◎The Round In Progress round state Open the partner account
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The Round In Progress / the check
Before you play on a weak connection

Before you play on a weak connection

The desk describes what happens when a round is interrupted. Whether a particular interruption costs anything is decided by rules that are printed before the round, not after it. This page is the checklist: the handful of figures to read in the terms and the game rules first, so that a break is a known quantity rather than a surprise.

Desk spec
checks before play
8
rounds interrupted
12.0%
the drop that costs
19.3%
the void rate
40.0%
outcomes changed by a break
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

Before playing on a connection that has dropped, read five things in the terms: the disconnect policy, the decision timer and its default action, the void conditions, the reconnect window and the route to the record. Each maps to one stage of a round, and together they decide whether a break can cost anything.

Eight checks, mapped to the round stages

  • Does the game have a decision window, and how long is it? A game with no window has no decision to lose to a break.
  • What default action applies on a timeout - stand, fold, check - or does the round void?
  • What is the disconnect policy: does a bet stand into the round or return?
  • For a live hand, is a void for the player or for the table?
  • What voids a round: no default, an expired window, an operator interruption, or a round that never starts?
  • How long does the client have to reconnect before the round is resolved without it?
  • Where is the record of the round, so the authoritative outcome can be read rather than guessed?
  • What is the escalation route if a void and the balance disagree?

The list is deliberately short. Eight questions cover the four stages of a round and the four ways it can break, and none of them requires reading a whole agreement.

The one figure to remember

Worked example / samples B and C

  1. rounds that met an interruption: 12.0%
  2. of interruptions, a dropped connection: 1,536 of 2,880 (53.3%)
  3. of drops, those that landed with a decision window open: 19.3%
  4. of drops, those that landed after the outcome was fixed: 72.9%
  5. rounds whose outcome a break changed: 0 of 24,000
The figure to carry is the stage, not the break: only about one drop in five lands where a rule can change the stake, and the rest are a display that catches up.

What none of this changes

  • It does not make a weak connection safe for games with a decision window; it makes the risk known.
  • It does not promise a void; a void happens where the rules define one, not on request.
  • It does not return a round that has already settled as decided; a break after the outcome changes nothing.
  • It does not replace the terms; the terms are the source, and this checklist is only a way to find the lines in them.
  • It is not advice on whether to play; it is a list of the rules that decide what a break can cost.