Poker Call
Fair Play & Odds
Last updated: 13 October 2026
Every probability in Poker Call is computed server-side and printed in the app before you play, never a client-side guess, never a hidden number. Below are the published figures for every game, taken directly from the numbers our server uses to run them.
The poker deck
Every hand's deck is shuffled and dealt fresh immediately before the hand starts, and every swap of the shuffle is drawn from the operating system's own cryptographic random number generator, so any of the 52! possible orders of the deck can come up. No sequence carries over from one hand to the next, and nothing about a previous hand or spin can predict the next one.
Rake
Every table in Poker Call is a play-money table. “Rake” here means a share of the chips in a pot, taken in chips; no money is involved at any point, and it is not revenue: it is simply the route by which chips leave the game so the economy does not inflate forever.
Ring-game hands are raked 5% of the pot, with a per-hand cap of 10 big blinds up to and including the Diamond rung, and 50 big blinds from the Black rung (10M/20M blinds) upward. The higher cap at the top exists so the largest pots keep paying the full 5% rather than falling to a flat fee: the biggest pots should be the biggest drain. Practice tables and the side games are not raked at all. A hand that ends before the flop is never raked: no flop, no drop.
While the game is new, the higher stakes open one at a time as the tables fill up, so the players there are spread over a few tables rather than sitting alone at many. When a stake is not open yet the lobby says how many more are to come. Nothing else changes: pack sizes, rewards and unlock levels are worked out exactly as described on this page, and private tables can use any stake.
Sit & Go tables are not raked either. Instead the entry carries a house fee of 10%, taken once when you sit: 90% of every entry goes into the prize pool and every chip of that pool is paid back out to the players. Your table publishes the exact split in chips before the first hand. How many places pay is fixed at that first deal by the entrants who paid in: up to 3, the winner takes all; 4 to 6, the top two (65% and 35%); 7 or more, the top three (50%, 30%, 20%), and a refund later never changes it. A tournament that never finishes refunds your whole entry, fee included. So does being removed by a table vote, or having your app not connected when registration closes at the first deal: your chair is freed and the whole entry goes back to your wallet. A vote that passes during a hand waits for that hand to finish; if that hand knocks you out, your place stands and there is no refund.
The live rate and cap for the table you are sitting at are printed beside the blinds, and they are the numbers the server is actually charging.
How free rewards are priced
Every free reward in the app is authored in big blinds, not flat chips, so it keeps its meaning as you climb: a 1,000 big blind prize is a real prize at every rung, rather than a fortune at Beginner and a rounding error at Diamond.
Those big blinds resolve at the rung below your own, not at the table you are currently playing. At most rungs that is a fifth of your own big blind; at Gold and Black it is a quarter, because the ladder's own step is 4× at those two points rather than 5×. A Gold player's 1,000 big blind daily-board prize is therefore 1,000 Silver big blinds (50,000,000 chips), not 200,000,000.
We do it this way for one reason, and it is worth stating plainly: if the free game paid at the stakes you are already playing, it would fund those stakes outright and there would be no reason to move up. Paying one rung below keeps every reward genuinely worth claiming, it is still real money at the table just under you, while leaving the step up as something you play for.
Since 2 October 2026, “your own rung” means your economy rung for every chip amount the house gives you or sells you: the rung your level has unlocked (from Bronze up, one rung higher once your wallet has outgrown your level, never more), but never above the rung you actually play. That is worked out over the last 7 days: the rung you played most hands at (a tie counts as the lower rung), and never above the rung at or below which at least half of those hands were played. Public cash hands count at their rung; Sit & Go and private-table hands with other people count at the rung their stakes match, but never above the highest public rung you played in those 7 days, and they can only ever pull your rung down, never lift it above the rung your public hands alone give; Practice hands do not count. With no hands in the last 7 days, it is Beginner. A rescue armed only by Practice play is a Beginner one. (Until 3 October 2026 a single public hand could set it, a tie went to the higher rung, and a rung last played weeks ago still counted.) Free rewards, prizes, the rescue, the daily allowance, the Piggy Bank and everything bought (packs, balls, spins, flips, Club tickets, House Pass chips) all follow that one rung, so levelling up never makes the free game or a small pack worth more than the stakes you play. A House Pass tier, a House Special and a Crew Chest pay at the rung they were reached, completed or played at when that is lower than your rung at the claim, so holding them while you climb never multiplies them. Stake sizes you choose in a side game are unaffected.
Three rules cover everything, and they never cross over:
- A reward the house gives you resolves at the rung below your own.
- A price you pay in chips resolves at your own rung: a gold spin, a card pack bought with chips.
- Anything bought with real money is priced at your own rung: the store resolves every pack for the buyer, and from Bronze up a player whose wallet already outgrows their level is quoted one rung up, never more, and never ratcheted back down by a big win. While your level is still at the Beginner rung (below level 5) the store always quotes Beginner packs. A pack is never sized above the rung you actually play (above). The price in pounds never changes; what changes is how many chips it buys at your table.
Whatever the rule, the app prints the exact chip figure on the screen the reward is shown on, before you claim it: subject to the daily allowance below, where that applies. The big-blind multiple is how a reward is authored; the printed number is what reaches your wallet.
The daily free-chip allowance
Nearly every free reward draws on one daily allowance of 200 big
blinds at your own rung (two 99p Pocket Packs' worth at
your own rung, every day, at every rung on the ladder), reset at local midnight.
Your profile publishes the ceiling and what is left of it
(faucetCapToday, faucetLeftToday). A claim is never
refused because of it: if the allowance is short, the claim still completes
and the response says the payout was clipped.
Nearly everything free runs through it: missions, the wheel, the House Tour, welcome-back grants (after 3, 7 or 30 days away; since 2 October 2026 the 3- and 7-day ones pay at most once in 30 days), the login streak, level-up grants, the bust-out rescue, a free Flip or Fold run's winnings and prize backs (a run on a flip you bought, the Flip Pack or a bundle, pays in full; a Flip Pack flip plays a 52 big blind stake at the rung you bought it at: since 2 October 2026 every bought ball, spin and flip is stamped at your economy rung, the same rung the chip packs resolve at), the Pyramid's daily free call (what it banks), and a free Tumble ball's credit and the Tumble ladder tiers (a premium ball you bought pays in full).
