How to Play Crash Games

A crash game asks one question per bet: when to stop. The answer is given with a button or a number entered in advance, and the four formats sold under the name differ mainly in the way a round starts and the moment that answer must be given. Below, a round of each format, then the controls they share.

The figures behind a cash-out point are kept on other pages. What any multiplier is worth in odds is on the crash odds page, and how choosing one shapes a session is in the crash strategy guide.

Every control in every kind of crash game, from the betting window to the last exit, and what each one can and cannot change.
PlayGuidePro Team
PlayGuidePro Team

A Shared-Curve Round, Step by Step

The shared curve is the format most players picture first: one multiplier, a table full of players and rounds that run on a clock. Every round passes through the same five stages.

  1. The betting window. A countdown runs between rounds. A stake placed now is for the round about to start, and most games let it be withdrawn until the countdown ends.
  2. The take-off. The multiplier leaves the stake itself behind and climbs, slowly at first and then faster. From this moment stakes are locked in.
  3. The flight. The bet button has turned into a cash-out button that shows what the bet would collect if pressed now. Other players' exits scroll past in a side list; they are their own choices and alter nothing in the round.
  4. The bust. At a point settled when the round was created, the climb ends and the animation with it: the plane flies off, the rocket bursts, the balloon pops. Any stake still riding is lost.
  5. The settlement. Winning bets are credited at the multiplier where each one left, the bust point joins the results strip, and a new window opens.

Solo Curves: The Round Starts With the Bet

A solo curve keeps the flight and the exit and drops the crowd and the clock. Pressing bet launches a multiplier that belongs to that bet alone, and the round ends at the bust or at the cash-out; another begins only when the player presses again.

That puts the pace in the player's hands. Rounds come as quickly as they are started, and solo games often pair the curve with an automatic mode that repeats the bet, so a few minutes can hold more rounds than a long spell at a shared table, and the amount wagered per hour climbs with them.

Step Games: Chicken, Road and Tower

Step games swap the curve for a path. The screen shows a row of lanes, tiles or tower floors, each marked with the multiplier it pays, and a difficulty setting chosen before the start decides how risky each step is. The player advances one step at a time: a successful step lifts the bet to the next rung, a failed one ends the round and takes the stake.

An exit is allowed between steps and never during one, which turns the game into a string of separate yes-or-no choices. The ladder and the difficulty level hold the whole of the odds, and they belong to that game alone: the chances worked out for curve games on these pages do not describe a step game, so its rules screen is where the worth of each rung is read.

Target Games: Limbo and Its Relatives

A target game has no flight at all. The player sets a target multiplier and a stake and presses once, and a result appears immediately: at or above the target, the bet pays the target; below it, the stake is gone. Nothing happens between the bet and the result, so there is nothing to react to and no button to press late.

The choice a curve player makes during the round is made here before it starts, in the same way an automatic cash-out would make it. Each studio target game states its own return on its rules screen.

The Controls on a Crash Screen

Names and layouts vary between studios. Step and target games use the stake, bet and automatic rows.

Pro Tip
Before the first real bet, set the automatic cash-out you plan to use, play a few demo rounds with it and confirm the panel shows it armed. Clear it before moving to another game.
ControlWhat it doesWorth knowing

Stake field

Sets the amount of the next bet, typed in or nudged with plus and minus buttons.

The casino sets the limits inside the studio's range, so one game can carry different limits at two casinos.

Quick amounts

Buttons that fill in preset stakes, or double or halve the current one.

A doubling button puts a progression one tap away; what that does to a budget is on the betting systems page.

Bet and cash out

One button that places the stake before the round and becomes the exit once the curve moves.

The amount it shows during the flight is what pressing it now would pay, stake included.

Auto cash-out

A multiplier entered before the round, at which the game takes the bet out without a click.

Settled by the game at that exact multiplier, so a slow connection cannot move it.

Auto bet

Repeats the stake round after round, often with a stop after a set number of rounds or a set loss.

