Slot puzzle tournament questions
Every number below is the number the server actually uses. The full
formula, with the ladder and the speed table, is on
how it scores.
Clues
Name it from the clues
How do I play Clues?
A clue about one slot machine appears and you name the slot. Every
miss opens another clue, up to six. The clues start broad and get
specific, so the sixth is much easier than the first, and that is
exactly why it is worth less.
What sort of clues are they?
The studio, the year, the mechanics, the volatility, the theme and
the mood the game is going for. Never the title, and never anything
that names the slot outright.
Does a wrong guess cost me?
Yes, and it is the main thing that decides your score. The first
guess is worth 1,000, and every miss takes 130 off the base, down to
350 if you get there on the sixth.
I know the game but I cannot spell the title. What do I do?
Type the studio instead. The guess field matches studio names as
well as titles, so "hacksaw" lists that studio's games and you can
pick the one you meant. It also forgives spelling: "doghouse",
"jamin jars" and "reactonz" all find what you meant. If none of
that helps, the
game index has every slot we ask about
with its artwork, grouped by studio.
Play today's Clues
Cover
Name it from the art
How do I play Cover?
The slot's key art appears under a heavy blur and you name the slot.
Each guess sharpens the plate one step. The blur is baked into the
image before it is sent, so the sharp version is not sitting in your
browser waiting to be found.
Can I get at the sharp image?
No. The blur is baked into the picture before it is sent, so the
sharp version is not sitting in your browser waiting to be found.
Can I see the art before I start?
The front page shows the heaviest blur step, which is exactly what
you would see in the first second of the round anyway. Nothing
beyond that step exists on your side until you spend a guess.
Can I just look the artwork up on the game index?
Nothing stops you, and Cover is the one game that never links there
for exactly that reason. Two things are worth knowing before you
try. The clock keeps running while you scan a hundred plates, and
the speed bonus it costs is usually worth more than the guess it
saves.
Play today's Cover
Letters
Name it from its shape
How do I play Letters?
The slot's title appears as a row of blanks and you pick letters,
hangman style. Six wrong letters ends the round. There is no clue
and no artwork, only the shape of the title.
What happens when I run out of lives?
The round closes as unsolved, the answer is revealed, and you keep
the 5 chips every finished round pays.
Do digits count?
Yes. Plenty of slot titles carry a number, so the keyboard has 0 to
9 on it and a wrong digit costs a life like any other wrong letter.
Play today's Letters
Safe Breaker
Crack the combination
How do I play Safe Breaker?
The safe holds four covers in a fixed order, drawn from the eight
shown below the board, and the same cover can appear more than once.
Set a row and lock it, and every tile comes back marked where it
stands: gold means that cover in that reel, teal means it belongs
somewhere else, and a dimmed tile is out of the combination
entirely. Six attempts.
Do I need to know these slots?
No. The covers are the alphabet, not the puzzle. The lock does not
care what is printed on the tiles, so somebody who has never heard of
a single one of them is at no disadvantage. It is the only game here
that asks nothing about slots.
What is the number beside each row?
How many of the 4,096 combinations are still consistent with every
row you have locked. It is worked out from your own rows and never
from the answer, so two players who locked the same rows see the same
number whatever the safe holds. A row that does not move it told you
nothing.
What is the best opening row?
Four different covers. It cannot be the answer, and it is the row
that tells you the most: four reels come back marked and half the
alphabet is accounted for either way. Opening with the same cover
four times leaves about ten times as many combinations standing.
Play today's Safe Breaker
Bigger Payer
Call the ceiling
How do I play Bigger Payer?
Two slots and one number: the max win, as a multiple of your
stake. The one on the left shows its number and you call whether the
one on the right pays more or less. Six correct calls wins the round,
A wrong call costs that call rather than the run: all six are
played, a clean sheet is the win, and every one you get right
still pays its rung.
Why does the slot I just called move to the left?
Because it turns the run into a chain rather than six unrelated
coin flips. You are never comparing two strangers — you are comparing
a stranger to the number you were shown a moment ago, so a long run
is memory rather than luck.