These rewards are paid in full, whatever is left of your allowance, because each one shows you an exact figure before it pays: Vault Run set and grand prizes, the Suit League's daily leg and weekly tier reward, the nemesis bounty, the Crew Chest, every House Pass tier, every House Specials prize, and referral rewards (both sides of an invite and the referrer's 50-hand milestone, bounded instead by the referral caps: two paid invites a day, twenty for life). The milestone's 50 hands are public-table hands played with at least one person outside the referrer's circle (not the referrer, not someone else they invited, not one of their friends and not anyone who shared a table with them in the last 7 days): at least 5 of them with chips put in voluntarily, over at least two different days (or the invited player reaches level 5 with those same 5 voluntary hands over two days; since 2 October 2026 the level alone no longer counts). They sit outside the allowance altogether: they never use it up, so winning one never shortens your streak, missions or any other free grant that day, and a number we put in front of you is a number we pay. Nothing else in the list above quotes a figure in advance, which is why the allowance is allowed to shorten those.
What sits outside the allowance entirely is what you earned or paid for: purchases, the Piggy Bank, staked side-game winnings, anything won at the table, and the two daily boards (Crown Hand and Big Tumble), because three prizes a day won against the whole house are a competition, not a faucet. A cap on money you won at the felt would not be a faucet cap, it would be a confiscation.
AI opponents
Every non-human seat is clearly labelled as an AI/bot opponent in the app. There are no hidden or unlabelled bots.
A practice hand banks nothing (no chips, XP, stats, Tumble balls, League points or House Specials progress) with one exception: it counts toward the daily “Play N hands” missions (since 1 October 2026), because those missions ask only that you play. Missions that ask you to win, reach a showdown or play at a public table still count public-table hands only, and every mission claim is paid inside the daily allowance.
How table XP is earned. Every hand you are dealt into with a regular (20 hands with other people; since 3 October 2026 also an account linked to Apple or Google that has played 20 hands with other people (not Practice), and everyone at The First Table from the day the seat is granted; a guest still needs a regular for its own hands to count; a guest's hands never count toward its 20 counted hands or a Crew Chest from a linked account of that kind on the same phone or internet connection, and a Crew Chest opens only for an account linked to Apple or Google) other than you at the table earns 10 XP (plus a win bonus and a pot-size kicker at public stake tables, and one-off achievement XP); a hand with no regular but you earns no hand XP (since 2 October 2026), so XP comes from playing real opponents, not your own new accounts. Since 2 October 2026: an account earns hand XP at one table at a time: the table where it last earned it, until that table has dealt it nothing for 90 seconds or it stands up there; other tables it plays at the same moment earn none. At a private table, hand XP needs a regular (as above) dealt in, and stops after 50 hands' worth (500 XP) a UTC day. An account dealt in at more than two tables at once goes on the moderators' review list, for a person to look at, never an automatic penalty. Level raises pack sizes, grants and the VIP bonus, so it has to be earned at the table, not farmed.
The Velvet Bandit (the at-table one-arm bandit)
Every spin deals 5 cards from a freshly shuffled 52-card deck: the pay table below is the TRUE poker probability of each hand, out of all 2,598,960 possible 5-card hands, not a tuned slot-machine table.
| Hand | Pays | True odds |
|---|---|---|
| Royal Flush | 1,000× | 1 in 649,740 |
| Straight Flush | 250× | 1 in 72,193 |
| Four of a Kind | 80× | 1 in 4,165 |
| Full House | 30× | 1 in 694 |
| Flush | 20× | 1 in 509 |
| Straight | 7.5× | 1 in 255 |
| Three of a Kind | 3.5× | 1 in 47 |
| Two Pair | 2.75× | 1 in 21 |
| Pair, Jacks or better | 1.5× | 1 in 7.7 |
| Pair, Tens or lower | 1.2× | 1 in 3.4 |
| High Card | 0.1× (a tenth back) | 1 in 2.0 |
House edge: 6.29%, computed directly from the pay table above (never typed in separately from the multipliers). Every spin pays something, and any pair is a win. High Card is the only hand that returns less than the stake, and the machine says what came back rather than calling it a win. Wins are paid in whole chips, rounded down. From 7 October 2026 any pair wins: a pair of tens or lower pays 1.2× and every row but High Card pays more than the stake (about one spin in two). Before that a lower pair returned half the stake and a high card a quarter, and the middle rows paid more (quads 100×, full house 40×, flush 25×, straight 10×, trips 5×, two pair 4×); the edge moved from 6.26% to 6.29%. Only the prices moved, never the odds.
The Gilt Wheel
Segment weights sum to exactly 100, so each weight is the segment's true percent chance on a spin. The published jackpot chance is 2% per spin, worth three times the biggest chip wedge; the smallest chip prizes sit around 8-9% each. The wheel is picked with a server-side cryptographically-seeded random draw, never predictable from a prior spin.
Spending a stash of spins at once (bonus or Premium, ×N SPIN) draws every spin separately and settles them together: each spin has the published odds, and the 2× NEXT SPIN boost carries from spin to spin exactly as it would one at a time, so a batch is worth exactly the same spins taken singly (from 1 October 2026). It used to be one draw multiplied by the count: a whole batch could land on the 2× wedge and pay nothing, and it paid about 5% less than singles.
Gold Spin (the paid wheel)
The free spin and its four-hour clock are unchanged. A Gold Spin is a bet: it costs 20 big blinds at your own table and pays a multiple of that price. Nine segments: 0.2×, 0.5×, 1×, 1.5×, 2×, 3×, 5×, 10×, 30×, with weights of 330, 277, 190, 91, 62, 30, 13, 5 and 2 out of 1,000, so a weight divided by ten is that segment's exact percent chance. No segment pays nothing; six in ten pay less than the spin cost. Multiply every multiplier by its weight and the total is 920 out of 1,000: the return to player is exactly 92%, a house edge of 8%. Spin as often as your wallet allows: a gold spin never consumes or delays your free spin.
Flip or Fold
A normal round lays out 4 face-down chips with exactly 1 cracked: a true, published 75% (3 in 4) chance of being safe. The pick into the first vault (rung 4) lays out 5 chips with 2 cracked: a true 60% (3 in 5). The pick into the last (rung 8) lays out 6 with 3 cracked: a straight coin flip, the only one in the game. The eight rungs pay 1.13×, 1.42×, 1.81×, 2.79×, 3.73×, 4.89×, 6.44× and 12.3× your stake. A cracked chip hands a fifth of your stake back: the run is over, but never with nothing.
