Games
Case opening
Hashes of the concatenated server seed, client seed and nonce are used to generate an integer number between 1 and 10000000. The generated number is then compared with every item inside the case to find one which tickets range matches the generated value.
Case battles
Hashes of the concatenated server seed, eos block hash and round number with player's slot are used to generate an integer number between 1 and 10000000. The generated number is then compared with every item inside the case to find one which tickets range matches the generated value.
If two or more winning players at the end of the game have the same amount of items value, a tie happens and each of the gets assigned a unique number. The player with the highest tiebreaker number wins the battle with the exception of crazy mode where the lowest number is the winning one. In case of a team battle, a sum of individual player rolls is compared to determine the winning team.
When playing jackpot mode, an additional float number between 0 and 1 (non inclusive) is being generated at the end of the round to determine the winner. Each player gets odds proportional to the percentage of the total value of items opened in a battle. For crazy mode, the odds are inversed then normalized into the 0 to 1 range.
Upgrader
Hashes of the concatenated server seed, client seed and nonce are used to generate an integer number between 1 and 10000. The generated number is then used as the winning ticket.
Double
Hashes of the concatenated server seed, public seed and round number are used to generate an integer number between 0 and 14. The generated number is then converted into the appropriate double symbol.
Table showing past 10 server seeds used for double. Then entry marked with red color is the current hashed server seed which will be unhashed only when the new one is generated.