Methodology

Every model this site uses, why it was chosen over the alternatives, and the point at which it stops being able to answer honestly.

The core model

Everything here rests on one fact: the expected cost of gambling is the amount staked multiplied by the house edge. Formally, with predetermined turnover T held fixed, expected value is linear in T, which follows from the linearity of expectation and holds no matter how that wagering is divided into individual bets.

That last point does real work. It means that with T held fixed, bet sizing does not change the expected total loss — staking 500 SC as five hundred 1 SC bets or as one hundred 5 SC bets gives the same average. Bet size changes only how widely results scatter around that average. Any claim that a particular staking pattern improves expected return is wrong, and this site will not make one.

h = 1 − r

T = (B × m) ÷ c

E[balance] = B − T × h

Why the expected balance is a lower bound

The formula above assumes the full requirement gets staked. In reality wagering often stops when the balance runs out, so the true expectation is B − h × E[actual turnover]. If every stake is at most the remaining requirement, actual turnover is at most T and B − T × h is a lower bound. The published simulator, however, always stakes a full last bet, so actual turnover can exceed T by up to one stake. With that overshoot the bound is directional rather than a theorem under the simulator.

The gap is typically small relative to one stake when the balance comfortably covers the requirement, and it grows as busting becomes likely. You can see it directly: run the variance explorer with a heavy requirement and the simulated mean sits above the closed-form figure, because runs that empty their balance stop losing while the formula keeps staking past zero.

The alternative was to model ruin exactly. That requires the game’s full payout distribution and the bet size, and produces an answer only for a specific game whose paytable is published — which is almost never. A stated lower bound with its assumption named is more honest than a precise-looking number derived from a paytable we invented.

Where the model refuses to answer

When T × h reaches or exceeds B, the arithmetic gives a negative balance. A balance cannot be negative, and printing “−25 SC” would present a broken assumption as a result. The calculators stop there and say what broke.

This is enforced in the code rather than left to discipline. The calculation returns a different type in that state — one that has no expected-balance field at all — so no part of the site is able to display a negative expected balance even by mistake.

In the same state, the site reports the break-even multiplier m* = c ÷ h and says plainly that completing the requirement would take an above-average result, without offering a probability. Calculating that probability needs the payout distribution, which is not an input here.

Things this site will not calculate

Questions deliberately left unanswered, and why.
QuestionWhy not
Probability of clearing a requirementRequires the game’s full payout distribution and bet size. Producing one from an RTP figure alone would be false precision.
A casino-wide RTPAn average over a handful of games is not a property of a casino. It would be dominated by which games we happened to pick.
Expected value of a sessionDepends on how much you actually stake, which depends on results as they happen. We can price a stated amount of wagering, not a session.
Which operator is bestNot this site’s subject. It records rules and does arithmetic; it does not rate operators.

Arithmetic

Currency and Sweeps Coin values are held as exact decimals rather than binary floating point, so 0.1 + 0.2 is 0.3. This matters because the site publishes cost-per-coin ratios derived from small decimal amounts, and repeated rounding through a chain of operations is how a calculator quietly accumulates error. Deterministic calculators compute at 28 decimal places of working precision and round for display. The variance simulation uses ordinary floating-point arithmetic. Stored roulette figures are four-decimal presentations of exact fractions.

The variance simulation is the exception: it runs in ordinary floating point, because its output is the shape of a distribution rather than a published figure, and its percentiles are sample estimates anyway. They are shown to the nearest whole coin for that reason.

Input parsing rejects rather than guesses. A value like “1,23” could be one and twenty-three hundredths or one hundred and twenty-three, and no amount of cleverness resolves it from the string alone — so the calculator asks rather than choosing. The same applies to more decimal places than a field can carry: entering a price of “19.999” is rejected rather than silently rounded, because the rounding would be invisible in the result.

How the arithmetic is verified

Method versions

A version changes whenever the numeric output could change for the same inputs. Wording edits do not bump it. Every published figure cites the method and version that produced it.

Playthrough requirement playthrough v1.0.0

Convert a balance and a playthrough multiplier into the amount that must actually be staked, including the effect of partial game contribution.

  • R = B × m

  • T = R ÷ c

  • R_remaining = max(0, R − W_credited)

  • T_remaining = R_remaining ÷ c

Assumptions and limitations

Assumptions

  • The multiplier applies to the balance B, which is how most sweepstakes wagering requirements are written. Some operators apply the multiplier to a purchase amount or to a bonus portion instead; check the operator’s terms.
  • A single contribution rate c applies to all of the wagering. Mixing games with different contribution rates gives a different total.
  • Wagering already credited is entered in credited units, matching the operator’s progress display.

Limitations

  • This method describes a requirement, not an outcome. It says how much must be staked, not whether the balance will last long enough to stake it.
  • It does not model maximum-bet rules, excluded games, or time limits. Breaching any of those can void a requirement no matter what the arithmetic says.

Theoretical expected balance after wagering expected-balance v1.0.0

Estimate the average balance remaining after a stated amount of wagering, under an explicitly simplified model.