The house edge is 5.87% against the best play: 94.13% of what you stake comes back in chips. That figure counts everything the game pays you in chips: the rung you banked, the chips prize backs you collected climbing to it, the fifth of the stake a cracked chip returns, and a Vault Key doubling a vault. It is not the rung on its own. The best play uses the Vault Key, which is shown the moment you find one: taking it to the vault it doubles is worth more than any fixed stopping point. Banking at one chosen rung every time carries a little more, between 8.9% and 9.1% at each of the eight banking points, and each rung's own figure is printed on the ladder.
Until 11 October 2026 this page printed “about 9%” as the edge. That was the figure for banking at a fixed rung, and it missed what a player who uses the Vault Key well gets back; the economy audit of 10 October 2026 solved that play exactly (and a two-million-run simulation through the game's own code agreed), so the headline is now the lower, true figure.
It used to be the rung on its own, and that was wrong. Until 16 September 2026 the edge printed here was computed from the ladder alone, leaving out the prize backs and the key. Counting them, the true return from rung three upwards was over 100%: the house was paying out more than it took in on the part of the ladder people actually climb. We re-solved the ladder against the full sum, cut the chips prize back from a quarter of the stake to a tenth, and made the top rung a coin flip. On 24 September 2026 a cracked chip began handing a fifth of the stake back and the ladder was re-solved once more, which is why the top vault now pays 12.3×. The figures above are the current ones.
One safe chip in every round carries a prize on its back (1 in 4 per pick, 1 in 5 into the first vault, 1 in 6 into the last) holding chips worth a tenth of your stake (55%), a flip (20%), a Tumble ball (15%), a pack (8%) or a Vault Key (2%). The flip, the ball and the pack are not counted in those figures: they pay in things rather than chips, so they sit on top of the published edge rather than inside it. A free flip plays at a small fixed stake, never touches your wallet, and pays 60% of the ladder: the odds and the multipliers on the board are exactly the same as a staked run, the payout on a free run is six tenths of it. A staked run may be any tier of the ladder, up to your whole wallet. The cracks and the prize back are placed by a fair, server-side seeded draw before you tap, independent of which chip you choose.
Ace's Pyramid
Fifteen cards are dealt from one fair shuffle before the first call: every step of it drawn from the server's cryptographic random source (since 2 October 2026; it used to be one seeded generator per round); nothing is re-dealt to change the odds. Every call prints its true chance (the real count of higher and lower ranks among the cards not yet seen) and pays the fair price for that chance less the house edge (up to 2% of what you risk; 1% at even odds) and less the tenth of the bet that a wrong call keeps (the price is the fair book × 0.88), with no cap however long the shot (since 2 October 2026; it used to stop at 12× per chip, which made a long shot cost more than the 2%) and floored at nothing: a call that cannot lose pays nothing, because that is what it is worth. A wrong call costs nine tenths of the bet, never all of it; the tenth stays in the pot, and if that is below the smallest call the round ends and banks it. Per chip bet the house's expectation is −0.02 × (chance of losing). Every bank pays the pot less the house's 7% (yours, the peak's, or the one a wrong call makes for you), and BANK IT shows what lands (since 2 October 2026; before then each call carried 9% and a bank paid the whole pot). A call that cannot win is switched off. A pair pushes: no chips move, the pair card is burned (seen, so out of the book) and the next card off the deck turns in its place. One swap per round sets the base card aside and turns the next deck card; no chips move and the swapped card is out of the book. The pot can be banked before any call; a pot at zero ends the round.
The smallest call is 25% of the starting stake (or the whole pot, if less). Until 30 September 2026 it was 1%: a climb crept up at that minimum risked almost nothing per call, could not bust, and returned 99.7% of the stake, because the edge is charged only on what is bet. With 2% a call and the 7% bank cut, the same coasting line returns about 91% (100,000 simulated rounds of the real rules), banking after a call or two about 93%, and betting the whole pot on every call about 84%.
The peak is priced exactly like every other call. It used to pay
3× the book, and that was not a generous house rule:
it was a broken one. A call is worth
chance × payout − stake at risk, so pricing at the
fair book less 9% leaves the house 9% and multiplying that price by three
leaves the PLAYER 173%. Simulated over 200,000 rounds of the real rules, the
game returned 160% of every chip staked to a player who shoved each call and
204% to one who crept up the pyramid at the minimum bet
(which then could not bust, since the minimum was 1% of the starting stake) and
then shoved the peak. Corrected on 16 September 2026, along with the
0.02× floor, which made every near-certain call (calling higher
on a deuce, lower on an ace) a risk-free profit.
What the house keeps: on each call, 2% of the bet times the chance of losing it, then the payout is rounded down to the hundredth (which adds at most a hundredth of the bet), so about 1% on an even call, less on a near-certain one, and never more than 2% of what you risk; and 7% of every bank. The game prints it in that exact form: up to 2% of what you risk; 1% at even odds, and the house keeps 7% of every bank.
The call edge is per call, not per round, and the bank cut is per bank. Most of the edge sits in the bank cut, so banking early and riding to the top return about the same; neither is the clever line.
The Flop Slip
Nine cells on what the flop will be: eight binary markets and the graded Flop Ladder, which pays on every flop by its best feature (trips 40× at the top, anything else about a third back, the whole ladder repriced to your hand for exactly 94%), backed during preflop and settled the moment the flop lands. Every one prints its exact chance and its payout on the cell, read off the wire from the table you are sitting at rather than from a copy kept in the app.
The board is priced for your hand. The bet is placed after the hole cards are dealt, so the flop comes off 50 cards, not 52, and all eight binary markets are statements about ranks, suits or colours that your own two cards are made of. Holding two black cards makes 3 RED a 13.27% shot; holding two red makes the same square 10.33%. The grid reprices itself the moment you are dealt in, at a flat 6% house edge on every square of every hand you are dealt, never above 6.3%, because the price is rounded DOWN to the penny, which is the only direction that cannot pay you more than the book says. The grid shown before the deal is the 52-card average, for show only: a slip can be backed only once your two cards are in, so no bet is ever struck at that price.
