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9K Club Colour Round — 9K Club

9K Club Colour Round

Three colours, ten numbers, two halves — and two balls that count twice.

Updated 2026-10-27 · 9K Club

The colour round is the timed half of the arcade room. Thirty seconds, one ball, and a board small enough to read without a legend — but two of its ten balls behave differently from the rest, and that is where most new players lose a pick they thought they had won.

What is on the board

The board has exactly three kinds of pick, and they can be mixed inside the same round:

  • Colour — Red, Green or Violet. Red and Green return 2x the stake on that pick, Violet 4.5x.
  • Number — any ball from 0 to 9, returning 9x. One ball in ten, and the payout the club takes its name from.
  • Half — Big covers 5 to 9, Small covers 0 to 4. Both return 2x.

The ten balls

Odd numbers are green, even numbers are red, and the two splits carry violet as well:

0red + violet
small
1green
small
2red
small
3green
small
4red
small
5green + violet
big
6red
big
7green
big
8red
big
9green
big

The two split balls

0 is red and violet. 5 is green and violet. That has three consequences worth holding on to. A violet pick wins on two balls in ten, not one. A red pick wins on 0 as well as on 2, 4, 6 and 8 — five balls, not four. And a round that lands on 5 pays both the green backers and the violet backers at once.

It also means the colours are not an even split of the board. Red and green each sit on five balls; violet sits on two. The 4.5x on violet is the difference, and the whole point table on the game page is built around it.

A quick way to hold it: odd is green, even is red, and the ends of each half — 0 and 5 — wear violet too. Everything else on the board follows from that one line.

The clock and the lock

Every round is a thirty-second slot of the day, and the slots never stop — the next one is already running while you read the card from the last. Picks close for the final five seconds, which is what the colour change on the progress bar means. Points come off the wallet the moment a pick is made, so a closed round can never take anything more from you.

Sitting a round out is fine, and the strip of recent balls keeps filling either way. There is nothing to miss by watching: no bonus round, no multiplier that builds up, no reason to be in every slot.

Where the number comes from

The ball is computed, not drawn. Every round carries an id made of the date and the slot number, for example 20261027-0412. That string is run through a 32-bit FNV-1a hash and the remainder modulo ten is the ball:

h = 0x811c9dc5
for each character c of roundId:
    h = (h XOR c) * 0x01000193   (32-bit)
ball = h mod 10

Two things follow. First, the same round id always gives the same ball, on any device and at any later date — you can check a round from last week. Second, there is nothing to tune: the room cannot nudge a result, because the result was decided by the clock, not by anyone watching your picks.

The Lucky 9 wheel works the other way round — a weighted draw at spin time, with the weights drawn on the rim. The walkthrough covers both in order.

Quick answers

Why does 0 count as two colours?

Because 0 and 5 are the split balls. Each carries violet as well as its own colour, which is why violet pays 4.5x — it lands on two balls in ten rather than five.

Can I predict the next ball?

You can compute it, which is not the same as predicting it. The ball comes from a hash of the round id, so with the id and the formula on this page the answer is already fixed.

Does a longer run of one colour make the other more likely?

No. Each round id is hashed on its own, so a run of six reds tells you nothing about the seventh round.

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