It is not the same as auto cash-out: one repeats the bet, the other ends it.

Second panel

A second, independent bet, staked and cashed separately.

With both panels in use, the amount wagered per round doubles.

Cashing Out by Hand, and the Delay It Carries

A manual cash-out is a message from the player's screen to the game's server. The server, not the screen, records the multiplier at which it arrived, and the curve keeps climbing while the message travels. On a steady connection the gap is too short to notice. On a mobile network, or at the moment many players press together, the paid multiplier can differ from the one showing when the button went down, and a click aimed just before a bust can land just after it.

An automatic cash-out closes that gap. The target is lodged with the server before the round begins, so the bet is settled at exactly that multiplier, or lost if the curve never gets there.

The key point: An automatic exit pays the precise multiplier set in advance. A manual one pays whatever the server has reached when the click arrives, and a slow connection can carry that past the bust.

Two Bets in One Round, and Partial Cash-Outs

Games with a second panel run two separate bets on one curve, each with its own stake and its own exit, by hand or automatic. A common pattern pairs a low target that comes in often with a high one left to run. The first exit does not shelter the second; each bet is settled on its own.

A partial cash-out, offered by some games, takes a share of a single bet, often half, at the current multiplier and leaves the remainder in flight with its own chance to go further. In effect it splits one bet into two with different exit points, which is what the second panel does with two separate stakes.

Neither feature alters the return on each unit staked, since every part of the money is priced like any other exit on the same curve. They change how a round tends to finish, and two panels double what rides on it; how often a two-bet round ends behind is calculated in the strategy guide.

In short: A second bet or a partial cash-out divides the money between two exit points. The return per unit staked stays where the game sets it, and only the pattern of results moves.

The Results Strip Above the Curve

Most curve games print the latest bust points in a row above or beside the curve, usually colored by size. It is a record of what has happened, handy for confirming that a round ended where the screen showed and for seeing how often low results turn up.

A record is not a forecast, though. Each round is settled independently of the rounds before it, so a run of low busts does not bring a high one closer. Why streaks in the strip look like patterns is taken up in the strategy guide, and the tools sold as a way to read it are examined on the crash predictors page. For provably fair games, how a round is fixed in advance and checked afterwards is explained in the provably fair guide.

Crash Glossary

1

Multiplier

The figure on the curve: what each unit staked would return if the bet were cashed out at that moment.
2

Bust point

The multiplier at which a round ends. Every stake still riding at that point is lost.
3

Cash out

Ending a bet before the bust and collecting the stake times the multiplier reached.
4

Auto cash-out

An exit multiplier fixed in advance, which the game applies on its own.
5

Auto bet

A setting that places the same stake round after round until it is switched off or a stop condition is met.
6

Betting window

The countdown between shared-curve rounds, during which stakes for the next round are accepted.
7

Step game

A crash format played along a path of steps, with an exit allowed between steps and the odds set by a ladder.
8

Partial cash-out

Taking a share of a bet at the current multiplier while the rest stays in the round.
9

Return to player

The share of all stakes a game pays back over the long run, set by the studio and stated on the rules screen.
10

Max multiplier

The highest multiplier a round can reach or pay under the rules of the game.
11

Max win

The largest sum of money a single bet can collect, whatever multiplier it is cashed at.

How to Play Crash: FAQs

No. A shared-curve game accepts stakes only during its betting window. A bet placed once the flight has begun is held over for the next round in most games, and it can usually be cancelled before that round starts.

The rules screen of each game says how it handles this. A bet with an automatic cash-out is settled by the server at its target whether the screen is open or not. Without one, most games treat the bet as still in play, so it is lost if the round busts before the connection returns.

No. The bust point is decided when a round is created, before anybody has left, and the list of other players' exits is shown for interest only. A large win by someone else takes nothing away from the bets still running.

Yes. Curve games set an earliest exit a little above the stake itself, and target games set a lowest target in the same way. The rules screen gives both figures, along with the highest target the game accepts.