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Mine Cash

Property Value
Slug mine-cash
Round type One round of many hits: the bet is debited when the round starts, the win is credited on cash out
RTP 96%
Max win By level, from about 1,150× the bet on Surface to about 93,000× on Abyss
Modes Four levels of risk, each with or without the Lucky Lamp, plus one bonus buy: Gold Rush
Devices Desktop, Mobile (portrait and landscape)
Provably Fair Yes — every hit can be verified and replayed in Round lookup
Operator freespins Yes, in the base game

Gnomes and dynamite pop in and out of nine holes. The player swings a hammer at a hole, and the game server decides what comes out at that moment. A gnome lifts the win up a ladder of multipliers; dynamite takes it all. After the first gnome the player can cash out at any time, or hit again for more.


  1. Bet — the player chooses a level, sets the bet and presses Bet
  2. Hit — a tap on any hole swings the hammer: the server draws the outcome of the hit
  3. Climb or cash out — after a gnome the player hits again or cashes out at the current multiplier
  4. Round over — the round ends on a cash out, on dynamite, or when no further hit fits under the Max Win
Outcome Surface Tunnel Deep Abyss Effect
Dynamite 10% 19.5% 33% 50% Loses the whole win
Miner 66% 52.5% 49.2% 41.9% Climbs 1 rung
Smith 15.84% 16.2% 10.5% 4.78% Climbs 2 rungs
Jeweler 5.28% 7.3% 4.59% 1.9% Climbs 3 rungs
Crystal gnome 0.88% 2.5% 1.31% 0.42% Climbs 5 rungs
Foreman 1% 1% 0.7% 0.5% Climbs 1 rung and gives a helmet
Cart 1% 1% 0.7% 0.5% Climbs 1 rung and gives free hits

The player chooses the level before the bet; it is closed through a round. Every level returns the same RTP.

Level Rungs First rung ×10 from rung Top Gold Rush hits Cart hits
Surface 100 ×1.03 34 ×1,151 8 4
Tunnel 66 ×1.08 19 ×4,270 6 3
Deep 38 ×1.22 10 ×18,922 4 2
Abyss 23 ×1.52 5 ×93,176 3 2

Each ladder is neutral: every further hit is worth exactly what it risks, so no rung is a better place to stop than another, and the game returns the same RTP whichever way it is played.

Bonus Buy Natural
How it starts The Bonus Buy button, for 25× the bet By itself, about one base round in 250
Free hits 8, 10 or 13: a wheel shows which, 45%, 40% and 15% of the time By level, see the table above
Gnomes Richer: miner 44.5%, smith 28%, jeweler 19%, crystal 8.5% The level’s mix, without dynamite, foreman or cart

Free hits cannot lose and cannot be left: the cash out opens when they end. A crystal gnome on a free hit gives that hit back. After them the usual odds are back, and the player can cash out or hit on, with dynamite again able to take the whole win. A bought round always plays on the odds of the Tunnel, and its wheel only shows the row that was drawn before it turned.

  • Helmet: the foreman protects the next 5 hits. Dynamite on one of them only takes the helmet off, and the win stands. These hits risk nothing, so the cash out is closed while the helmet is on and opens again once it is off.
  • Cart: free hits straight after the hit that drew it, under the same terms as those of Gold Rush.
  • Take half: once a round, with a win and nothing that must be hit, the player may set half of the win aside. It is paid whatever happens, and the other half climbs on. It moves no money until the round closes: the win arrives as one credit.
  • The glowing hole: one hole glows, at random. A click on it is two ordinary hits in a row, with no cash out between them. It is shown to the player with its odds, and changes neither the odds nor the return. It does not glow on free hits, under a helmet or in autoplay. Markets that treat this as a double-or-nothing feature should be reviewed before launch.

With the lamp lit the stake is a quarter higher, rounded up to a whole minor unit, and the natural Gold Rush starts about one round in 125 instead of 250. Every rung pays on the whole stake, on a slightly lower ladder, so the return stays the same. The wallet sees the higher stake as the bet.

After every cash out where another hit was on offer, the game draws that hit from the round’s revealed seed and shows it, good or bad, so the player sees what the round would really have drawn. A win is celebrated only if it pays more than the round cost: a bought round that returns less than its price says so plainly. On a Big or Mega win a real-money player can share a link to the round, which shows no seeds, session or player.

The win of a round is capped at the configuration’s Max Win. A hit whose rarest gnome would cross it is not offered, so the player reaches the cap only through a cash out; on free hits, which cannot be left, the win is held at the cap.


A round has its own round_id. Its bet and its win arrive in separate /betwin requests, and any number of hits play between them with no wallet calls:

sequenceDiagram
    participant Player
    participant Game as Mine Cash
    participant Beexar
    participant Wallet as Operator Wallet

    Player->>Game: Bet $1.00
    Game->>Beexar: Start the round
    Beexar->>Wallet: POST /betwin (bet=1.00, finished=false)
    Wallet-->>Beexar: { balance: "99.00", transactions }
    Player->>Game: Hit, hit, hit
    Game->>Beexar: One request per hit
    Beexar-->>Game: What came out, and the new multiplier
    Player->>Game: Cash out
    Game->>Beexar: End the round
    Beexar->>Wallet: POST /betwin (win=1.90, finished=true)
    Wallet-->>Beexar: { balance: "100.90", transactions }
Outcome Wallet Calls
Cash out /betwin (bet, finished=false) when the round starts → /betwin (win, finished=true) on cash out
Dynamite /betwin (bet, finished=false) when the round starts → /finish when dynamite ends it. No zero win is sent
Dynamite with half set aside /betwin (bet, finished=false) when the round starts → /betwin (win, finished=true) with what was set aside
Player leaves mid-round After the grace period the game server plays what is left to play (the remaining free hits and helmet hits, one hit if nothing is won yet), then pays the win or closes the round as above
Bet error (wallet failure) /betwin fails → the round does not start, the bet is voided

Bonus Buy debits its full price (25× the bet) as one bet, and the Lucky Lamp its whole stake. The request/response shape of these calls is the same for every game — see the Wallet API.


Operators create a Mine Cash configuration in the backoffice:

Setting Description
RTP variant The RTP the configuration plays: 96%
Min Bet / Max Bet Limits of the bet
Max Win Payout cap per round, at least the Max Bet

A configuration can adapt the game to a market. Mine Cash offers:

Rule Effect
No feature buying The Bonus Buy button and the Lucky Lamp are hidden. Gold Rush still starts by itself
No autoplay Auto bet is hidden
Show RTP The rules window shows the game’s RTP
Min round duration The shortest time between the starts of two rounds

Changes apply from the player’s next request.


Mine Cash plays operator freespins. While the player holds an issue, the bet is locked at the issue’s bet, the round plays on the Tunnel, Bonus Buy and the Lucky Lamp are not offered, and the bet panel shows the rounds left, for example “Free rounds 7/10”. The player plays each free round to a cash out as usual. A summary then shows the total won and whether it will be paid.


Every hit is drawn from the round’s server seed, the player’s client seed, and its own lane of the stream:

  1. Before each round, the player sees the SHA-256 hash of the server seed that round will use
  2. The player can set their own client seed at any time between rounds
  3. Each hit draws its outcome from its own lane of the stream. The hole played is recorded and shown, and takes no part in the draw
  4. When the round ends, its server seed is revealed and the next round gets a new one. The player can check that the seed matches the hash shown before the round

The server seed stays hidden from everyone, operator staff included, while the round is open. In the backoffice, Round lookup recomputes any closed round hit by hit, shows the verdict, and creates a shareable replay link for the player.