Football Mines

Demo, RTP 98.00%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 20 Aug 2026
RTP 98.00%
Volatility Medium
Max win ×10000
Grid —
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Asset pack

14 screenshots · palette · spec sheet. ZIP — captcha check, no sign-up

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GET /v1/slots/football-mines-b23/

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This slot’s spec, symbols, palette and demo link — queryable from Claude, Cursor or VS Code. Read-only · free · no key, no sign-up.

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Verified capture
iGaming Tools capture pipeline Manual demo playthrough · paytable OCR-verified

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider. 4 aspects we couldn’t confirm are flagged below, not hidden.

Captured 20 Aug 2026 View capture log

Per-screen breakdown

14 demo screens
14 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
Autoplay settings
autoplay Autoplay settings
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Info / About screen
info Info / About screen
Logo
logo Logo
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Win screen
win_screen Win screen
Win screen
win_screen Win screen

What we extracted from Football Mines

Everything pulled from Football Mines into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
14 screens captured
6 palette colors from frames
6 accessibility groups profiled
4 gameplay modes NOT captured — flagged honestly below

manual demo playthrough → 14 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 98.00% · single configuration
volatility Medium
max_win_x ×10000
bonus_buy No
mechanic Crash
release_date 2026

Bonus modes

3 modes
Base Game Modifier manual
Manual Round

5x5 grid of 25 identical tiles, each hiding a football (safe) or a red-card/referee tile (bust), assigned randomly per the chosen mine count (preset 3/5/10/20, manual range 2-24). Player sets the bet and mine count and presses BET; the bet can still be cancelled via Cancel until the first tile is opened, at which point it is debited once. Each football found advances the highlighted step on a 7-cell multiplier ladder (x1.11...x2.76 shown at Mines=3) and raises the CASHOUT amount; pressing CASHOUT (or finding every football) credits current_multiplier x bet, rounded down to two decimals. Opening a red card busts the round, forfeits the already-debited stake, and reveals the full board. The info strip shows Footballs (safe tiles left), Mine Risk = mines / (25 - opened) x 100% (live-updating, verified arithmetically against captured frames), and Opened X/25.

Other auto
Auto Bet

AUTO replaces the manual Bet/Mines column with an autoplay layout (grid stays visible, unplayed). A 'Bets' stepper sets the number of rounds to auto-play (presets 10/20/50/100). An 'Advanced' toggle reveals four extra controls, all fitting on-screen without scrolling: On Win and On Loss (each Reset the bet, or Increase it by N%) and FUN Stop on Profit / FUN Stop on Loss amount steppers. These are loop-stopping conditions, not a target-multiplier auto-cashout -- no control exists anywhere in this build for the player to pre-set the multiplier/step at which the game should cash out on their behalf.

Base Game Modifier payout_limit
Forced cash-out at the payout ceiling

Two situations end a round without a manual CASHOUT press: every football on the board has been found, or the potential win on the next pick would exceed the printed payout limits (rules page 2, verbatim). The Game Limits panel prints an absolute Max Win of 150000 FUN identically at bet=50 FUN and bet=100000 FUN -- an exposure cap independent of stake -- which is why the visible ladder can display steps above the declared Max Multiplier x10000 (up to roughly x52.0k at high mine counts) that are never actually reachable.

Colour system

extracted from frames · HEX
Export palette
#08180C base dominant 1 base
#132E16 base dominant 2 base
#1C4620 base dominant 3 base
#F6C643 base dominant 4 base
#546256 base dominant 5 base
#5F5823 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • Win vs loss outcome is never color-only: the busting tile shows a distinct photographic image (referee holding a red card) versus the safe tile's football image, and the corresponding ladder step is additionally bordered green (win) or red (loss) on top of the differing artwork.
  • The current multiplier step on the ladder is marked by bold/highlighted text and its fixed left-to-right position (advances one cell per successful pick), not by color alone.
  • Bet vs Cash-out state of the main action button is distinguished by BOTH color (gold vs green) AND the printed label text ('BET' vs 'CASHOUT <amount> FUN').
Screen Reader
  • The interface is DOM-based rather than canvas, so button labels and the live counters/ladder values are exposed as text nodes rather than baked into a single rendered image.
Motor Accessibility
  • The interface is confirmed DOM-based (zero-canvas). Settings documents two hotkeys: Space = Bet / Cash out / Stop auto, and R = Random pick tile, the latter offering a low-precision way to reveal a tile without targeting one of the 25 small grid cells with a pointer.
Low Vision
  • All panel text is high-contrast white/light-grey on dark green/near-black backgrounds; the Footballs/Mine Risk/Opened counters, Game Limits figures and ladder values are always printed as text, not conveyed only by icon or bar length.

