |
| 4 | 2, 3, 4, 5, 6, 7 |
| 5 | 4, 5, 6, 7 |
| 6 | 6 or 7 |
| 7 | Never draws |
What things pay
- Player wins pay 1:1.
- Banker wins pay 1:1 minus a 5% commission — win 100 and you receive 95.
- Tie pays 8:1. Player and Banker bets push on a tie rather than losing.
Player hand
Banker hand
The road map
Live tables display the run of results as a grid and players read patterns into it. It's decorative — each shoe is near enough independent — but you'll be asked to explain it, so here's yours.
—
The correct play, in full
Bet Banker. Every hand. It's the lowest-edge bet on the table at 1.06% even after commission, and there's nothing else to decide. Player at 1.24% is perfectly fine too. That is the entirety of baccarat strategy.
Never bet the Tie
It pays 8:1 on something that happens about 9.5% of the time — the fair price would be roughly 9.5:1. That gap is a 14.36% house edge: more than five times worse than roulette, and worse than most slots. Some tables pay 9:1, which improves it to about 4.8% and still leaves it the worst bet available. Side bets like Perfect Pair or Dragon Bonus run 6–13%.
Roads, streaks and pattern betting
Baccarat has the most developed superstition culture of any casino game — big road, bead plate, cockroach pig. Players track banker/player streaks and bet the pattern. Since shoes are near-independent, none of it changes expectation. It changes engagement, which is exactly why operators supply the displays for free.
The one genuine exception is edge sorting, which exploits tiny asymmetries in card back printing — the technique behind the Phil Ivey court cases. Courts in the UK and US ruled against him. It isn't a strategy, and casinos treat it as a dispute, not a skill.
Craps
The loudest table in the room, with the most bets and the biggest quality gap between them — from 1.36% to 16.67% on the same piece of felt. It also contains the only bet in the entire building with no house edge at all.
Two dice, two phases
Everything hangs off the pass line bet, placed before a new shooter's first roll.
Phase one, the come-out roll:
- 7 or 11 — the pass line wins immediately. That's a natural.
- 2, 3 or 12 — the pass line loses immediately. That's craps.
- 4, 5, 6, 8, 9 or 10 — that number becomes the point and the marker puck flips to ON.
Phase two, with a point set: the shooter keeps rolling until either the point comes up again (pass line wins, 1:1) or a 7 appears (pass line loses, dice move to the next shooter). This is why the table screams at a 7 in phase two and cheers it in phase one — same number, opposite meaning.
Don't pass — betting against the table
The mirror bet. Wins on 2 or 3 on the come-out, loses on 7 or 11, pushes on 12 — and that push is exactly where the house takes its cut, because otherwise the bet would favour the player. Once a point is set, it wins if a 7 arrives first. Slightly better odds at 1.36%, and socially unpopular because you're rooting against everyone.
Odds — the free bet nobody points out
Once a point is established you can back your pass line bet with an extra odds bet, paid at the true mathematical odds with no house edge whatsoever:
| Point | Odds bet pays | Ways to roll it |
|---|---|---|
| 4 or 10 | 2:1 | 3 of 36 |
| 5 or 9 | 3:2 | 4 of 36 |
| 6 or 8 | 6:5 | 5 of 36 |
It's the only fair bet in the casino. It's also unmarked on the felt, and no dealer will remind you it exists. A table advertising "3-4-5× odds" lets you back your line bet by up to five times, which pulls the blended edge on your total action down to about 0.37%.
The field, and other traps
A one-roll bet on 2, 3, 4, 9, 10, 11 or 12. Seven numbers out of eleven — looks generous, doesn't it. But those seven only cover 16 of the 36 dice combinations, and the edge is 5.56%. The proposition bets in the centre of the table run 9–16%.