Until 16 September 2026 it was one fixed board counted over all 22,100 flops from a full deck, which is a deck no player is ever dealt from, and this page said in as many words that none of the markets depended on your own two cards. All eight of them did. At a flat ×8, 3 RED was worth +6.12% to the player on the 24.51% of hands holding two black cards: a losing square for the house, findable from information already sitting in the player's hand. Across all 1,326 starting hands the true edge at the old prices ran from 17.39% down to −6.12% depending on what you held.
Repricing the cells to survive their worst case would have meant charging every other hand for it: a 3 RED priced so that two black cards cannot beat it costs a player holding two red cards a 26% edge on the same square. So the board is priced per hand instead, the way Ace's Pyramid prices a call.
The price is struck when the bet is placed, not when the flop lands, and it comes back on the confirmation. Max 200 big blinds per market and 400 big blinds per hand (from 13 October 2026), counted in the big blinds of the table you sit at: every square prints its MAX and the slip will not build past either. The price is struck on your own two cards, so players who share their hole cards could find markets in their favour; the cap keeps that to a small number of big blinds instead of a wallet. From 22 September to 13 October 2026 a player could stake the whole wallet on any market; until 22 September every win was capped at 2,000 big blinds. Below the caps the only other ceiling is the app's largest exact chip count (chips are whole numbers, exact only below about nine quadrillion), and a stake that would pay past it is refused rather than taken for a payout that would not be made in full. The smallest stake is one big blind, and never less than 100 chips (from 2 October 2026): payouts round down to the whole chip, and on a 2-chip stake at a 1/2 private table that rounding took a third of the Ladder's price. Stakes go up in whole steps of 100 chips (also from 2 October 2026): every price is a whole number of pennies, so a stake in 100-chip steps is paid stake × price exactly, with nothing lost to rounding. A hand that ends before a flop refunds every Flop Slip in full.
The Tumble
The board is eight rows of pegs across the full width, seven bays and five chutes. The server flips one fair coin at every peg; the twin gems, the centre post, the two discs and the wall kickers near the top move the ball by fixed, published rules. Every bay's probability is counted exactly over all 256 coin paths from every chute, and the published odds table in-app is the exact probability used to settle the drop; premium balls never get better odds behind the scenes, only bigger prizes on the same table. The ball you watch plays out the exact path the server rolled, touching exactly those pegs and bumpers.
Every chute has exactly the same odds. The bumpers at the top catch every ball and hand it on to the same place whichever chute it came from, so all five chutes publish the same row of odds, every bay is reachable from every chute, and no bay pays nothing. The prize row under the bays is the same for every chute, and a ball is worth exactly the same from all five.
What a free ball pays (from 5 October 2026). A free standard ball's bays and pockets are priced at the stakes just below the ones you have unlocked (at Beginner, which has nothing below it, at a fifth of its big blind), and since 5 October 2026 they pay 20 times what they did. At Beginner the bays pay 8,000 · 720 · 208 · 144 · 208 · 720 · 8,000 chips, every touch of a pocket disc 240, and a full ring 4,000: about 1,640 chips a ball on average, the same multiple at every rung (Bronze about 8,190, Silver about 40,940, Gold about 204,690, Platinum about 818,750, Diamond about 4,093,750, Black about 20,468,750). Before that a Beginner ball paid 400 · 36 · 10 · 7 chips, about 82 on average. The odds did not change. A premium ball you bought pays exactly what it did before. Every free ball still draws on the daily allowance below, so the most free chips you can collect in a day did not change.
A free ball's credit and the Tumble ladder's tier rewards draw on your daily free-chip allowance of 200 big blinds, like every other free reward; a premium ball you bought pays in full. The Big Tumble and Crown Hand daily boards also pay in full: three prizes a day won against the whole house are a competition, not a faucet. (The separately named Suit League daily leg is not one of those two, but its prize is published as a figure, so it is paid in full as well: see the allowance section above.)
Double Tumble (from 7 October 2026). Every Wednesday and Thursday, your time (midnight Wednesday to midnight Thursday on your phone's clock, UK time until the app has told us yours): every ball you earn lands twice, table balls, the free daily ball and the streak ball included, and the chip packs in the store carry bonus premium balls, the exact count printed on each tile. The Tumble screen shows when it ends. It runs once a week: moving your clock mid-window does not restart it. It replaces Tumble Rush, which ran the first four days of each month.
Staked drop (the paid board)
Free balls, the daily free ball and the pack-reward ladder are unchanged. A staked drop is a bet: pick a stake from the published ladder, drop on the same board under the same eight fair coins, and the bay you land in pays your stake times its multiplier. The row, edge to centre, is 9.39× · 2× · 0.15× · 0.10× · 0.15× · 2× · 9.39×: the edge bays (1 in 32 between them) are the big prize, the bays next to them (18.75%) pay 2×, and the three middle bays return part of the stake. From 30 September 2026 the bays next to the edges pay 2×; before that the row was 11.75× · 1.05× · 0.30× · 0.21×, which left nothing between about 1× and 11.75×. Only the prices moved, never the odds. Bays plus pockets return exactly 92% (an 8% house edge) from every chute, with one multiplier row for all five, so a side drop is never a better or a worse bet than a centre one. A staked drop pays its bay, 2% of the stake for every touch of a pocket disc, and 0.64× the average stake of the eight touches that fill a ring: all inside the 92%. It never ticks the pack ladder: no ladder tick, because the published 92% is the whole settlement.
The Vault Run (card packs)
Published pull odds by pack type (chance of drawing each card rarity, 1★ commonest to 5★ rarest):
| Pack | 1★ | 2★ | 3★ | 4★ | 5★ |
|---|---|---|---|---|---|
| Standard | 50% | 30% | 15% | 4% | 1% |
| Silver | 0% | 45% | 35% | 15% | 5% |
| Gold | 0% | 0% | 55% | 35% | 10% |
| Platinum | 0% | 0% | 0% | 80% | 20% |
These are the exact weights our server draws from.
Mystery packs do not use that table at all, and they do not draw from the full card pool either. Every slot draws with equal probability from the cards you do not already own, and a card the pack has just dealt counts as owned for the next slot, so while you have at least 3 cards left to find, a Mystery pack is never a duplicate, and a 5★ you are missing is exactly as likely as a 1★ you are missing. With 1 or 2 cards left, those slots deal them and the spare slots use the Standard odds above, so those are duplicates (they still mint shards). Once the album is complete, the whole pack uses the Standard odds. It is published as its own mechanic rather than dressed up in a fabricated odds row.
