SNAP JUDGMENT
FOUR WHEELS · ONE SHARP TAP

You get half a second. Spend it well.

Four small wheel games built around one honest question: can you read a moving thing and commit at the right instant? Everything runs on your device. Nothing is sent anywhere, because there is nothing to send.

Number Wheel with spots and groups picked
Home screen showing the four modes
Multi Ball with four balls settled on four different numbers
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Mode 01 — pure skill

Timing Wheel

Tap once to spin up. Tap again to stop. The wheel coasts exactly two more turns and lands on the slice that sat under the pointer the instant you tapped — the coast adds no lead at all, so there is no secret offset to memorise. The rim turns twice a second. That is the whole game.

x2 · 47.5% x5 · 19% x10 · 9.5% x25 · 3.8% x100 · 0.95% dead zone · 19.25%
Timing Wheel with the pointer stopped on a slice
Mode 02 — the long run

Number Wheel

Thirty-seven spots. Pick some, roll the ball, and watch what the numbers actually do over hundreds of rounds. The units here are tally marks, not currency — there is no balance, nothing to top up and nothing to redeem.

A single spot comes back as 36: the 1 you used plus 35 extra. But there are 37 spots. That one extra spot is the entire gap — and the reason the long-run return settles at 36 / 37 = 97.3%. The figure is not a promise; it is the thing this mode exists to show you.

Number Wheel board with spots and groups selected
Mode 03 — no timing needed

Triple Combo

A 13-spot wheel deals a base of 0 to 12, then three multiplier columns stop one by one, each worth x1, x3, x5, x7 or x9. The total is the base times all three.

An average round is 750 — though most land well under that; the median is 315. The top end is 12 × 729 = 8,748. And a base of zero, 1 in 13, zeroes the whole round even if the columns land x729.

Triple Combo showing the base wheel and three multiplier columns
Mode 04 — four at once

Multi Ball

The same 37 spots and exactly the same chances as Number Wheel, with one change: the wheel never turns. Four balls roll out from the centre, hit the rim and bounce into four different numbers.

Each pick uses 4 units — one per ball — and every ball is judged against it on its own. A ball on zero only affects that one ball. More balls narrow the swings; they do not change the chances.

Multi Ball with four balls settled on four different numbers

What this game does not do

Most of this list is normally buried in a privacy policy. It is here because it is the part we would want to read first.