Where 1.41% comes from
Two dice give 36 combinations. On the come-out, pass wins on 7 (6 ways) or 11 (2 ways) = 8. It loses on 2 (1 way), 3 (2), 12 (1) = 4. The remaining 24 set a point — and from there, repeating the point before a 7 is always against you. A point of 4 has 3 ways versus a 7's 6 ways, so you're a 2:1 underdog being paid 1:1.
Work it all the way out and the pass line wins 244 times in 495, or 49.29%. That shortfall is the 1.41%.
How to actually play craps
- Bet the pass line (or don't pass) — the smallest amount you're comfortable with.
- Once a point is set, take the maximum odds you can. That bet has no edge, so every chip you move into it lowers your blended house edge.
- Ignore everything in the centre of the table. All of it.
With 5× odds, a 5-unit line bet backed by 25 in odds gives a blended edge near 0.33% — as good as anything in a casino outside advantage play. The catch is variance: your exposure per roll is six times bigger, so the swings are severe.
| Bet | House edge | Verdict |
|---|---|---|
| Odds, behind the line | 0.00% | Maximise it |
| Don't pass | 1.36% | Best line bet |
| Pass line | 1.41% | Excellent |
| Place 6 or 8 | 1.52% | Fine |
| Field | 5.56% | Avoid |
| Hard 8 | 9.09% | Avoid |
| Any 7 | 16.67% | Worst bet in the casino |
Live game shows
A presenter, a studio, a wheel and a chat window. This is the format most new players meet first, and it's the one that looks least like gambling while charging more than every table game in the building.
How a money wheel works
A vertical wheel is divided into 54 segments. Most carry a number — 1, 2, 5, 10, 20 or 40 — and you bet on which number the wheel will stop on. If it lands on your number you're paid at those odds: back the 40 and it pays 40 to 1.
The catch is the segment count. There are 23 segments showing "1" and only one showing "40". The payouts are set from those frequencies, minus a margin, exactly like roulette.
The multiplier segments
Two segments on this wheel aren't numbers at all — they're multipliers. Land one and nobody wins or loses. All bets stay exactly where they are, the wheel spins again, and whatever you win on that next spin is multiplied. Multipliers stack if you hit two in a row.
That mechanic is doing real work. Without it this wheel would return about 85% and nobody would play. With it, the best bet returns nearly 98%. The excitement and the value are the same feature.
The family of game shows
| Game | What it is | Typical return |
|---|---|---|
| Money wheel | The original. Bet a number, spin the wheel. | 95–97% |
| Crazy Time | A money wheel with four separate bonus rounds you bet on individually. | 94–96% |
| Monopoly Live | Money wheel plus an augmented-reality board walk for the bonus. | 95–96% |
| Lightning Roulette | Real roulette with random multipliers of 50× to 500× on a few numbers. | 97.1% |
| Deal or No Deal | Qualify, then play the box game against a banker's offers. | 95–96% |
| Sweet Bonanza Candyland | Money wheel wearing a slot's art style. | 96% |
Why operators love them
- Retention. A live host and a chat window make it social, and social products keep people longer.
- Low barrier. No rules to learn, so no intimidation. That's why it's often a player's first casino product.
- High margin. Even the good bets cost more than blackjack or baccarat, and the exciting bets cost several times more.
- It doesn't look like gambling. Which is precisely why advertising rules around game shows are tightening in several markets.
No spins yet.
On the wheel: 0
What each bet really costs
Worked out from the segment counts and the multiplier maths when this page loaded.
| Bet | Pays | Segments | Return | House edge |
|---|
Bet the boring number
Look at the table on the Try it tab and you'll see something people find genuinely surprising: the 1 is the best bet on the wheel and the 40 is the worst. Backing 1 costs about 2.1%, which is competitive with roulette. Backing 40 costs more than 12%, which is worse than most slots.
That's not a coincidence, it's the standard shape of casino pricing. The exciting bet always costs more, because excitement is what's being sold.
Spreading bets doesn't help
Covering 1, 2 and 5 at once feels safer and it is — your results get smoother. But your expected cost is just the weighted average of the three edges, so you've bought lower variance at a higher average price than backing 1 alone. Nothing you do with bet placement changes the direction of the maths.
