◎The Round In Progress round state Open the partner account
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The Round In Progress / how it works
The shape of a round

What a round actually is

A round is not the animation you watch. It is four stages on the operator server - the stake is committed, the round runs, the outcome is decided, the round is settled - and a break in the connection can only change what happens at one of them. This page sets out the stages in order and points at the page that takes each one apart.

Desk spec
stages in a round
4
rounds sampled
24,000
product families
4
decided before the break
72.9%
settled as decided
60.0%
runtime javascript
none
The round-state railsample B / the four stages of a game round and what a break costs at each
stage 01
placed / running

The stake is committed and the round is running. A break here, before the round is decided, is the only break that can void the stake - and only if the rules have no default action.

stage 02
decision / interrupted

The decision window is open. A dropped connection or a timed-out decision is decided here: by a default action, by a void, or by the window expiring.

stage 03
decided / settled

The outcome is fixed on the server. A break now is a display problem only: the round settles as decided and the result is shown on reconnect.

stage 04
void / returned

The round is voided and the stake returns to the balance. This is a rule outcome, not a loss: the money is where it started.

Of 24,000 sampled rounds, 2,880 met an interruption (12.0%). On 72.9% of the dropped connections the round had already been decided at stage 03, so the only thing lost was the display; the risk sits at stages 01 and 02, and only when the rules have no default action.
Direct answer

A game round has four stages: the stake is committed, the round runs, the outcome is decided on the operator server, and the round is settled. A break in the connection can change only the stages before the outcome is fixed. Once the outcome is decided, a drop, a crash or a freeze changes nothing but what your screen shows.

Four stages, in the order they decide what you can lose

  1. The stake is committed. The money leaves the balance and the round begins. Until the outcome is fixed, the stake is at risk in the ordinary way - and, at this stage only, a break can end the round without a result. The states a round can be in lists what can happen here.
  2. The round runs. A reels animation, a dealer dealing, a hand playing out, a market in play. The duration is the part you see, and it is not the part that matters: the result may already be fixed underneath it.
  3. The outcome is decided. The server resolves the round. This is the boundary of the whole desk: a break before this point can change what happens to the stake, and a break after it cannot.
  4. The round is settled. The balance is updated and the round is written to the account history. From here the interruption is a rendering problem, and the record is the authority. Settlement while you were gone takes this stage.

Of the 1,536 dropped connections sampled, the round had already been decided at stage three on 1,120 of them (72.9%). That single number is the reason most interruptions are harmless: by the time the screen stops, the work is already finished.

Where the record sits

Everything the desk describes depends on one design fact: the round is recorded on the server before the client is told about it. The client is a viewer. This is not a detail of a particular game; it is how every regulated gambling product is built, because a result that could be altered by a client is a result that could be altered by a player.

A round is written down on the server first. Your screen reads the record; it does not make it.
The four stages and what a break at each one can change (samples B and C)
StageWhat a break can changeShare of breaks
stake committedthe round can end without a result - void possible7.8%
decision opena default action or a void decides the stake19.3%
outcome decidednothing - the round settles as decided72.9%
settlednothing - the display catches up on reconnect0.0%

The last two rows are the ordinary case and the ordinary reason a player is surprised: the round that seemed to be interrupted had already finished.

The four things that can break a round

  1. A dropped connection. The most common interruption, and the least consequential on average, because most drops land after the outcome is fixed. The connection that drops.
  2. A decision that times out. A card game or a table game waits for an action; the window closes. This is the one break that can genuinely decide a round against you, through a default action. The decision that times out.
  3. A crash or freeze. The client stops rendering. If the outcome was already decided, this is a display event; the round settles in the record. What the account shows.
  4. An operator-side interruption. The game, not your connection, stops. This is the one break that is never yours to detect, and it is handled by a void. The operator-side outage.

All four are handled by different sentences in the same terms, and the sentence that applies is decided by which stage the round had reached - not by which one felt worse at the time.