Packs can be bought with shards, at the shard prices shown in-app, or with chips: 40, 100, 250, 600 and 400 big blinds at your own table for Standard, Silver, Gold, Platinum and Mystery. Both prices are printed on the pack before you buy, and the pull odds above are identical whichever way you paid.
A pack bought with chips is a collecting cost, not a bet. Its only chip payback is the set and album rewards, and on average they return Standard 23%, Silver 32%, Gold 23%, Platinum 13% and Mystery 28% of the chips you paid. That is measured by playing whole albums from empty, buying only that pack with chips and spending every duplicate's shards at the Card Exchange, pooled over thousands of albums; any one album varies either side of it. The same figure is printed under each pack's chip-buy button, and the server's test suite re-measures it on every run so the published number cannot drift.
The Piggy Bank
A slice of the house's rake drops into your piggy. Every cash pot you win deposits 4% of that pot (measured after rake, so it is 4% of what actually reached you), but never more than the rake the house took on that hand. On a hand raked less than that, the rake is the deposit; on an unraked hand, nothing goes in. The piggy is funded out of the house's own cut, so it can never mint new chips into the game.
It fills to a cap of 650 big blinds at the stakes you play: your own (economy) rung, never above the rung you actually play in the last 7 days, which is where the pots that fill it are won. That is exactly the size of the £4.99 Value Stack the store shows you beside it, and it stops there; nothing is ever taken out of it, and it never shrinks. The balance is shown live, and the only way to open it is the £4.99 Piggy Bank in the store, which pays you the exact balance on the tile and resets it to zero. It cannot be bought below 60% of the cap (390 big blinds): an almost-empty piggy is not something we will sell you.
The store
Until the store opens at launch, nothing is offered for sale. While purchases are closed (the beta), the app shows no prices, no offers, no pop-ups and no “buy more” buttons; where one would sit it says the store opens at launch, or offers the beta refill (since 5 October 2026).
Chip packs are priced in big blinds, not in a flat number of chips. The 99p Pocket Pack is 100 big blinds whether you play the Beginner rung or the Sovereign one, so a pack keeps its size in buy-ins as you climb. The store prices it at your own rung, or, from Bronze up, one rung up once your wallet has outgrown your level, never more. Below level 5 it is always the Beginner rung, however many chips you hold, so the pack you see on day one is the pack you see when you run dry. And since 2 October 2026 it is never sized above the rung you actually play: your economy rung, worked out from the last 7 days of hands as described above. The chips you get are printed on the tile before you buy, and that is exactly what the purchase itself grants (a REBOOST pack can add one later refill, below). A promo's “+70%” is 70% of your own resolved pack, never a beginner's.
REBOOST: one refill, once per account. The Super Stack and every bigger chip pack carry REBOOST. Once per account, ever, when your wallet drops under half a minimum buy-in at your own stakes (20 big blinds) with nothing on a table or staked in a game, the pack refills your wallet with its own size: the pack’s chips at the rung you bought it at, or at your rung now if that is higher. That is the pack’s face value, without any promo, VIP or first-purchase bonus. If you have bought more than one REBOOST pack, the biggest one pays, and then REBOOST is used for good: the badge on the store tile says so.
The BEST DEAL ribbon is arithmetic. It sits on the one offer on the shelf right now (chip pack or live chip promo) that gives the most chips per pound, worked out live from the figures on the tiles as you see them: the tripled figures while your first-purchase triple is still to come, the plain figures after it. There is no “popular” ribbon: we will not call something popular without sales figures to show it.
Your first chip pack is tripled: counted up to the £4.99 Value Stack. The first ladder chip pack or chip offer you buy lands 3× its chips if it is the Value Stack or smaller; a bigger first pack lands its own chips plus twice a Value Stack's. Ball, spin, flip, card-pack and House Pass packs are not tripled and do not use it up. (Separately, the first purchase that includes Tumble balls triples those balls, up to 40 extra: the Ball Pack's own triple, 20 becoming 60.) The store banner says this, and every tile it applies to prints the tripled figure it will actually grant. It never stacks with a VIP bonus: whichever is bigger pays, and if that is the VIP bonus the triple waits for your next chip pack.
Two things in the store are not chips, and their tiles say so rather than printing a face amount they do not pay:
- Streak Shield: £0.99. One shield, which silently eats one missed day so your login streak survives it. The streak card offers one from day 2 of a streak or once you have played a table, never on your very first visit (since 5 October 2026). You may hold three at a time, bought or earned; a purchase that would take you past three is refused rather than taken. A free one drips in at most once a week: when you claim your streak while holding none, and it has been seven days since the last free one (the first one seven days after your first claim). Travelling is not a miss: when your phone's time zone changes, a day that only looks missed because of the new clock is let off, once every seven days. More often than that, a missed day counts like anyone else's. A break you take from Settings freezes the streak: a day your break touched is never a missed day, and no shield is spent on it. The freeze runs from when the break reaches us, so it cannot cover days already missed before it.
- The Club: £9.99 a month. The subscription. Everything it is worth is listed below, and all of it is published in the app before you subscribe.
House Pass Premium (£4.99) is sold one 28-day season at a time, and the tile says how many days the current season has left. Bought in the last 7 days of a season, it also covers the whole of the next season, so a late purchase is never two days of premium for the full price. A refund takes back every season that purchase covered.
The Club
One subscription, no tiers, and every benefit is a plain grant with a number on it:
- Your daily streak payout doubles (×2), on top of your league multiplier and your streak's own weekly compounding. The multiplier is shown on the Streak screen, and the amounts you see already include it.
- Two premium Tumble balls a day, handed over the first time you open the Tumble that day. No claim button.
- House Pass Premium for the season you join in, exactly as if you had bought it.
- A monthly rung ticket: 40 big blinds at your own rung, once every 30 days, paid straight into your wallet. Because it is part of something you paid for, it does not draw on the daily free-chip allowance.
- No offer pop-ups: the lobby never opens a chip offer on a member, and no chip offer is ever sent as a notification. (There are no ads in Poker Call for anyone.)