What to notice as someone working in this
- Game shows sit in the casino tab but behave like entertainment products. Their acquisition funnels and their harm profile both look different from slots.
- The presenter is a live employee, so these are the most expensive products in the building to run — which is part of why the margin is higher.
- Bonus rounds are separate bets with their own, usually worse, edges. In Crazy Time the bonus segment bets carry the highest house edge on the layout.
- Several regulators now treat game show advertising as high-risk for appealing to under-18s. Expect that to keep tightening.
Crash & originals
Games built by the operator rather than a studio, usually with a provably fair random seed and a return above 99%. The best odds in online gambling, wrapped around the shortest rounds in online gambling.
Crash
A multiplier starts at 1.00× and climbs. You can cash out at any moment and collect your stake times whatever the multiplier reads. At some random point the round crashes — and if you haven't cashed out by then, you lose everything you staked. That's the entire game.
The crash point isn't arbitrary. It comes from a distribution engineered so that the chance of surviving to any multiplier x is exactly 0.99 divided by x. Cash out at 2× and you'll get there 49.5% of the time. Cash out at 10× and you'll get there 9.9% of the time. Multiply either one out and you land on the same number: 99%. Your cash-out target changes your volatility and nothing else.
Plinko
Drop a ball down a triangle of pegs. It bounces left or right at each row — sixteen rows here — and lands in one of seventeen buckets. Edge buckets pay huge, the middle bucket pays less than your stake. The distribution is binomial, which is why the middle is so heavily favoured: there are 12,870 different paths into the centre bucket and exactly one into each edge.
Mines
Twenty-five tiles, some of them bombs. Reveal safe tiles one at a time and your multiplier climbs; hit a bomb and you lose the lot. You can cash out whenever you like. Each new tile is priced at the true odds of surviving it, times 0.99.
Provably fair
This is the genuine innovation in this category, and being able to explain it is rare and useful. Before the round, the operator commits to a secret server seed by publishing its cryptographic hash. You supply a client seed. The outcome is derived from both combined. Afterwards the server seed is revealed, and you can check that it hashes to the value published earlier and that it produces the result you got.
It doesn't prove the game is generous — the house edge is still baked into the pay table. It proves the operator didn't change the outcome after seeing your bet. That's a narrower claim than the marketing usually implies, and knowing the difference is the whole point.
The number that matters isn't the RTP
A 1% house edge is the best published price in online gambling. It's better than blackjack. It's better than baccarat. And it is, in practice, one of the most expensive ways to play — because of speed.
| Game | Edge | Rounds/hour | Cost per hour at 10 a round |
|---|---|---|---|
| Blackjack, full table | 0.50% | 60 | 3 |
| Roulette | 2.70% | 40 | 11 |
| Crash | 1.00% | 250 | 25 |
| Online slots | 5.00% | 600 | 300 |
Crash costs eight times what blackjack costs per hour despite having twice the... no, half the edge. Read that table again if it feels wrong — it's the single most useful thing on this page, and almost nobody who plays these games has done the sum.
Cash-out targets are a volatility dial, not a strategy
Set 1.20× and you'll win about 82% of rounds in small amounts. Set 50× and you'll win about 2% of rounds in large ones. Both return 99%. There is no clever target. If someone is selling you one, they're selling you the Martingale in a hoodie.
Plinko's real lesson
The 110× buckets are printed at both edges in big friendly numbers, and each one turns up once in 65,536 drops. The 0.3× bucket in the middle turns up once every five drops. Nearly everything you'll see in a session is the middle of the curve, quietly taking 70% of your stake. It's the clearest picture of expected value versus advertised prize anywhere in a casino.
Being able to explain provably fair
If you interview anywhere near crypto casinos or originals, you will be asked this. The short version: a hash published before the round is a commitment the operator can't wriggle out of afterwards. It guarantees the outcome wasn't tampered with. It guarantees nothing about the odds, which are still whatever the pay table says.
