FLURRYBET GAME GUIDES

Dice Win Chance, RTP and House Edge Explained

Read the Dice threshold correctly and understand what a return percentage does—and does not—say about a practice session.

For adults 18+. Practice credits have no cash value. Real-money casino play, deposits and withdrawals are unavailable.

Dice uses a number range, not a six-sided die

FlurryBet Originals Dice produces one of 10,000 equally likely values: 0.00, 0.01 and so on through 99.99. You choose a target and whether the result must fall strictly below or strictly above it. The coloured range and Win Chance readout help explain that choice. A result exactly equal to the target is outside both strict winning comparisons.

Open this Original in Fun Mode to learn its controls with practice credits. These credits have no cash value; real-money casino play, deposits and withdrawals are currently unavailable. The examples describe FlurryBet’s own practice rules and do not certify another operator’s Dice game. The site is for adults aged 18 or older, subject to higher local requirements.

Count the winning ticks

Roll Under 50.00 wins on 0.00 through 49.99: 5,000 values, or 50%. Roll Over 50.00 wins on 50.01 through 99.99: 4,999 values, or 49.99%. The one-tick difference comes from the endpoints and strict comparisons. Always read the displayed chance after changing direction instead of assuming that visually opposite choices have identical odds.

For a cent-aligned target t, the under probability is t ÷ 100. The over probability is (99.99 − t) ÷ 100. These are probabilities as fractions of one; the percentage readout is 100 times that fraction. For example, Roll Under 25.00 has probability 0.25, displayed as 25%.

From probability to multiplier

This Original calculates the successful total-return multiplier as 0.99 ÷ p, where p is the exact winning probability. A 50% under chance therefore pays 1.98× on success. Reducing the chance increases the successful multiplier, while increasing the chance reduces it. It changes the distribution of outcomes, rather than improving the theoretical return.

Roll Under targetWin probabilitySuccessful total return
50.0050%1.98×
25.0025%3.96×
10.0010%9.90×

Total return is different from profit

Suppose a practice round uses 10 credits at Roll Under 50.00. A successful result returns 19.8 credits in total, including the original 10, for a net gain of 9.8. An unsuccessful result returns zero, for a net change of −10. Before currency rounding, the probability-weighted total return is 0.5 × 19.8 + 0.5 × 0 = 9.9 credits for that 10-credit amount.

The ratio 9.9 ÷ 10 is 99% theoretical RTP. The corresponding house edge is 1 − 0.99 = 1%. This is an average over the mathematical outcome distribution. It does not schedule results, cap a session loss at 1%, or promise a particular balance after any fixed number of rounds. Actual short sessions can finish well above or below the average.

A practical way to learn the controls

A losing streak does not make a winning number due. Likewise, raising a practice amount after a loss changes the size of the next result, not its probability or the 1% theoretical edge. Use small, fixed practice amounts when comparing settings so that the controls and arithmetic are easier to follow. The fairness guide explains how a recorded Original round can be checked after its seed is revealed.

  1. Choose Fun Mode, then Manual within Dice for a single practice round.
  2. Adjust the target or Win Chance and observe the linked multiplier.
  3. Check Roll Under or Roll Over and the exact threshold before selecting Bet.
  4. Compare the returned value with that threshold, then distinguish total payout from net change.

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Sources and scope

Prepared with AI assistance and checked against the current FlurryBet practice rules. The examples are explanations of those rules, rather than predictions of future results.

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