Media & assets

5 files · 5 types
14 PNG (ZIP)
Base game
base_game
Base game
base_game
Base game
base_game
Base game
base_game
Logo
logo

Data provenance

what we captured and what we didn't
Idle base board (Mines=3), a live round with one and with three tiles opened, the cash-out win modal and the post-cash-out revealed board, a lost round (red card on the 4th pick, full board revealed), Settings, the Game Limits info panel, the Autoplay panel with Advanced options collapsed and expanded, and all 3 rules booklet pages.
Full mine-count -> multiplier-ladder table: only the 7-step ladder at Mines=3 (x1.11...x2.76) was captured in full. Behaviour at Mines=5/10/20/24 beyond a single high-level observation (the ladder can run past x10000 at Mines=20) is not documented step-by-step.
'Cancel' bet control (pre-first-tile-open cancellation, mentioned in rules text) was not captured as a frame -- no visual evidence of its exact position/label beyond the rules text reference.
TURBO toggle's actual gameplay effect (presumably faster reveal animation) is not evidenced by any before/after frame pair.
Third red-card/mine tile position in the captured loss frame (round_lost.png) is not clearly identifiable, likely obscured among the dimmed unopened football tiles -- only 2 of the 3 mines are confidently locatable in that frame.

Ask AI about Football Mines

MCP · VERIFIED CAPTURE DATA

AI apps like Claude are chat apps: you ask, they answer. Normally they can’t see this capture — MCP is the plug that connects them to it. Add one link, and your chat answers with this slot’s verified data. No coding.

Server https://mcp.i-gaming.tools/mcp paste into Claude, Cursor, VS Code, Gemini, Codex, Windsurf or Zed · read-only · free · no key Setup guides →
What it looks like

How does Football Mines play? Keep it simple.

5x5 grid of 25 identical tiles, each hiding a football (safe) or a red-card/referee tile (bust), assigned randomly per the chosen mine count (preset 3/5/10/20, manual range 2-24). Player sets the bet and mine count and presses BET; the bet can still be cancelled via Cancel until the first tile is opened, at which point it is debited once. Each football found advances the highlighted step on a 7-cell multiplier ladder (x1.11...x2.76 shown at Mines=3) and raises the CASHOUT amount; pressing CASHOUT (or finding every football) credits current_multiplier x bet, rounded down to two decimals. Opening a red card busts the round, forfeits the already-debited stake, and reveals the full board. The info strip shows Footballs (safe tiles left), Mine Risk = mines / (25 - opened) x 100% (live-updating, verified arithmetically against captured frames), and Opened X/25.

RTP 98.00%Medium volatilitymax win ×10000demo ✓

From the verified capture of 20 Aug 2026 — not from the AI’s memory.

Playersearch_slots

“Find slots like this but medium volatility — with free demos.”

→ matches by mechanics and theme; official free demos only.

Affiliateget_slot ×2

“Comparison table: Football Mines vs Mines — RTP, max win, bonus buy.”

→ side-by-side table, ready for your review page.

Editorget_slot

“Fact-check my review: RTP, max win, paylines, bonus-buy price, release year.”

→ OCR-verified numbers — including the 4 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 6 palette hexes and the symbol descriptions.”

→ same palette and symbol data as the sections above, as one brief.

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 4 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/football-mines-b23/

Public data API. Send Authorization: Token <your-token>. Full structured data, media and demo links in one call. See the API docs.

Spec sheet — extracted, unverified. This is the raw OCR dump, not the full API response.
GET /api/v1/slots/football-mines-b23/
{
  "game": {
    "name": "Football Mines",
    "provider": "PoggiPlay",
    "provider_ref": "football-mines",
    "game_kind": "crash",
    "device_type": "not a reel slot: 5x5 tile-reveal 'mines' game with a football theme",
    "art_style": "flat 2D vector UI on a plain dark forest-green pitch-pattern background (two-tone diagonal stripes like a mown football pitch, no texture/gradient beyond that); the 25 tiles are flat rounded-square buttons in a slightly lighter green with a subtle inner shadow when closed; the two revealed-tile images (a photographic/render football and a photo-realistic referee holding up a red card, waist-up, dark maroon card-suit background) are the only semi-realistic assets in the whole UI, everything else (buttons, panels, ladder strip, modals) is flat solid-color vector with sharp corners, bold sans-serif type, no drop shadows or bevels; overall mood is a clean, utilitarian betting-app dashboard, not a cinematic slot theme; no distinguishable camera angle (2D flat-front UI, not 3D/isometric); lighting is flat/even, no day-night cue.",
    "logo_note": "No in-game splash or wordmark banner was ever shown (see anomalies below) — the only 'logo' text is the small always-on header label 'Football Mines' (word 'Football' in white, 'Mines' in orange/gold, 20px, next to a small football-emoji icon), captured on every base_game/settings/info/autoplay/rules frame. No dedicated type=logo frame exists; logo generation is a separate TL/gen_logo.py step, per manifest anomaly note.",
    "release_date_note": "not present on any captured screen; not in this doc's scope (TL/date-finder territory)"
  },

