How Craple works
One run a day. You roll until a seven ends it, and every number you hit on the way climbs a level and pays more the next time. There is no bet to place and nothing to spend — the only decision the game asks of you is whether to keep rolling.
A run
A run is a sequence of rolls of two dice. Any total except a seven scores, and takes the number it landed on one hit closer to its next level. A seven scores nothing and ends the run immediately — there is no recovering from it, and no way to bank a score before it arrives. What you finish with is what the seven left you.
Every run is one day’s attempt, and it is resolved the moment you start it: the dice were decided by seeds that existed before you pressed anything. What happens on screen afterwards is the reveal, not the game.
The day
A Craple day runs from midnight to midnight UTC — not from your own midnight. Everyone in the world is playing the same board at the same moment, and it opens and closes for all of us at the same instant. Depending on where you are, that boundary lands somewhere other than the middle of your night: around 10am in Sydney, 1am in Berlin, 5pm in Los Angeles. When your run is spent, the board tells you when the next one opens.
You get one ranked run per day. When the day closes three things happen at once: the board freezes, the day’s server seed is published so every run on it can be checked, and the top score is awarded the day’s champion badge. None of it can be revised afterwards — a frozen board that could still move would not be worth topping.
The numbers
Ten totals score. Each pays a base score set against how hard it is to roll — a 2 arrives on one combination out of thirty-six and pays accordingly, a 6 arrives on five and pays the least. The four rare totals are the horn; the six common ones are the core.
| Total | Group | Ways to roll it | Chance | Base score | Hard way? |
|---|---|---|---|---|---|
| 2 | horn | 1 in 36 | 3.3% | 5,000 | — |
| 3 | horn | 2 in 36 | 6.7% | 2,500 | — |
| 4 | core | 3 in 36 | 10.0% | 1,500 | yes |
| 5 | core | 4 in 36 | 13.3% | 1,000 | — |
| 6 | core | 5 in 36 | 16.7% | 500 | yes |
| 8 | core | 5 in 36 | 16.7% | 500 | yes |
| 9 | core | 4 in 36 | 13.3% | 1,000 | — |
| 10 | core | 3 in 36 | 10.0% | 1,500 | yes |
| 11 | horn | 2 in 36 | 6.7% | 2,500 | — |
| 12 | horn | 1 in 36 | 3.3% | 5,000 | — |
Chances are for a roll that is not a seven. The seven has its own curve, below.
Levels and multipliers
Every number keeps its own hit count. Each hit is a point of XP, and each level costs one more hit than the last — so the second level is one hit away, the third is two more, the fourth three more. The multiplier does not climb at that pace. It grows far faster than the cost, which is the whole shape of the game: surviving long enough to hit the same number a fifth time is worth vastly more than hitting five different numbers once.
| Level | Hits to reach | Multiplier | A 6 pays | A 2 pays |
|---|---|---|---|---|
| LV1 | 0 | 1× | 500 | 5,000 |
| LV2 | 1 | 3× | 1,500 | 15,000 |
| LV3 | 3 | 10× | 5,000 | 50,000 |
| LV4 | 6 | 40× | 20,000 | 200,000 |
| LV5 | 10 | 150× | 75,000 | 750,000 |
| LV6 | 15 | 500× | 250,000 | 2,500,000 |
Levels beyond this are not capped. Thresholds stay triangular and the multiplier keeps tripling — but a number reaching them is a story, not a plan.
The chance of a seven
At a real table a seven is the most likely total there is, and a game that opened on those odds would end a third of its runs before the board meant anything. So the seven is the one outcome whose chance is managed: it starts at a thousand to one and climbs the longer a run survives. Every other total keeps its true relative shape at every point on the curve — a 6 is always five times as likely as a 2. Only the seven moves.
| When | Chance of a seven | What it means |
|---|---|---|
| Rolls 1–3 | 0.1% | A board practically always establishes. |
| Rolls 4–8 | 5.0% | Low, but no longer a formality. |
| Rolls 9–15 | 17% | True odds. A seven is as likely as it is at a real table. |
| Roll 16 | 25% | The squeeze begins. |
| Roll 20 | 45% | Every further roll adds five points of risk. |
| Roll 30 | 95% | Approaching the ceiling. Runs do end. |
The board shows this figure live while you play, because a player who can see the risk climbing is playing a better game than one who cannot.
Hard ways
A total rolled as a pair — a 6 as 3 and 3 — is a hard way, and pays 3× that hit. It only applies to the four totals that can arrive both ways: 4, 6, 8, 10. A 2 is always two ones and a 12 is always two sixes, so there is no hard way to roll them and no bonus for doing so — paying one would be paying every hit a bonus and calling it earned.
Working numbers and the puck
When a number is working, the dealer’s puck sits on it. Bringing a working number home pays 2× and is worth an extra point of XP — so it both pays more now and shortens the climb to the next level. It is the one part of a run that rewards a number you have already met.
Badges
Some runs earn a badge. They are awarded automatically the moment a run settles, they appear on your profile, and each one links back to the run that earned it so you can watch the moment it happened.
What earns them is deliberately not written down. Finding out is the point — a list here would turn a discovery into a checklist, and the ones worth having are the ones nobody told you to go and get.
Why you can trust the dice
Before a run, the server commits to a secret seed by publishing its hash. You supply your own seed, which is fixed before any dice exist and is yours alone — two players on the same day do not get the same rolls. Every roll is derived from those two seeds and its own position in the run, and nothing else.
When the day closes the server seed is published. Anyone can then re-derive every roll of every run from the published seed, the player’s seed and the public tables on this page, and check that the hash they were shown at the start matches the seed they were given at the end. A seed that was swapped mid-day fails that check. This is why the tables above are published rather than described: they are part of the proof.
Every run on the leaderboard can be replayed roll by roll on that basis.