Can two slots have the same max win?
Plenty do, and you will never be shown a pair that does. A tie has
no right answer, so the pairing refuses it outright rather than
scoring a guess as correct either way.
Where do the max win figures come from?
They are the studios' own published headline numbers, held in the
catalog beside the title. A slot we have not been able to establish a
figure for simply never appears in this game, which is why the pool
is smaller than the full hundred titles the other games draw on.
Play today's Bigger Payer
Slot A Fake
Spot the invention
How do I play Slot A Fake?
Every name on the table shipped, except one. Tap the invention.
Clear the table and the next one deals with another name to read and
a little less time to read it in. A miss costs you that table and
the next one deals; a clean sheet is the win, and every table you
clear still pays its rung.
Where do the invented names come from?
They are assembled from the real catalogue's own parts — its
naming patterns, its vocabulary and its studios. A hand-written fake
always leaks, because it is either too silly to be a candidate or too
careful to be wrong, and either way you stop reading titles and start
reading tone. A generated name is thrown away if it matches anything
real, so a round always has exactly one right answer.
Why do the other names look so similar?
Because that is the game. The decoys are chosen to share the
invention's pattern, so by the last table you are not reading titles
any more, you are reading the grammar of how studios name them.
What happens if the clock runs out?
It costs you that table, exactly like picking a real title. Both
cost the same on purpose: if freezing were survivable and committing
were not, freezing would be the safer move, which is the opposite of
what a clock is for. The first table gives you nine seconds and the
last five and a half, while the table grows from four names to six.
Is the invented game credited to a real studio?
Yes, and that is the point — a name with no studio under it would
be findable without reading it. Nothing is being claimed: the whole
round tells you one of these is invented, and the answer names which.
No studio on this site has ever made the game you are looking at.
Play today's Slot A Fake
Reassemble
Put the picture back
How do I play Reassemble?
A slot's artwork is cut into sixteen pieces and shuffled. Tap a
piece, then tap another, and the two swap. Pieces already in the
right place are outlined, so you can always see what is settled.
Rebuild the picture in as few swaps as you can.
Why are my swaps limited?
Because the swaps are the score. Your budget is worked out from your
own shuffle — the fewest swaps it could possibly take, plus some
slack — so an easy deal and a hard one get the same room to work
in. Matching that fewest number pays the most, every wasted swap
costs a rung, and running out before the picture is whole ends the
round.
Can I just open the picture in another tab?
No. The image you are sent is already scrambled — the pieces are cut
and pasted into your arrangement before it leaves us — so opening it
shows exactly what the board shows, and swapping changes the file
rather than the layout. The real artwork appears when the round is
over, and not before.
Is there a perfect number of swaps?
Yes, and it is on screen the whole time: the fewest any shuffle can
take is the piece count minus the number of loops in it. Matching
it is the top of the ladder and earns a badge as well. Your budget
is that number plus some slack, which is why an easy shuffle and a
hard one are worth the same to a good player.
Play today's Reassemble
Reel Match
Pairs, until the reels re-spin
How do I play Reel Match?
Twelve cards hold six slots' artwork, in pairs, face down. Turn
two: a pair stays face up, a miss turns back over. Two misses in a
row re-spin every card still face down, and you have 24 turns to
clear the board. Matched pairs never move.
Why do the cards move?
That is the re-spin. A second miss in a row shuffles every card
still face down, so what you remember is only worth something while
you keep matching. It is always announced one miss in advance, and
cards you have already matched stay where they are.
Which slots are on the board?
Six from the catalogue, the same six for everyone on a given day,
shown face up above the round. Never two from one franchise —
telling Money Train 2 from Money Train 3 at card size is not a
memory test — and never one of the day's other answers.
Can I read the layout out of the page?
No. A face-down card is face down in your browser too: the picture
on it only arrives when you flip it, and the shuffle happens on the
server. Which six slots are in play is public; which card holds
which is the secret.