Cancel any time: with renewal off you keep every benefit until the end of the month you have paid for (the Club screen shows “Ends <date>”). Once that date passes, every benefit stops the next time anything reads it. Nothing is clawed back.
Spending limits
You can set a daily cap on real-money spend: £5, £20 or £50 a day, or off (shown in your store’s own currency: outside the UK each rung is the same price tiers in your currency, so the app shows it converted at your store’s own prices). It is enforced on our server, not in the app: a purchase that would take you past the cap is refused, and the app is told exactly how much of the cap is left and when it resets. The day is your own: the cap clears at your local midnight. After you change time zone it clears at midday of your first new local day, or 20 hours after it last cleared if that is sooner, never less than 8 hours, so travelling does not lock you out of a whole day and a clock change cannot reset it early. The same rule moves your streak, free-chip allowance, missions and daily balls when you travel.
Cooling-off runs one way only. Lowering a cap, or setting one for the first time, takes effect immediately. Raising one, or turning it off, waits 24 hours from your last change. A limit you can lift the moment it bites is not a limit.
Your purchase history (the date, the pack, and what was actually charged) is on your own profile, so you can always check what you have spent rather than taking our word for it.
There is also a rate limit on buying, and it is on your account rather than your connection, so a household, a hotel or a phone network sharing one address never has one person's buying refuse another's. You can make 6 purchases in any five minutes and 25 in a day before the server starts saying “slow down a moment”, which is well clear of anything a real session needs: 3 in five minutes, or 10 in a day, will never be refused. What it stops is a script hammering the till. A refusal here is a 429, and it is checked before the payment sheet opens, so nothing is charged. A refused attempt does not count against either allowance, and the app tells you which ceiling you met and when it lifts: a five-minute pause asks you to wait a couple of minutes, and the daily one names the time it clears rather than telling you to try again.
At the table
- Buy-in bounds are the table's, and they are published on it: a minimum of 40 big blinds and a ceiling of 100 big blinds. The app reads those two numbers off the table rather than working them out, so what you are offered is always what the table will accept. Tapping SIT seats you with a full stack: the 100 big blind ceiling, or your whole wallet if that is less, so everyone at a table starts level (since 13 October 2026).
- Topping up moves chips from your wallet onto your seat, never past the 100 big blind ceiling. Ask for more and it is quietly capped, not refused. A top-up asked for mid-hand lands at the start of the next one: chips never move while a pot is being contested.
- During the beta, the new-account limits below are off for everyone (since 5 October 2026): the one seat a day, the 200,000 a day to any one player, the 200,000 a day from new accounts combined, and the lock on Bronze and above that follows from them. Beta chips are test chips, the store is closed and every wallet resets at launch, so there is nothing for them to protect, and they stopped friends testing together. They start at public launch, exactly as written below.
- During the beta, a First Table tester who runs out of test chips can take a free beta refill (since 5 October 2026): when your wallet plus any chips on tables is under the smallest Beginner buy-in (80,000), the lobby and the out-of-chips sheet offer to put your wallet back to 600,000, up to three times a UK day. Refills are test chips like the rest and go at the launch reset. The offer ends at public launch.
- A new account's first day at the tables is one seat of each kind. Until an account has played 20 hands with other people: at public tables, in Sit & Gos or at private tables, with a regular dealt in (about twenty minutes of poker; since 2 October 2026 three or more new accounts together no longer count without one): it can put one seat a day: 100 big blinds of its rung (200,000 chips at Beginner) on public cash tables, and a separate one seat a day into Sit & Go entries and private tables (three seats, 300 big blinds, once it is linked to Apple or Google on its own phone; since 5 October 2026). The two are counted apart, so a Sit & Go or a friend's game never uses up the public-table seat. Chips you take back to your wallet when you stand up from any table, and a Sit & Go prize up to the entry, are given back to the seat they came from, so sitting down, standing up, changing tables and winning a Sit & Go cost nothing; only chips lost at the table use it up. It resets at midnight UTC, the refusal says how many hands are left to go, and the Practice table is always open. The lobby shows any stake whose minimum buy-in is over what is left today as locked, with the hands still to go, and PLAY NOW seats you at the best stake that fits. After those 20 hands, or from the account's first purchase (a real one; an App Store sandbox test purchase does not count), whichever comes first: the public-table limit never applies again. A purchase that is later refunded takes that back: with no other real purchase standing, the account is new again until it has played its 20 hands. It exists because two brand-new accounts at a public table were the one place chips could be dumped from account to account without any limit at all.
- A new account can lose at most 200,000 chips a day to any one player. For its first 7 days, and until it has played on 5 different days with a regular at the table (or, once it counts as a regular itself, with anyone; a purchase shortens neither), an account can have at most 100 Beginner big blinds (200,000 chips) at stake against any one other player in a UTC day, less what it has already lost to them net that day. A buy-in or top-up over that is cut down to it (or refused, where that would be under the table's minimum buy-in), and before every hand any chips on its stack over it go back to its wallet: whoever sat down first. Once it has lost the 200,000 to one player, it cannot buy in, top up or enter a Sit & Go where that player is seated until midnight UTC; Sit & Go results count toward it too. A Sit & Go entry cannot be cut down, so since 3 October 2026 it is accepted while any of the 200,000 is left and refused only once it has been reached. A Launch Freeroll seat is never refused by this limit: its entry is free and its prize comes from the launch fund, so no chips move between players. Other tables stay open, and nobody's winnings are ever touched. Because a seat at Bronze and above has a minimum buy-in over 200,000, those tables open to a new account (with anyone else seated) once this period is over; the lobby shows them locked until then. It stops a farm of new accounts each handing its welcome chips to one main account, including accounts left to age without playing. Playing a friend, the figure is 600,000 (300 Beginner big blinds, the welcome wallet; since 5 October 2026): when the new account is linked to Apple or Google on its own phone, you are on each other's friends lists, and you share no phone, so a newcomer who loses a buy-in to the friend who invited them can keep playing them that night.
