BC.Game · Dice · Updated Nov 2026

Dice at BC.Game

BC.Game's Classic Dice is priced at 98% in the game, 1% edge in its help article and 96% in a notice about Originals. Below: how to tell which price is in force from one multiplier, the return at each target, the two different roll calculations BC.Game publishes, and its four dice games told apart.

RTP (game data)
98%
Return by formula
97.99%
Even-money multiplier
1.96x
Top multiplier
9,800x
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Four dice games, one called Classic Dice

"Dice at BC.Game" can mean four different BC Originals. They share a seed system and differ in range, top multiplier and verifier, so the first job is to know which one is open.

GameResult rangeRTP in game dataMax win in game dataBC.Game verifier
Classic Dice0.00 to 100.00989900×classicdice_new
Dice0 to 9999 in the verifier (0.00 to 99.99 in the fairness text)989800×dice
Hash Dice0 to 9999998not listedhashdice
Ultimate Dice0 to 9999 in the verifier989,900xultimatedice_new

Game data on bc.game, 13 Nov 2026. Ranges from BC.Game's verifiers and help centre.

The rest of this page is about Classic Dice, the one most people mean. For Hash Dice the help centre gives its own figures: a result between 0 and 99,999, a win of "at least 1.0102x, and the maximum could go up to 99,000 x", and "only 1% edge" (article dated 28 November 2025). Those multipliers are the ones a 99% game produces, which the game data's 98 contradicts.

What BC.Game states about Classic Dice

ItemWhat BC.Game statesWhere
RTP in the game data98; the info panel showed a house edge of "2.00%" on 1 Nov 2026Game data on bc.game (13 Nov 2026)
House edge in the help article"The Classic Dice game has a House Edge of only 1%"Help centre, How to Play Classic Dice, dated 28 November 2025 (13 Nov 2026)
Originals in general"We recently adjusted the Return to Player (RTP) percentage for our original games, changing it from 99% to 96%"Help centre, House Edge/RTP, dated 26 November 2025 (13 Nov 2026)
Winning rolls"only roll outcomes that hit the green area are winners"Help centre (13 Nov 2026)
Scripts"the use of scripts is optional. Players assume full responsibility for any attendant risks"Help centre (13 Nov 2026)
Auto modeOn win / on lose: increase by a set amount or reset; stop on win; stop on lossHelp centre (13 Nov 2026)

The three price statements cannot all be true, and for dice there is a quick way to see which applies: the multiplier the game offers at a 50% win chance. A game priced at 99% offers 1.98x there, one at 98% offers 1.96x and one at 96% offers 1.92x. The game client on 1 Nov 2026 computed the multiplier as 98 divided by the win chance in percent, rounded down to four decimals, which is the 98% version.

The price, target by target

A Classic Dice roll is one of 10,001 values, 0.00 to 100.00 in steps of 0.01. A bet at a win chance of c% covers c × 100 of those values. The return is the multiplier times that fraction.

Win chanceMultiplier at 98Winning rollsReturnMultiplier a 99% game would showMultiplier a 96% game would show
0.01%9,800x1 of 10,00197.99%9,900x9,600x
1%98x100 of 10,00197.99%99x96x
10%9.8x1,000 of 10,00197.99%9.9x9.6x
25%3.92x2,500 of 10,00197.99%3.96x3.84x
50%1.96x5,000 of 10,00197.99%1.98x1.92x
75%1.3066x7,500 of 10,00197.98%1.32x1.28x
90%1.0888x9,000 of 10,00197.98%1.1x1.0666x
98%1x9,800 of 10,00197.99%1.0102xunder 1x

Multiplier rule: BC.Game Classic Dice game client (1 Nov 2026). Returns are arithmetic over the 10,001 possible rolls.

Every target returns between 97.98% and 97.99%. The hundredth of a percent below 98 comes from the 10,001st value: the multiplier is set as if there were 10,000 outcomes. The spread between targets is rounding and not something to exploit.

The top of the range is worth a second look. The lowest win chance the game accepted on 1 Nov 2026 was 0.01%, where 98 / 0.01 gives 9,800x. The game data lists a maximum win of "9900×" for Classic Dice, a figure that belongs to a 99% game. If the panel offers 9,900x at 0.01%, the game is being priced at 99% at that moment; if it offers 9,800x, the listed maximum is out of date.

How a roll is derived

BC.Game publishes two descriptions of the calculation, and they are not the same. Its fairness text says: compute HMAC_SHA256(clientSeed:nonce, serverSeed), "take 8 characters of the hash and convert it to an int32 value", divide by 0x100000000, "multiply it by 10001 and divide it by 100". The help article describes the same eight-character step.

The verifier BC.Game links from the game, classicdice_new, does something else with the same hash:

hash = HMAC-SHA256(key = server seed, message = clientSeed:nonce)
index = (first 15 hex characters of hash) mod 47
n = the 14 hex characters starting at index, shifted right by 3 bits (53 bits)
roll = n × 2⁻⁵³ × 10001 / 100

Both methods spread results evenly over the 10,001 values, so the price is unaffected. They do not give the same roll for the same seeds, which matters when you check one. The page the game links is the one to trust for a live bet.