Play today's Reel Match
Smash the Slot
Raw speed, one hammer
How do I play Smash the Slot?
Six tiles, one at a time, each under armoured glass. Hit the tile
anywhere — tap, click or hammer the Enter key — as fast as your
hand goes. Enough blows inside the clock and it breaks; the clock
beats you and the tile holds, and the run goes on. Every tile
needs more blows on less clock than the one before.
Why do some of my taps not count?
Taps faster than a human hand can physically move are discarded,
on your screen and on the server alike. The fastest verified human
clicking is around sixteen taps a second and the floor sits above
that, so no honest tap is ever lost — only a machine's.
Is this the game for me if my hands are slow?
It is the one game on the card that is entirely about the hand, and
it says so up front. Every tile you break still pays its rung even
if the last ones hold, practice is unlimited with nothing posted,
and every other game on the card needs no speed at all.
Which slots are on the tiles?
Six from the catalogue, the same six for everyone on a given day,
never one of the day's other answers. Smashing a studio's tile is
not an opinion about the studio — the artwork is the glass, not
the target.
Play today's Smash the Slot
One Ticket
One a day, and no skill in it
How do I play One Ticket?
Nine panels, six titles, one ticket a day. Rub a panel with your finger or the mouse to scratch the foil off. A click on its own will not do it, it just leaves a mark where you pressed; Enter or Space with a panel focused opens one outright. Three of a kind anywhere on the ticket pays that title's tier, and the paytable is face up from the start.
Does the order I scratch in matter?
No, and that is the honest answer. The ticket is printed before you touch it, so the only thing the order changes is when you find out. What you score is the tier of the line the ticket was carrying, which is why a perfect day does not require this one: it is the single game here that nobody can be good at.
Do I have to rub every panel?
Every panel you open, yes — a click on its
own will not do it, because then the foil would be decoration. But
one decisive swipe clears a panel, Enter or Space opens one with no
gesture at all, and the ticket stops the moment a line lands or the
moment no line is still possible, so you never scratch panels that
cannot matter.
Does everyone get the same ticket?
Yes, one a day for everybody, like every other
puzzle here. It also means the luck is the same for all of us
rather than shuffling the leaderboard — and on a ticket with no
line, nobody got one.
What decides a title's tier?
Its volatility, highest first, with ties settled
the same way every time. Six titles, six tiers, and each tier is
one rung of the same ladder every other game here scores on. The
whole paytable is printed before you scratch anything, so it is
never something to work out.
Play today's One Ticket
Shuffle
Nothing hidden, everything to plan
How do I play Shuffle?
Twelve tiles, four titles, three of each. Every column is labelled with the title that belongs in it. Tap a tile, then tap another, and the two change places. Get all twelve home before the swap budget runs out.
What is par, and why is it shown?
Par is the fewest swaps that board can possibly be sorted in, and it is on screen because nothing in this game is hidden: every tile is face up and the target is printed over the columns. Solving at par is the top of the ladder and every swap over it costs a rung. The trick is spotting the swap that puts two tiles home at once instead of one.
Is picking a tile a move?
No. Only a completed swap spends anything, so
tapping a tile and changing your mind costs nothing — tap it again
to let it go.
How is this different from Reassemble?
They share the swap, and nothing else. Reassemble
hides the picture, so its par is a number nobody can play to and the
score measures how well you worked blind. Here the whole board is
visible from the first move, par is reachable every day, and the
score measures whether you found the shortest route before you
spent it.
Which titles are on the board?
Four from the catalogue, the same four for
everyone on a given day, never one of the day's other answers. No
two share a wordmark family, so telling them apart is never the
hard part.
Play today's Shuffle
Back Catalogue
Oldest to newest, no undo
How do I play Back Catalogue?
Seven covers, each from a different year. Tap the one you think came out first, then the oldest of what is left, and on down the rail. Every pick welds in place and cannot come back off, and no years appear until the rail is full. The last cover has nowhere else to go, so it places itself and is not judged, which leaves six real calls.