- An account past its new-account period can win at most 200,000 chips a day from new accounts combined (since 2 October 2026). An account that is itself past its new-account period can take at most 100 Beginner big blinds (200,000 chips) net in a UTC day from new accounts that are not its friends in the sense above, and at most 300 Beginner big blinds (600,000 chips) from all new accounts put together, friends included (since 5 October 2026; two new accounts are held to each other by the rule above). Making or dropping friends during the day never lifts the 600,000. Every new account at its table shares that one figure: their stacks together are held to what is left of it (whoever sat first keeps theirs), and a Sit & Go counts every new account's entry against it, whichever order they joined in. A buy-in or top-up over that is cut down (or refused under the table's minimum), a stack over it goes back to its wallet before the next hand, and once the 200,000 is reached no new account can buy in, top up or enter a Sit & Go there until midnight UTC. Nobody's winnings are touched; it stops a farm of brand-new accounts all feeding one main. The house's own account is exempt (since 3 October 2026), so new players can fill a table it sits at.
- Who pays whom is logged. Every cash hand between two or more people books how many chips moved from each player to each other player that day. A pair where one side moved 100 big blinds or more net to the other in a day (counted in the table's big blinds or in Beginner big blinds, whichever is more) or any real flow out of a brand-new account or one that only became a regular that day, goes on the moderators' review list, for a person to look at, never an automatic penalty, because losing badly and dumping look the same hand by hand.
- Sitting out holds your seat for up to 5 minutes of sit-out time. While you are out the dealer skips you completely: no blinds are posted and no cards are dealt to your seat, and your chips stay exactly where they are. Nobody else can take the chair. When your sit-out time runs out the seat stands up and every chip goes back to your wallet.
- Sit-out time is a budget, not a fresh clock. Every seat starts with five minutes. Sitting out spends it, whether you tapped Sit Out or the clock sat you out, and coming back does not refill it. Every hand you are dealt into earns 30 seconds back, up to the five minutes. With under 15 seconds left, tapping Sit Out returns the seat to the table and your chips to your wallet instead of parking; sit down again and you start with a fresh five minutes. A phone call costs you nothing; a habit of it costs the seat.
- The clock is 15 seconds. Run out with a bet to face and you are folded; with nothing to face you are checked through. You get one time bank of 15 seconds in every hand, tap to use; it refills at the next deal.
- A chair belongs to whoever is playing. Three turns in a row running out of time stands you from a cash table: chips to your wallet, chair freed. Three clock-taken turns inside one orbit, even with plays in between, sits you out instead, and the sit-out budget above takes it from there. In a Sit & Go, where the entry cannot be refunded, the same three turns sit you out. This exists so the table stops waiting on somebody who has gone, and so that person stops being blinded away while they are not there. A dropped connection is not a missed turn: while your seat is held for you to reconnect (90 seconds at a cash table, 5 minutes in a Sit & Go) the clock still checks or folds for you, but those turns are not counted towards any of this, nor towards your “clock ran out” stat, for up to 3 minutes of dropped time in any 30 (past that they count). If the hold runs out first, the seat is settled as if you had left.
- An empty seat is on a clock. Lose your last chip at a cash table and your seat shows a 90-second rebuy clock that the whole table can see. Top up before it runs out (from your wallet, or after buying chips) and you are dealt into the next hand. Let it run out and the chair is freed for the next player: there is nothing to cash out, so nothing is lost. An empty seat cannot be held by sitting out.
- A full table does not wait on an empty chair. When every seat is taken and somebody new joins, a seat that has been sitting out for more than 90 seconds stands up for them, chips back to its owner's wallet to the chip. With a free chair at the table nobody is ever displaced.
- A dropped connection holds your seat for 90 seconds at a cash table and 5 minutes in a Sit & Go (since 3 October 2026; it was 30 and 60 seconds), while the clock keeps acting for you. A dropped seat plays on the short 2-second away clock from the moment it drops, at a cash table and in a Sit & Go that already started, so the table is not held up: you are blinded down, not knocked out. Past that, the cash seat stands up with every chip on it back in your wallet; in a Sit & Go you are out at your current place. Either way the app tells you on the next open what happened: the chips that went back to the wallet, or the place you finished and any prize paid.
- Auto top-up is a per-seat switch on your own player card (and a default in Settings): before every deal, and the moment a hand leaves you with nothing, the house fills your stack to the table ceiling from your wallet, so a busted seat at a two-player table is dealt straight back in rather than left on the rebuy clock (if the wallet covers the table minimum). It runs on our server, so it works with the app in the background, and it never moves chips mid-hand.
- Mute table silences everyone else, for you only (from 5 October 2026). The speaker button at the top of the table mutes every other seat on your phone until you tap it again or leave that table. Nobody is told, your own camera and microphone are untouched, and anyone you muted one by one stays muted when you unmute the table.
- Muting somebody is permanent. It is stored against your account, not the table, so it follows you to every table you sit at. You can see and undo your mutes in Settings.
Poker Night
A night's join code rotates every week, and both the current code and the moment it changes are shown to everyone on the night. Using a code does not put you in the game: it puts you on the host's door list, and the host, or anyone they have made a co-host, lets you in or turns you away.
Launch week
For the 7 days from launch, the house adds chips to public Sit & Gos from one launch fund of 1,000,000,000 chips. A Beginner or Bronze Sit & Go with at least 4 players from 4 different phones gets 360,000 chips added for each player, up to 2,160,000; at Beginner that is three times the prize pool. The extra is paid by the same split as the pool (65% and 35% with four to six entrants, 50%, 30% and 20% with seven or more). Only accounts linked to Apple or Google add a share, one a phone, and only they count towards the 4 phones; guests play the same Sit & Go for its normal pool. Each player counts for 5 boosted Sit & Gos a launch day; in a sixth, their share stays in the fund and the others’ shares are still added. Heads-up and three-player Sit & Gos, Silver and higher, and private Sit & Gos pay their normal pool. In launch week a Beginner or Bronze Sit & Go waits up to 3 minutes for its fourth player while it is short of the boost (it deals as soon as it is full), and you can leave before the deal for a full refund.
The boost has its own share of the fund, released in seven equal daily amounts (a day’s unused amount rolls over), so it lasts the whole week and never takes the freerolls’ prizes. When a day’s amount is spent, the boost pauses until the next launch day, and the lobby says so and when it comes back. The extra is fixed when the first hand is dealt and comes back to the fund if the tournament never finishes. The lobby shows how much of the fund is left.