Our dice verifier has a BC.Game mode that follows the eight-character method of the fairness text. It will confirm that the revealed server seed matches the hash you were shown, which is the commitment check and holds for either method, but its roll can differ from the sliding-window verifier's. For the roll itself use BC.Game's classicdice_new page. As with every seed-based BC Original, the server seed is revealed only after you set a new one.

Classic Dice against dice elsewhere

BC.Game Classic DiceStakeShuffleRoobet
Stated price98 in the game data; 1% in the help article99% RTP1.00% house edge99% RTP
Multiplier at a 50% win chance1.96x1.98x1.98x1.98x
Possible rolls10,00110,00110,00110,000 (0.00 to 99.99)
Return by formula97.99%98.990%98.990%99%
Top multiplier9,800x at 0.01%9,900x9,900xShown in the game
HashHMAC-SHA256, 53-bit windowHMAC-SHA256, first 4 bytesHMAC-SHA256, first 4 bytesHMAC-SHA512

Stake, Shuffle and Roobet: each casino's documents as of 12 Nov 2026, detailed on the pages linked below.

The practical difference is the two cents: BC.Game pays 1.96 where the other three pay 1.98 on an even-money roll. Over $1,000 of bets that is about $20 of expected cost against about $10.

Streaks at each target

Because the price is the same at every target, the useful question about a target is how long it can go without paying. The chance of losing n rolls in a row is the losing chance raised to the power n.

Win chanceMultiplier5 losses in a row20 losses in a row100 losses in a rowRolls for an even chance of one win
90%1.0888x1 in 100,000under 1 in a billionunder 1 in a billion1
50%1.96x3.1%1 in 1,000,000under 1 in a billion2
25%3.92x23.7%0.3%under 1 in a billion3
10%9.8x59.1%12.2%1 in 38,0007
2%49x90.4%66.8%13.3%35
1%98x95.1%81.8%36.6%69

Arithmetic over the 10,001 possible rolls. Each roll is independent of the ones before it.

At a 1% target, 100 losing rolls in a row happens about 37% of the time from any starting point, and a run of 20 about 82% of the time. At 50%, twenty losses in a row is about one in a million. Neither run changes what the next roll is worth.

Hash Dice has its own calculation

Hash Dice does not share Classic Dice's method. The help centre describes it as: combine server seed, client seed and nonce, take a SHA-512 hash, read "the first 5 characters", and if the value is below one million use it modulo 100,000; otherwise "it repeats using the next five characters up to 25 times". The verifier BC.Game links for Hash Dice applies that five-character rule to HMAC-SHA512 of clientSeed:nonce keyed with the server seed. The game offers "High" and "Low" intervals on a 0 to 99,999 scale. The 1.0102x minimum and 99,000x maximum in the article are 99 divided by a 98% and a 0.001% win chance; under the 98 in the game data the same two targets would pay 1.00x and 98,000x.

What the slider changes

Moving the target trades frequency for size at a constant price. At 90% you win nine rolls in ten and gain about 8.9% of the stake each time; at 1% you win one roll in a hundred and gain 97 times the stake. The expected loss per dollar staked is the same two cents in both cases. Roll-over and roll-under are mirror images, and neither is favoured.

The auto mode's ON LOSE setting, which can raise the next bet after a loss, is a Martingale by another name. It raises the chance of ending a short session ahead by a small amount and pays for that with a rare, large loss; the expected result per dollar wagered stays at minus two cents because each roll is computed from the seeds and the nonce alone. The Martingale simulator and the dice calculator show the numbers. Account terms are in the BC.Game review.

Sources: BC.Game help centre, How to Play Classic Dice, How to Play Hash Dice and House Edge/RTP (13 Nov 2026); game data on bc.game (13 Nov 2026); Classic Dice fairness text, info panel and game client on bc.game (1 Nov 2026); BC.Game Classic Dice verifier (13 Nov 2026). Returns are our arithmetic.

Frequently asked questions

The game data on bc.game lists 98 (13 Nov 2026) and the multiplier rule in the game client on 1 Nov 2026 was 98 divided by the win chance, which returns 97.99% over the 10,001 possible rolls. BC.Game's help article says the house edge is 1% and another article says Originals moved to 96%. The multiplier at a 50% chance tells you which applies: 1.98x, 1.96x or 1.92x.
At the lowest win chance of 0.01% a 98% game pays 9,800x. BC.Game's game data lists 9900x as the maximum win, which is the figure for a 99% game.
From HMAC-SHA256 of your client seed and nonce, keyed with the server seed. BC.Game's current verifier picks a 53-bit window from the hash, scales it to 10,001 values and divides by 100. Its fairness text describes an older method using the first eight characters.
It checks that the revealed server seed matches the hash shown before the bets. Its BC.Game roll follows the eight-character method in BC.Game's fairness text, which can differ from the sliding-window method in the verifier BC.Game links today, so use BC.Game's page for the roll.
Yes. They are four separate BC Originals. Classic Dice rolls 0.00 to 100.00, Dice 0 to 9999 and Hash Dice 0 to 99999. All four list 98 in the game data and each has its own verifier.
It depends on the target. At a 50% win chance, 20 losses in a row has a chance of about one in a million. At a 1% win chance, 100 losses in a row happens about 37% of the time. The price per roll is the same either way.
Neither. They are mirror images with the same multiplier rule, and every target returns about 97.99%.

Related pages

BC.Game - BC Originals, provably fair
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