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    JOURNAL › MATH OF LUCK
    数 MATH OF LUCK次

    Hi-Lo, priced: the exact odds behind every card and every button

    Illustration for “Hi-Lo, priced: the exact odds behind every card and every button”
    Hi-Lo deals one card drawn uniformly from thirteen ranks, and suits never matter. “Higher or same” on a card of rank r wins (14 − r) times in 13, and “Lower or same” wins r times in 13 — the current rank pays on both sides, which is why the two figures add up to more than one. At an Ace or a King that overlap is split out into a “Same” button worth 1 in 13. The fair price of any call is exactly 13 ÷ (number of winning ranks), and since version 3 of the engine that exact figure is what a run accumulates: the payout is the product of the exact step odds times the configured return, floored once at four decimals. At the 1% setting every button costs between 1.0000% and 1.0038% of the stake, whichever side you call, and a run of ten straight ×1.08 calls reaches ×2.2042 with a 44.91% chance at a 1.0012% edge — the ladder no longer gets dearer as it climbs. Skipping a card is free, limited to 52 per run, and changes nothing about the card that follows.
    BETKYO RESEARCHPUBLISHED 2026-09-16UPDATED 2026-09-188 MIN READHOW WE VERIFY →
    CONTENTS
    What the engine actually dealsEvery call, pricedOne rounding, one edgeWhat riding the ladder costsSkipping, and what it does not doWhat changed in version 3FAQ

    What the engine actually deals

    Hi-Lo asks one question thirteen ways. A card is on the table; the next card will be higher or lower; call it, and a correct call multiplies the pot and hands you the same question about a new card. There is no shoe to track, no third-card rule, no dealer. That makes it one of the few casino games whose entire price list fits on a single page.

    ENGINE-VERIFIEDhilo/hiloApi.ts: a card’s rank is `Math.floor(rng() * 13) + 1` (line 55), one of thirteen equally likely ranks; a suit is drawn alongside it but no settlement code reads it. Since version 3 of the backend the first card of a real-money run is dealt by the server off the ticket’s seed stream and returned as itemList[0] (lines 185–186, 217); every later card comes off the same stream. hiloWinSet() (line 161): on a middle rank r, “Higher or same” wins on ranks r through 13 and “Lower or same” on ranks 1 through r — the current rank is in both sets. On a King the buttons become “Same” (rank 13 only) and “Lower or same”; on an Ace, “Higher or same” and “Same” (rank 1 only). hiloOdds() (line 108) prices each button at 13 ÷ (size of the win set).

    Ranks run Ace low to King high, one through thirteen. Because every card is an independent uniform draw, nothing that has already been dealt changes what comes next — no rank is “used up”, and a run of five low cards does not make a high one due. The history strip along the top of the board is a record, not a forecast.

    That shared rank is the first thing worth noticing. On any card from 2 to Queen the two buttons together cover fourteen of the thirteen ranks — 107.69% — because a tie pays on whichever side you took. The house does not keep pushes here, and it does not need to: the price of both buttons is set as if the tie belonged to you, and the edge is taken somewhere else entirely.

    Every call, priced

    There are only twelve distinct calls in Hi-Lo, not twenty-six. A button is defined entirely by how many of the thirteen ranks win it, and every button on the board is one of the twelve sizes below.

    The twelve distinct calls: probability, fair price, and what the button shows
    WINNING RANKSCHANCEFAIR ODDSSHOWN ON THE FIRST CALLWHERE IT APPEARS
    17.6923%13.0000×12.87“Same” on an Ace or a King
    215.3846%6.5000×6.43Lower on a 2, Higher on a Queen
    323.0769%4.3333×4.29Lower on a 3, Higher on a Jack
    430.7692%3.2500×3.21Lower on a 4, Higher on a 10
    538.4615%2.6000×2.57Lower on a 5, Higher on a 9
    646.1538%2.1667×2.14Lower on a 6, Higher on an 8
    753.8462%1.8571×1.83Either button on a 7
    861.5385%1.6250×1.60Lower on an 8, Higher on a 6
    969.2308%1.4444×1.43Lower on a 9, Higher on a 5
    1076.9231%1.3000×1.28Lower on a 10, Higher on a 4
    1184.6154%1.1818×1.17Lower on a Jack, Higher on a 3
    1292.3077%1.0833×1.07Lower on a Queen or King, Higher on an Ace or 2