  • h = 1 − r

  • T = (B × m) ÷ c

  • E[loss] = T × h

  • E[balance] = B − (T × h)

  • m* = c ÷ h (the multiplier at which the expected balance reaches zero)

Assumptions and limitations

Assumptions

  • Every coin staked is staked at the same assumed RTP r. Switching games changes r and therefore changes the result.
  • With predetermined turnover T held fixed, expected value is linear in T. This follows from the linearity of expectation and holds regardless of how that wagering is split into individual bets — bet sizing does not change the expected total loss when T is unchanged, only how the results spread out around it.
  • The full requirement is actually staked. The model does not stop when the balance runs out, which is why it is only valid while the expected balance stays above zero.
  • No jackpot contribution, side bet, rake, or promotional credit sits outside the stated RTP.

Limitations

  • This is an average over an extremely large number of repetitions, not a forecast of one session. Half of all real sessions finish below the average, and for a high-volatility game most finish well below it while a few finish far above.
  • Because the model keeps staking after a real balance would be gone, B − T×h is usually a lower bound on the true expected balance rather than an exact figure. The published simulator can overshoot required turnover T by up to one stake on the last bet, so that bound is not a theorem under the simulator. Once the result reaches zero the model stops reporting a number, because a balance cannot go negative and a false precision there would be misleading.
  • It cannot produce the probability of completing a requirement. That depends on the game’s full payout distribution and bet size, neither of which is an input here.
  • Published RTP is a long-run property of a game’s design. It does not describe, predict, or guarantee any individual result.

Package value package-value v1.0.0

Express what a coin package costs per Sweeps Coin, how much of an uplift it represents over the normal amount, and what those coins cost once a wagering requirement is applied.

  • SC per dollar = S ÷ P

  • Cost per SC = P ÷ S

  • Uplift = (S ÷ S₀) − 1

  • E[balance] = S − ((S × m) ÷ c) × (1 − r)

  • Effective cost per redeemable SC = P ÷ E[balance]

Assumptions and limitations

Assumptions

  • Sweeps Coins are treated as redeemable at one coin to one dollar, which is the usual sweepstakes redemption rate. If an operator redeems at a different rate, the money figures scale by that rate.
  • The uplift compares like with like: S and S₀ must both be the coin amount for the same purchase price.
  • The expected-balance step carries every assumption and limitation of the expected-balance method.

Limitations

  • Cost per coin measures advertised price, not expected cost after wagering. A cheaper coin attached to a heavier playthrough requirement can have a higher cost per redeemable coin than a dearer coin with none.
  • Effective cost per redeemable SC is reported only while the expected balance is above zero. Where the requirement is heavy enough to exhaust the balance in expectation, no meaningful cost-per-redeemable-coin exists and the calculator says so instead of printing a large number.
  • Minimum redemption thresholds, redemption fees, and identity-verification requirements are not modelled and can matter more than the arithmetic.

Scenario comparison scenario-comparison v1.0.1

Apply one identical model to several package-and-playthrough scenarios so the differences between them are attributable to the inputs rather than to the method.

  • Each scenario is evaluated with the package-value method at its stated version.

Assumptions and limitations

Assumptions

  • Every scenario is evaluated with the same method and version. A comparison between two different models would not be a comparison of the packages.
  • Ordering is by theoretical cost per redeemable Sweeps Coin under the stated assumptions, computed from the inputs alone. Equal costs share a rank.

Limitations

  • The ranking is only as good as the assumed RTP and contribution values entered. Two scenarios given different RTP assumptions are being compared on those assumptions as much as on their prices.
  • A scenario whose expected balance reaches zero cannot be ranked on cost per redeemable coin and is reported separately rather than being sorted last.
  • No commercial relationship of any kind enters this calculation. The ordering is a function of the numbers you enter and nothing else.

Variance simulation (model game) variance-simulation v1.0.0

Show how widely results spread around an expected value, by repeatedly simulating a deliberately simple model game whose mathematics are fully stated.

  • Model game: each stake of size b returns b × k with probability p, and 0 otherwise.

  • k = r ÷ p (chosen so the model game has exactly the assumed RTP)

  • Variance of return per unit staked = r² × (1 − p) ÷ p

  • Standard deviation per unit staked = r × √((1 − p) ÷ p)

  • A run stops when credited wagering reaches R, or when the balance can no longer cover one stake.

Assumptions and limitations

Assumptions

  • The model game is a two-outcome game. It is not any real slot. Real slots typically have many outcome tiers and heavier tails than this model, even at the same RTP and hit frequency. Tail heaviness is not implied by (r, p) alone.
  • Every play is independent and identically distributed, and the stake is flat.
  • Randomness comes from a seeded generator, so the same seed and inputs always produce exactly the same output.
  • The simulation runs in ordinary floating-point arithmetic for speed. The deterministic calculators use exact decimal arithmetic; the simulation does not need that precision because its output is a distribution, not a published figure.

Limitations

  • A simulation describes a model, not a person. It cannot tell you what will happen to your balance, and no number of runs makes it able to.
  • Percentile figures are estimates from a finite sample and will move slightly with a different seed. They are reported to a deliberately coarse precision for that reason.
  • The distribution of a real game depends on its full paytable, which is not an input here and is rarely published in full.
  • Increasing the run count reduces sampling noise. It does not make the model game any more like a real one.

Source policy · Worked examples