No cashier or account
This demo has no deposits, withdrawals, cashier, exchangeable winnings or conversion of play coins into money. It does not ask for registration, a username or a password. The browser wallet is not an outside operator account. Payment methods, costs, verification requirements, processing times and withdrawal limits of any outside service remain unverified here.
Wallet, fractional carry and refill
Without a valid saved balance, a new wallet starts with 1,000 play coins. Settlement adds raw gross return to previous fractional carry, credits the whole-number part and saves the remainder. A zero-return round leaves carry unchanged. While idle with balance below 10, Restore balance manually sets the integer wallet to exactly 1,000. It does not add 1,000 or refill automatically. Carry survives settlement, refill and reload. These coins have no cash value.
Targets, stake and automatic ending
Choose target 2, 4 or 5 and stake 10, 20, 50 or 100 play coins. Defaults are target 2 and stake 20. Starting the practice over immediately deducts one captured stake. The over ends automatically when the score reaches or exceeds the target, the second wicket falls, or six balls finish. Target, stake, refill and another start are locked until settlement; sound remains available. You cannot pause the over, collect partway through, change its outcome or queue automatic rounds.
Gross multiplier and target probability
Target-hit probability P includes the two-wicket stopping rule. Among all 262,144 equally likely six-code sequences, targets 2, 4 and 5 have 216,087, 153,885 and 111,454 hits respectively. P is the corresponding count divided by 262,144. A hit’s gross multiplier is 0.96/P: approximately 1.164615, 1.635366 and 2.257956 respectively. Multiply the captured stake by that multiplier for raw gross return; a miss returns zero. Gross return includes the stake and is not net profit. Rounded button values do not replace the full multiplier used for settlement.
Reload and local persistence
Wallet balance, including zero, and carry are stored in browser localStorage. Reloading an unfinished round ends it without refund, payout, continuation or resume; its stake stays deducted. Stake 20 and target 2 are selected again. Local storage is not an account synchronised across devices. Clearing site data can erase the wallet and carry; clearing cached files alone may leave localStorage intact.
Privacy evidence and limits
Demo balance and fractional carry are saved in browser localStorage. The page declares Google Fonts stylesheets and font files. Publication code also includes Statinside counter.js with identifier 44 and a noscript pixel.png?id=44 using unsafe-url referrer policy. These declarations do not establish a complete request inventory or the providers’ processing practices. No-account play does not guarantee anonymity. Server retention, cookie duration, data-sale policies and outside privacy terms have not been verified.
Frequently asked questions
Can I deposit or withdraw money?
This demo has no deposits, withdrawals, cashier, exchangeable winnings or conversion of play coins into money. It does not ask for registration, a username or a password. The browser wallet is not an outside operator account. Payment methods, costs, verification requirements, processing times and withdrawal limits of any outside service remain unverified here.
How do carry and refill work?
Without a valid saved balance, a new wallet starts with 1,000 play coins. Settlement adds raw gross return to previous fractional carry, credits the whole-number part and saves the remainder. A zero-return round leaves carry unchanged. While idle with balance below 10, Restore balance manually sets the integer wallet to exactly 1,000. It does not add 1,000 or refill automatically. Carry survives settlement, refill and reload. These coins have no cash value.
Which controls can I use during an over?
Choose target 2, 4 or 5 and stake 10, 20, 50 or 100 play coins. Defaults are target 2 and stake 20. Starting the practice over immediately deducts one captured stake. The over ends automatically when the score reaches or exceeds the target, the second wicket falls, or six balls finish. Target, stake, refill and another start are locked until settlement; sound remains available. You cannot pause the over, collect partway through, change its outcome or queue automatic rounds.