    Chance is the win-set size over 13. Fair odds is 13 ÷ win-set size, the figure hiloOdds() returns. The button shows the fair odds times the 1% return, floored to two decimals — a display, never a hair above what the ticket pays; from the second call of a run the same button shows the fair odds alone (×1.08, ×1.85 …) because the return has already been applied to the product.

    The label is the only place two decimals appear. What the ticket accumulates is the exact fraction — 13 ÷ 12, 13 ÷ 7 — and the two-decimal figure on the button is a floor of that for display. It is safe to read the label as “at least this”.

    One rounding, one edge

    A Hi-Lo run does not pay per call. It accumulates. Each correct call multiplies a running product by that call’s exact odds, and the payout you can bank is that product with the house’s return applied, floored once at four decimals. The return is charged once for the whole run, not once per call, and so is the rounding.

    ENGINE-VERIFIEDhilo/hiloApi.ts: stepOddsStored() (line 85) returns the exact fair odds under version 3 (and the two-decimal floor under the older version 2); runMultiplierOf() (line 89) is floor4(product × rtp) under version 3, where floor4 (line 48) is `Math.floor(x * 10_000 + 1e-9) / 10_000`, the client mirror of the backend’s BigDecimal setScale(4, FLOOR). The demo loop applies exactly this (lines 252–253) with HILO_DEMO_VERSION = 3 (line 41). The return itself is configuration: _shared/coinGame.ts line 111 reads `1 − rtp` from the game’s detail record, with 0.99 as the fallback (line 92).
    One call, then cash out: what each button actually returns
    SHOWNCHANCEPAID AT A 1% SETTINGHOUSE EDGEAT A 1.5% SETTING
    ×12.877.6923%×12.87001.0000%1.5000%
    ×6.4315.3846%×6.43501.0000%1.5000%
    ×4.2923.0769%×4.29001.0000%1.5008%
    ×3.2130.7692%×3.21751.0000%1.5015%
    ×2.5738.4615%×2.57401.0000%1.5000%
    ×2.1446.1538%×2.14501.0000%1.5031%
    ×1.8353.8462%×1.83851.0038%1.5046%
    ×1.6061.5385%×1.60871.0031%1.5015%
    ×1.4369.2308%×1.43001.0000%1.5054%
    ×1.2876.9231%×1.28701.0000%1.5000%
    ×1.1784.6154%×1.17001.0000%1.5077%
    ×1.0792.3077%×1.07251.0000%1.5077%

    House edge is the expected loss as a share of the stake for a run of exactly one correct call followed by a cash-out: 1 − chance × paid multiplier. The paid column is floor4(13 ÷ k × 0.99). The four-decimal floor costs at most 0.0038 points, on the ×1.8385 of a 7.

    The two edge columns are the whole point, and they barely move. A configured return of 99% comes out as a house edge of 1.0000% on ten of the twelve calls and 1.0038% at worst, because a single four-decimal floor on a number between 1 and 13 can never take more than a hundredth of a percent. The near-certain ×1.07 and the ×12.87 long shot cost the same 1%. Which button you press decides how the result is distributed, not what it costs.

    Average cost of one call over a uniformly random card, 1% setting
    HOW THE BUTTON IS CHOSENHOUSE EDGE
    Always the cheaper side1.0003%
    At random, half and half1.0005%
    Always the more likely side1.0008%

    Averaged over the thirteen equally likely cards. The spread between the rows is half a thousandth of a point — for practical purposes there is no cheaper side.