Launch Freerolls. In launch week, when a prize is set, a free Sit & Go opens every night at 8pm UK and again at 1am UK (evening in the Americas; the app shows both in your own time). Its tables open 15 minutes before the start and never deal before it. Each table has six seats, first come, first served; when every table is full, another opens, up to four tables (24 players) for each start time. Entry is free, for accounts linked to Apple or Google, one entry per phone for each start time (across all its tables), and the prize for each table, shown on the lobby card before you sit, comes from the same launch fund.
The First 500. The first 500 accounts linked to Apple or Google to play a hand at a public table or public Sit & Go with someone on another phone after launch get a numbered First 500 badge on their player card, for good. A guest who links later takes a place at their next such hand, while places are left. The welcome is 600,000 chips for everyone, First 500 or not. A second account made on the same phone does not take a place.
Beat Steve. On Thursday nights (UK date) at the nightly tables (Tea & Tells, Prime Time) and the Launch Freerolls (never at a private table or Poker Night), whoever takes the whole stack of Poker Call’s founder wins the Steve Bounty from the launch fund, once per player per night, and a Took Steve’s stack badge on their player card. Badges are never shown at the table.
Everything here is chips, worth nothing outside the game: never cash, a gift card or a physical prize.
How the games feed each other
No game here is an island: winning at one hands you something to spend in another, and every one of these links is a plain grant, never a randomised “maybe”.
- A gift mission is optional. Gifts cost chips at the table's stakes and a mission pays back at the rung below, so a gift mission can cost more than it pays. It still pays when you claim it, but the missions all-clear bonus never waits for it (until 30 September 2026 it did, which meant buying gifts to unlock the bonus).
- No mission pays for camera time. Since 2 October 2026 the social missions count hands you play with another person at the table, camera optional. Until then they counted minutes on camera, which a guest could not earn at a public table (from 1 October 2026 the all-clear bonus did not wait for them).
- Any four missions clear the board. Since 2 October 2026 the all-clear bonus needs any four of the day’s missions claimed, whichever four you choose, rather than every one: with no AI players at public tables, a thin room cannot promise a showdown win or a big pot every day.
- The Flop Slip wins count toward a daily mission and the Slip Night special, so reading a flop right pays twice, for a leg staked at least one big blind of the stakes just below yours, or any leg at a public ladder table (a 2-chip leg at a private table does not count).
- The Velvet Bandit, Ace's Pyramid, the Gilt Wheel and your daily login streak each have their own live House Special now, so ordinary play in any of them fills a prize bar without you going looking for one.
- The House Tour covers seven steps: five games and the two boards, not five: the Pyramid and the Bandit tick their own boxes the first time you genuinely play them, and the same one-off welcome bonus pays when the last box ticks.
- Reaching the peak of Ace's Pyramid with a pot worth at least twice your stake banks you one bonus Gilt Wheel spin on top of it. It has to be climbed for: the smallest allowed bet is a share of your starting stake, and when that share was 1% a round played entirely at the minimum could not bust and reached the top about 77% of the time, which made the spin free money rather than a prize. At today's 25% minimum a coasting climb earns it about 2% of the time.
- Opening Vault Run packs counts toward a daily mission, and completing a set hands you a Flip or Fold flip alongside the set's chips.
- Claiming your Crew Chest moves your House Pass by the same points a live House Special pays.
- The Crown Hand and Big Tumble daily boards pay into the other games as well as your wallet: the top paid place also takes a standard Vault Run pack, and any other paid place a Flip or Fold flip.
- The Big Tumble ranks by rarity (from 2 October 2026): every entered drop is scored by how rare its outcome was (the true chance of the bay it landed in from that chute, a ring-filling jackpot rarer again), shown as “1 in N”, the same for a free ball, a premium ball and a staked drop. It used to rank chips against your big blind (a staked drop by its multiplier), and a bought ball beat every free ball by construction.
- The Big Tumble podium grows with the field (from 30 September 2026). An entrant is a player whose drop entered that day's board. From 100 entrants 1st wins 1,000 big blinds, 2nd 375 and 3rd 125; from 30, 1st 375 and 2nd 125; from 10, 1st 125; under 10, no place pays (the board still ranks). During the beta (until public launch) the steps are 40, 15 and 5 entrants, with the same prizes. It used to pay the full podium however few entered, so one player beating nobody took 1,000 big blinds. The board shows today's entrant count and what each place pays now.
- The Crown Hand podium grows with the field too (from 1 October 2026), on exactly the Big Tumble's steps. An entrant is a player with a qualifying hand (straight or better) on that day's board. From 100 entrants 1st wins 1,000 big blinds, 2nd 375 and 3rd 125; from 30, 1st 375 and 2nd 125; from 10, 1st 125; under 10, no place pays (the board still ranks). During the beta (until public launch) the steps are 40, 15 and 5 entrants, with the same prizes. It used to pay the full podium to any field: one straight on a quiet day took 1,000 big blinds. The board shows today's entrant count and what each place pays now.
- The League daily leg's 1st prize needs a field (from 1 October 2026; the steps went up on 2 October). With 30 or more players scoring that day, 1st wins 1,000 big blinds, 2nd 500, 3rd 250 and so on; with 10 to 29, the paid places start from the 500 big blind prize; with fewer than 10, from the 250. How many places are paid is unchanged. A lone scorer used to take the full 1,000.
- Playing a Poker Night counts toward the weekly Standing Game special.
- The Suit League pays the top 30% of a board, never more than 10 places (the weekly tier reward and the daily leg alike), and a weekly bracket of fewer than 8 players joins a bigger board when there is one (the rest of its tier, or the tier below), with every row showing its tier. Until 30 September 2026 the weekly reward went to the top half of a bracket and the daily leg paid ten places, so at beta numbers nearly everyone who scored was paid, and a bracket of one “won” the Aces reward against nobody.
- Day 2 of your login streak pays one free standard Tumble ball instead of chips (two for Club members, and doubled again during Double Tumble, Wednesdays and Thursdays, like every standard ball), until 30 September 2026 it paid the same chips as day 1. If your ball rack is already full it pays that day's chips instead, so a claim never pays nothing.
- Your league tier multiplies your daily streak payout, and that exact multiplier is published on both the League and the Streak screen rather than left for you to work out.
- Promoting a league tier hands you one standard Tumble ball, priced at your own rung like every other free grant. Premium balls are bought, never earned.