Why did I score five when only one cover looks out of place?
Each pick is judged as the call you actually made: of the covers still loose at that moment, was this the oldest? So one misread costs one rung and every later pick still counts for itself. Scoring the finished line slot by slot would wipe everything after a single early slip, and it could never award five at all.
Can I undo a placement?
No. The rail keeps what you give it, which is the
whole game: every weld narrows what the rest can be, and a pick you
could take back would not be a decision. Practice is unlimited and
nothing there is posted to a board.
Are the years on the games page not just the answer?
They are, which is why this game never links to it
and why we would rather say so than pretend otherwise. Release years
are public facts and a search engine hands them over in one query,
so hiding the column would only inconvenience somebody reading the
shelf honestly. The clock keeps running while you look them up.
Which covers am I given?
Seven from the catalogue, the same seven for
everyone on a given day, never one of the day's other answers. Each
comes from a different year, so no two are a dead heat, and no two
share a wordmark family — a numbered sequel would otherwise give its
own place away.
Play today's Back Catalogue
Scoring
The short version
How are points worked out?
Two parts added together, and nothing else. A base for how few
guesses you needed: 1,000 on the first guess, then 130 less for
each one after it, down to 350 on the sixth. Plus a speed bonus
that starts at 400, stays flat for the first 10 seconds, and then
loses one point a second until it is gone.
What does a streak do?
It counts consecutive days played and multiplies nothing. It pays
in streak freezes at 7, 30, 100 and 365 days, in badges, and in the
number itself. It never touches a score, so somebody who joined
today races today's board as an equal.
Do I get anything for not solving it?
5 chips for finishing a round you did not solve, and the day still
counts for your streak. No points: the board only ever counts
solving.
What are chips, and can I spend them?
Chips are the spendable currency. Missions, badges, perfect days
and division podiums pay them, and they buy streak freezes and
cosmetic frames — nothing that can change a score, a puzzle or a
board position. Every chip you have ever earned also climbs your
level, from Fresh Spin up to Max Win, so spending never costs a
level. Points are the score, come only from solving, and can never
be spent.
The full formula
The tournament
Boards and divisions
Who am I competing against?
Everybody who plays that day. Every puzzle on the card is the same
for every player, chosen by the date, so two scores from the same
day are directly comparable. Today's board clears at 00:00 UTC.
What is a division?
A room of up to 30 players at roughly your level, from Bronze up to
Legend, and it is the weekly race: your best 5 days of the week
count, so one bad morning does not cost you the week. At the end of
the week the top of the room moves up, the bottom 5 move down, and
the top three players take podium chips. House rivals on the list
never take a slot.
Who are the House players?
A fixed set of house regulars, tagged HOUSE on every board they
appear on. They exist so a quiet day still looks like a competition.
They are never counted as real players and they are never hidden.
Open the boards
Names and progress
No password, ever
Do I need an account?
No. You can play straight away and your progress is kept in this
browser. Pick a name when you want to appear on a board.
How do I keep my progress on another device?
There are no passwords here. You get one recovery code instead:
carry it to another browser, paste it in, and your name, streak and
history come with you.
Can I change my name?
Yes, as long as the new one is free. Names are three to sixteen
characters and no two players share one.
Is any of this gambling?
No. There is nothing to stake, nothing to deposit and nothing to
win. Points are a score and cannot be exchanged for anything, there
are no prizes, and no part of this site takes or handles money. It
is a knowledge game whose subject happens to be slot machines, which
is why it is marked 18+.
Can I play the slots here?
No. Nothing on this site spins, and no page here links to anywhere
that does.
Why do studio names and logos appear?
Because the puzzle is about identifying real slot machines, and you
cannot ask somebody to name one without naming its studio. Every
mark shown belongs to its owner, and nothing here is endorsed by or
affiliated with any of them.
Still stuck?
The scoring page has the full maths, read
live from the server that does the scoring. The
game index has every slot we ask about,
grouped by studio, if you know a game by its artwork but not by its
title.
Today's puzzles
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