    What riding the ladder costs

    The cash-out decision is the game. Every additional call multiplies the product by an exact fraction, the return is applied once at the end, and the floor is applied once at the end too. So a long run costs the same 1% as a short one; what changes is how rarely you arrive.

    Always the ×1.08 button, cash out at the end — 1% setting
    CORRECT CALLSCHANCE OF GETTING THEREPAIDFAIR MULTIPLIERHOUSE EDGE
    192.3077%×1.0725×1.08331.0000%
    378.6527%×1.2586×1.27141.0077%
    567.0177%×1.4772×1.49211.0015%
    1044.9137%×2.2042×2.22651.0012%
    2217.1883%×5.7597×5.81791.0004%
    318.3632%×11.8375×11.95711.0001%
    600.8209%×120.6039×121.82221.0000%

    A run taken entirely on the 92.31% button. “Fair multiplier” is (13 ÷ 12) to the power of the call count — what the run would pay with no return applied. Paid is floor4(fair × 0.99). The largest rounding loss in the table is 0.0077 points at three calls; it shrinks as the multiplier grows because a fixed four-decimal floor is a smaller share of a bigger number.

    The same climb on the ×1.85 button (a 7, either side) — 1% setting
    CORRECT CALLSCHANCEPAIDHOUSE EDGE
    153.8462%×1.83851.0038%
    315.6122%×6.34111.0015%
    54.5266%×21.87061.0002%
    100.2049%×483.15701.0000%

    Ten correct calls at even-ish odds is about one attempt in 488.

    Both tables say the same thing: the price of a run is one percent of the stake, however long the run and whichever rungs it climbs. Doubling on the safe button takes ten correct calls and arrives a little under half the time; reaching ×100 takes sixty and happens about once in 122 attempts. The odds compound honestly, and nothing else compounds with them. That is what a single rounding at the end buys, and it is the reason the verifier has to reproduce that one floor exactly and no others.

    Skipping, and what it does not do

    Hi-Lo has a third button. While a run is live you can skip the card on the table and deal another one without calling it — the pot stands, the multiplier stands, and nothing is risked.

    ENGINE-VERIFIEDhilo/hiloGame.tsx line 408 renders “Skip this card · N left”; the pass branch returns the multiplier, win count and balance unchanged and counts the pass, and HILO_MAX_PASS = 52 (hiloApi.ts line 36, the backend’s MAX_PASS_COUNT) ends the option after fifty-two skips in one run.

    It is genuinely free, and since version 3 it buys even less than it used to. Skipping replaces one card with another drawn from the same thirteen ranks, and every card now offers the same 1% price on both buttons, so there is nothing cheaper to wait for. What a skip still does is let you choose the shape of the next call — a near-certain small step or a long shot — and cap how many times you can do that at fifty-two.

    Nor does skipping — or anything else on the board — change what the next card will be. Each card is an independent draw from the same thirteen ranks, so the run of low cards you just skipped past has no bearing on the one coming. That instinct has a name and a long history: the gambler’s fallacy.

    What changed in version 3

    The first edition of this article priced the previous rule, and the difference is worth recording because a ticket from before the change still settles under it. Version 2 stored each won step floored to two decimals and then floored the finished multiplier to two decimals again. Two roundings, both downward, on every rung: a single call cost between 1.00% and 2.15% depending on how ugly its decimals were, and ten straight ×1.08 calls carried a 4.33% edge. Version 3 keeps the steps exact and rounds once, at four decimals, at the end. Every response from the engine carries the ticket’s version number, and the fairness panel shows which rule a given round was paid under.

    ENGINE-VERIFIEDhilo/hiloApi.ts lines 4–10 (the header comment) and versionOf() (line 43): the server tags each response with `version`; 3 means the base card came off the seed stream and the run multiplier is floor4(exact product × return), 2 means the older two-decimal rule. getTicket lists clientSeed, serverSeedHashed, nonce, version and the dealt cards, so a round can be re-derived under the rule it was paid on.