Poker
The one game in this whole app where the house isn't your opponent — the other players are. The casino just takes a small slice of each pot, called the rake, and doesn't care who wins.
Texas Hold'em — how a hand goes
- Two players post forced bets to start the pot: the small blind and big blind.
- Everyone is dealt two private cards (your "hole cards").
- Pre-flop: a round of betting. You can fold, call the big blind, or raise.
- The flop: three community cards are dealt face up in the middle. Another betting round.
- The turn: a fourth community card. Betting round.
- The river: a fifth and final community card. Last betting round.
- Showdown: anyone still in makes their best five-card hand from any combination of their two hole cards and the five community cards. Best hand takes the pot.
You can use both hole cards, one, or even none (playing "the board") — whatever makes your strongest five.
Omaha — how a hand goes
Omaha plays exactly like Hold'em — same blinds, same four betting rounds, same community cards — with two changes that alter everything:
- You're dealt four hole cards instead of two.
- At showdown you must use exactly two of your four hole cards, plus exactly three of the five community cards. Not one, not three — exactly two from your hand.
Because you're choosing two from four, you effectively see six possible two-card combinations, so hands are much bigger on average. A pair of aces that would win in Hold'em is often worthless in Omaha.
Hand rankings
Identical in both variants, and the standard poker rankings — strongest first: straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, high card. Note that a flush beats a straight, and there's no wrap-around straight (A-2-3-4-5 is fine, but Q-K-A-2-3 is not).
The blinds and the button
The dealer button marks who's "on the button" — the best seat, because they act last on every betting round after the flop. It moves one seat clockwise each hand, so the advantage rotates fairly. The two players to its left post the blinds, which exist to build a pot worth fighting over — without them, everyone could fold forever for free.
How betting works
- Fold — give up your hand and any chips you've put in. You're out until next hand.
- Check — bet nothing, stay in. Only possible if no one has bet before you this round.
- Call — match the current bet to stay in.
- Bet / Raise — put in more, forcing others to match or fold.
A betting round ends when everyone still in has put in the same amount. This is no-limit: you can bet any amount up to your whole stack at any point.
Your hand
🃏 Hand rankings — strongest to weakest
The three things that actually win at poker
Poker isn't about the cards you're dealt — over time everyone gets the same cards. It's about making better decisions than your opponents with the same information. Three ideas do most of the heavy lifting.
1. Position
Acting last is a huge advantage, because you've watched everyone else act before you decide. The player on the button acts last every round after the flop, so play more hands there and fewer from early position. A hand you'd fold under the gun is often a raise on the button. This one idea separates winning players from losing ones more than any other.
2. Starting hands
In Hold'em, most of your profit comes from folding rubbish before the flop. A rough guide:
| Group | Examples | How to play |
|---|---|---|
| Premium | AA, KK, QQ, AK | Raise from anywhere |
| Strong | JJ, TT, AQ, AJs, KQs | Raise in most spots |
| Playable | Small pairs, suited connectors (78s, 89s), suited aces | Play in position, cheaply |
| Trash | J4, T3, 72, most offsuit low cards | Fold. Yes, even when you're bored |
"s" means suited (both cards the same suit), which adds flush potential. Suited and connected cards are worth far more than the same cards apart.
In Omaha, because you use exactly two of four cards, you want all four working together. The best hands are:
- Double-suited — two cards of one suit and two of another, giving two flush possibilities.
- Connected — cards close in rank (like J-T-9-8) that make many straights.
- High and coordinated — AAKK double-suited is the premium hand.
A hand like A-A-7-2 rainbow looks strong but is weak — the aces are isolated and the other two cards do nothing. In Omaha, "four cards that don't work together" is trash no matter how high they are.
