The operator-side outage
The one interruption that is never the player responsibility to detect is the operator-side one: the game itself stops. This page takes the outage apart - the rounds it catches, the void that clears them and the time it takes to return the stakes - because it is the case in which the player has no decision at all.
- operator interruptions
- 12
- largest rounds affected
- 412
- largest duration
- 18 min
- stakes returned
- 412 of 412
- mean time to void
- 34 min
- runtime javascript
- none
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.
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.
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.
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.
An operator-side interruption stops the game rather than the connection. Because no player action can complete it and the outcome is never fixed, the affected rounds are voided and the stakes returned. In the samples 12 such interruptions were recorded; the largest affected 412 rounds in 18 minutes, and all 412 were voided.
A break the player cannot see coming or act on
Every other interruption has a cause the player can reason about: their network, their device, their decision timer. An operator-side interruption has none. The game stops for everyone, at the same instant, and the only thing a player can do is watch the balance.
That is why the rules treat it as a mass void rather than a set of individual rounds. There is no decision to apply and no outcome to honour, so the state is voided for every caught round at once.
The samples: twelve interruptions, one large
| Measure | Value |
|---|---|
| interruptions recorded | 12 |
| rounds caught by the largest | 412 |
| duration of the largest | 18 min |
| of those, voided and stake returned | 412 of 412 |
| mean time from the outage to the void | 34 min |
| balances corrected | 412 of 412 |
Two figures carry the page. The first is 412 of 412: every caught round was voided, which is the clean rule when no round can be completed. The second is 34 minutes: the void is not instant, so a player whose balance is short for half an hour during an outage is seeing the gap between the outage and the correction, not a lost stake.
The arithmetic of a mass void
Worked example / sample H
- rounds caught by the largest outage: 412
- rounds voided: 412 (100%)
- mean stake across the caught rounds: 2.00
- stake returned in total: 412 x 2.00 = 824.00
- mean time to void: 34 minutes
- rounds left with a fixed outcome: 0
The last line is the rule in one phrase. Where no round can be completed, the operator does not settle the ones it can and void the rest; it voids the set, because a round with a missing outcome has nothing to settle.
What a player can reasonably do
- Wait for the correction before treating a short balance as a loss; the void and the correction take time.
- Check the history rather than the game screen: the voided rounds appear there with the stake returned.
- Do not re-stake to replace a round caught by an outage; the caught round is voided, not lost.
- Note the time of the outage, because the correction is measured from it.
- Keep the escalation route for an outage that is never corrected, never a second deposit.