    The honest summary of Hi-Lo is now short. The probabilities are exactly what the buttons imply, the payout is the fair price times the configured return rounded once, and the cost of playing is one percent of everything staked — whichever button you press and however far you ride. Knowing the table does not make the game cheaper anymore. It tells you, precisely, what it costs.

    遊Hi-Lo, every call verifiable
    Thirteen ranks, one question, and a price list you can check against the engine
    Hilo →
    FAQ

    What are the odds in the Hi-Lo card game?

    Each card is drawn uniformly from thirteen ranks. On a card of rank r, “Higher or same” wins (14 − r) times in 13 and “Lower or same” wins r times in 13 — the current rank pays on both sides. On an Ace or a King one button becomes “Same”, which wins 1 time in 13. Suits are irrelevant to settlement.

    What is the house edge in Hi-Lo?

    At the 1% setting, between 1.0000% and 1.0038% on every button, for one call or for a long run. Since version 3 the engine multiplies exact step odds, applies the return once and floors once at four decimals, so no button and no ladder length is materially cheaper than another.

    Why does the Hi-Lo button show ×1.07 and not ×1.08?

    The fair price of a 92.31% call is 13 ÷ 12 = 1.0833. On the first correct call of a run the 1% return is applied in the same move, and the button shows that figure floored to two decimals, ×1.07; the ticket actually pays ×1.0725. From the second call onwards the same button reads ×1.08 because the return has already been taken.

    Is it better to call the likely side or the long shot in Hi-Lo?

    Neither is cheaper: the difference between always taking the cheaper side and always taking the more likely side is half a thousandth of a point of house edge. The choice sets how often you win and how much, not what you pay.

    Does a longer Hi-Lo run pay better than cashing out early?

    It pays the same 1% edge. Ten straight ×1.08 calls reach ×2.2042 with a 44.91% chance at a 1.0012% edge; sixty reach ×120.60 with a 0.82% chance at 1.0000%. Longer runs are rarer, not dearer.

    Does skipping a card in Hi-Lo help?

    Skipping costs nothing and risks nothing — a new card is dealt, the multiplier and pot stand — and you can do it up to 52 times in a run. But the replacement card comes from the same thirteen ranks and every button costs the same 1%, so a skip only changes the shape of the next call, not its price.

    What did Hi-Lo version 3 change?

    Two things. The first card of a real-money run is now dealt by the server from the ticket’s seed stream instead of by the client, and the run multiplier is the exact product of step odds times the return, floored once at four decimals — replacing the older rule that floored every step and the total to two decimals and cost up to 2.15% on a single call.

    SOURCES & REFERENCES
    • Betkyo engine source (client mirror of the backend): hilo/hiloApi.ts — hiloWinSet() line 161, hiloOdds() line 108, uniform rank draw line 55, stepOddsStored() line 85, runMultiplierOf() line 89, floor4() line 48, HILO_DEMO_VERSION line 41, HILO_MAX_PASS line 36, versionOf() line 43, the version header lines 4–10; hilo/hiloGame.tsx line 408 (skip button)
    • Betkyo engine source: the per-game return read at _shared/coinGame.ts line 111 with the 0.99 fallback at line 92
    • Exact calculations written for this article: enumeration of all twenty-six buttons against the engine’s win sets under the version-3 rule (exact step odds, return applied once, one four-decimal floor), single-call and multi-call house edges at 1% and 1.5% settings, and the version-2 figures from the first edition kept for comparison
    THE GAMES IN THIS ARTICLE
    Hilo — rules & free play →
    研Betkyo Research — written by the team that builds these games. Every probability quoted in the Journal is derived from our engine source or a cited reference, never copied from another site. Figures are re-checked whenever the engines change.
    KEEP READING
    証 FAIRNESS STUDIES

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    2026-07-24 · 9 MIN

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