Slot Machine#
Three reels, one payline and a jackpot waiting for its lucky winner. Participants pull the lever, watch the cherries, bells and sevens settle into place, and stack up points from one attempt to the next. It's all down to luck, so a seasoned gamer and someone who never plays games have exactly the same odds. The real hook is the jackpot: it isn't points but an actual prize from your activity, and any spin can land it.
Quick facts#
- Genre: luck game
- Skills: luck
- Run length: 5-10 seconds, one attempt is one spin
- Entry barrier: minimal - one tap, nothing to learn
- Players compete on: points accumulated across all spins, while the jackpot hands out a prize on the spot
Who it suits#
- Broad audiences. No fast fingers or knowledge required: people of any age can play, and nobody feels they've lost before they start.
- Giveaways with an instant prize. The jackpot is tied to an activity prize, and the winner finds out the moment the reels stop.
- Multi-day activities. With repeat rules a participant gets a new spin on a timer or for internal currency, and keeps coming back.
- Contests with equal odds. The server decides every spin, and participants have no way to influence it.
How participants play#
| Action | Method |
|---|---|
| Spin the reels | Lever / SPIN button / Enter / Space |
The server resolves the entire spin: the game only sends a spin request and receives the final reel positions and awarded points in return. Submitting your own score from the game is impossible.
Repeating a request with the same key returns the exact same result, so a dropped connection or an accidental double tap never burns an attempt or awards points twice.
Attempts#
One attempt is one spin. How many spins a participant gets is defined by the activity repeat rules: with no rules there is exactly one spin, with the ⏳ timer one spin every N minutes, and with 🧲 magnets or 🔋 batteries for internal currency.
The game itself shows the current attempt number and the time until the next one, and marks unavailable options with the reason.
Scoring and bonuses#
Paytable#
Combinations are checked from top to bottom, and the first match wins. Reel symbols: cherry, lemon, orange, plum, bell, horseshoe, BAR and seven.
| Combination | Result |
|---|---|
| Three sevens | Jackpot |
| Three BARs | Jackpot |
| Three bells | Jackpot |
| Three horseshoes | +500 points |
| Three plums | +250 points |
| Three oranges | +180 points |
| Three lemons | +120 points |
| Three cherries | +100 points |
| Two cherries + any symbol | +25 points |
| One cherry + any symbols | +5 points |
The paytable and the reel symbol sets can be overridden in the activity type settings - the values above are the defaults.
Jackpot#
The jackpot isn't points but an activity prize bound to the combination. It is only awarded while that prize is still available: a matching marker exists and the quantity isn't used up. If the jackpot prize is already gone, the spin falls back to a backup rule (three cherries, +100 points, by default) and the participant gets points instead of an empty result.
The jackpot can also be set up as a final prize - in that case the game shows the "JACKPOT IN DRAW" status and the winner is determined when the activity is wrapped up.
Goal parameters#
| Parameter | Type | Description |
|---|---|---|
minScore |
number | Minimum points accumulated across all spins |
The score is verified against server-side data, not against whatever the game showed on screen.
Demo mode#
Launching from the help page is a demo: a banner on screen says so, the score isn't saved, and the jackpot is only shown as a preview with no prize awarded.