3. Pot odds
This is the maths that turns poker from guessing into a calculable decision. When someone bets, you're being offered a price to keep playing. Compare the price to your chance of winning:
Say the pot is 100 and someone bets 50. You must call 50 to win a pot that would then be 200, so you're paying 50 to win 200 — a quarter, or 25%. If your hand wins more than 25% of the time, calling makes money. Try it below:
The rake, and why it matters
The house takes about 5% of each pot (usually capped at a few big blinds). It sounds tiny, but it's the reason most players are long-term losers even in a game of pure skill — you're not just beating the other players, you're beating them by enough to cover the rake too. In a game where the money just moves between players, the rake is the only guaranteed loser's seat, and everyone pays into it. Rake is how a poker room makes money without ever having a stake in who wins, which is exactly why it's regulated as a service rather than as gambling in many places.
What each game costs
Every common casino bet, ranked by what it takes from the player. If you only read one page on this site, make it this one.
| Game or bet | House edge | Returns per 100 staked | Notes |
|---|---|---|---|
| Craps — odds bet | 0.00% | 100.00 | Only available backing a line bet |
| Video poker — 9/6 Jacks or Better, played perfectly | 0.46% | 99.54 | Needs max bet and correct holds |
| Blackjack — basic strategy, 3:2, S17 | 0.50% | 99.50 | Best table game if you learn the chart |
| Baccarat — banker | 1.06% | 98.94 | After the 5% commission |
| Baccarat — player | 1.24% | 98.76 | |
| Craps — don't pass | 1.36% | 98.64 | |
| Craps — pass line | 1.41% | 98.59 | |
| Casino hold'em | 2.16% | 97.84 | Call with almost anything |
| Ultimate Texas hold'em | 2.19% | 97.81 | Per ante; bet 4× early with strong hands |
| Pai gow poker | 2.50% | 97.50 | Slow, lots of pushes, cheap per hour |
| Roulette — European, any bet | 2.70% | 97.30 | 1.35% with La Partage on even money |
| Three card poker — ante & play | 3.37% | 96.63 | Play any Q-6-4 or better |
| Slots — online, typical | 3–8% | 92–97 | RTP is usually in the game's rules screen |
| Roulette — American, any bet | 5.26% | 94.74 | Double zero. Avoid |
| Slots — land-based, typical | 6–15% | 85–94 | Airport and pub machines are the worst |
| Side bets — perfect pairs, 21+3 and friends | 5–15% | 85–95 | Uniformly bad. That's why they're offered |
| Baccarat — tie | 14.36% | 85.64 | Never |
| Craps — any 7 | 16.67% | 83.33 | Never |
| Keno | 20–35% | 65–80 | The worst odds offered anywhere |
Edge is only half the story — speed is the other half
House edge is per unit wagered. What a game actually costs per hour is edge × average bet × rounds per hour, and that last number varies enormously.
| Game | Rounds/hour | Edge | Cost per hour at 10 a round |
|---|---|---|---|
| Online slots | 600 | 5.0% | 300 |
| Roulette, busy table | 40 | 2.70% | 11 |
| Blackjack, full table | 60 | 0.50% | 3 |
| Blackjack, one-on-one | 200 | 0.50% | 10 |
| Baccarat | 70 | 1.06% | 7 |
A slot at 5% isn't "ten times worse" than blackjack at 0.5%. Played at speed, it's closer to a hundred times more expensive per hour. Speed is the variable operators optimise hardest and the one players never account for.
Reality check
Your actual chips, plotted against what the maths expected to happen. The gap between the two lines is luck — watch it shrink as the number of rounds grows.
Round log
How to read this
The dashed blue line isn't a prediction of your session — it's the average of every possible session. Early on your line wanders a long way from it in both directions, and that wandering is exactly what makes gambling entertaining. As rounds pile up, the percentage gap closes relentlessly.
It's the same chart an operator draws, with one difference: they're adding up millions of rounds across every player, so their line sits almost exactly on the expectation. They don't need any individual person to lose. They just need enough rounds to be played.