The Crash
Choose a credit entry, watch the multiplier climb, and collect before it crashes. Set auto-collect to lock a target.
Rules and return basics for all 26 MeNoGamer game families.
Results in Crash, Coin Flip, Plinko, Grid Reveal, Hi-Lo, and Slots can be verified. The other games cannot be verified. See exact fairness coverage before playing. Bots may fill empty seats so a game can start sooner.
House-controlled bots can receive outcome advantages in Dice Roll, Rock Paper Scissors, Low Card, Majority Rules, Cricket, Minefield, Soccer Penalty, and Red Light Green Light. The game can favor their rolls, cards, choices, scoring, or survival based on stakes, house bankroll, and recent bot wins.
Choose a credit entry, watch the multiplier climb, and collect before it crashes. Set auto-collect to lock a target.
Roll a die each round over 10 rounds (last round is double dice); your runs accumulate.
Each round pick Red or Blue. The minority side is eliminated. Survive to the end.
Pick heads or tails, then the coin flips. Match it for a return.
Throw each round. The losing throw is eliminated, and the last player standing receives the survivor return.
Draw a card each round. The lowest card is eliminated. Last one standing receives the survivor return.
Face 6 balls and score runs. Get out and your score locks. Higher score can return more credits.
Pick a safe spot on each rung of a 5-row ladder. Hit a hidden mine and you're out.
Take 5 kicks. Pick left, middle, or right to beat the keeper.
Race to 100m. Run on green to advance, but move on red and you're eliminated.
Choose one number from 1 to 100 before the picking window closes; your pick locks immediately. The lowest number chosen by exactly one player wins. No unique pick or a bot winner voids the round and refunds entries. Bot picks are controlled by us, and this game cannot be verified.
Choose the rows and risk, then drop a ball through the pegs into a multiplier bucket.
Choose the mine count, reveal safe cells to grow the multiplier, and collect before finding a mine.
Predict whether the next card will be higher or lower. Correct calls build a streak you can collect.
Set an entry and deal. Hit to take a card, Stand to keep your total, Double to add one more entry for exactly one card, or Split a pair into two hands. Get closer to 21 than the dealer without going over. The dealer stands on all 17s.
Choose a chip and place it on numbers, splits, streets, corners, six lines, dozens, columns or even-money spots, then spin. European rooms use a single-zero wheel; American rooms add 00.
Bet on Player, Banker or Tie. Both hands get two cards and may draw a third by the standard tableau; the total closest to 9 wins.
Bet on Dragon, Tiger or Tie. One card is dealt to each side and the higher card wins (Ace is low).
Load 1 to 5 of the 6 chambers and pull the trigger. If the hammer lands on an empty chamber you win the multiplier shown for that bullet count.
Set a bet and a target multiplier from 1.01×. A provably-fair result is drawn; if it lands at or above your target you win your target.
Pick a number and choose to roll over or under it. A provably-fair roll from 0.00 to 99.99 decides it; the smaller your win chance, the bigger the multiplier.
Pick 1 to 10 numbers from 40 and choose a risk level. Ten numbers are drawn; the paytable for your pick count and risk sets the return for each number of hits.
Choose a risk level and 10 to 50 segments, then spin. Every segment is equally likely and shows its multiplier before you spin.
Five gems are drawn from seven kinds. Pairs, two pair, three of a kind, a full house, four or five of a kind pay by the paytable.
Pick a difficulty and start climbing. Each row hides one or more traps; pick a safe tile to climb a row, and collect the current multiplier at any time.
Pick a themed machine, set an entry, and spin its reels. Matching paylines and feature rounds return credits.