  "genre_classification": {
    "category": "Not a reel/payline slot. Structurally a 'Mines'-family pick-and-reveal betting game re-skinned with a football theme (ball = safe pick, red card = bust tile), matching the catalogue precedent of Mines / Penalty Cup / Indiana Mines / Deadly Diamond / Chicken Curry (game_kind=crash).",
    "fields_intentionally_absent": [
      "symbols[] - tiles are not paytable symbols, there is no paytable in this game",
      "reels/rows - there is no reel grid, only a 5x5 pick-grid",
      "bet_mechanic/paylines - there are no paylines"
    ]
  },

  "round_mechanics": {
    "grid": "5 columns x 5 rows = 25 identical square tiles, laid out on the right two-thirds of the panel; each tile hides either a football (safe) or a red card (mine/bust), assigned randomly at the start of each round according to the chosen mine count",
    "setup_controls": [
      "FUN Bet stepper: '-' / numeric field / '+' plus MIN and MAX shortcut buttons; value seen ranging 1000-2000 FUN across frames (min bet 50, max bet 100000, see bet_limits below)",
      "Mines stepper: '-' / numeric field / '+' plus four preset shortcut buttons 3 / 5 / 10 / 20; manual range per rules text is 2 to 24 mines (grid has only 25 tiles total, so 24 is the practical ceiling)",
      "AUTO button (circular arrow icon, top-left of the bet panel) opens the Autoplay side panel in place of manual play",
      "TURBO toggle (small square switch, top-right of the bet panel) - effect on animation speed not directly evidenced by a still frame, but present as an on/off pill switch"
    ],
    "info_strip": "three-column readout directly under the bet/mines controls: 'Footballs' (count of safe tiles remaining = 25 minus mine count), 'Mine Risk' (percentage, live-updating), 'Opened' (X/25 counter of tiles revealed so far)",
    "mine_risk_formula": "printed verbatim in rules page 2: Mine Risk = Number of mines / (All tiles - Opened tiles) x 100%. Verified against captured frames: at Mines=3 before any reveal, Footballs=22, Mine Risk=12.0% (3/25=12.0%, base_game.png); after 1 tile opened, Mine Risk=12.5% (3/24, base_game_round.png); after 3 tiles opened, Mine Risk=13.6% (3/22=13.6%, base_game_multiplier.png/round_lost.png) - formula confirmed arithmetically from the frames.",
    "multiplier_ladder": "a horizontal strip of 7 step-cells sits directly above the tile grid (x1.11, x1.27, x1.46, x1.69, x1.97, x2.32, x2.76 visible at Mines=3, bet 2000 FUN, idle state in base_game.png - only the leftmost 7 of what the underlying data implies is a much longer ladder are shown in the fixed-width strip; the strip does not scroll or expand in the captured frames). Each football found advances the highlighted step by one to the right. The current step is highlighted with a bold outline/bright text (see 'states' below); already-passed steps and the ladder as a whole are static text, not directly editable.",
    "bet_deduction_timing": "the stake is deducted from the balance exactly once per round, at the moment the FIRST tile is opened, not when BET is pressed. Evidenced by comparing base_game.png (idle, Bet=2000, balance not yet visible in that state before the click) against base_game_round.png (balance already down to 998000 FUN right after the first tile flip) - and the rules text confirms 'Before the first tile is opened, you can cancel the bet by pressing Cancel', implying the stake is only committed on first reveal.",
    "cash_out": "once at least one football has been found, the main action button switches from yellow 'BET' to bright green 'CASHOUT <amount> FUN' (live-updating potential win); pressing it ends the round immediately and credits current_multiplier x bet_amount to the balance, rounded down to two decimal places (rules page 2, verbatim). If every safe tile (all Footballs) is found, Cash Out fires automatically without user input.",
    "auto_cashout_cap": "rules page 2 states verbatim: 'if the potential win amount on the next pick exceeds the payout limits (see Settings), the game will automatically perform Cash Out so you receive your winnings' - i.e. the round is force-ended by the server before the printed Max Win/Max Multiplier ceiling would be exceeded on the following pick.",
    "loss": "opening a red-card tile ends the round immediately with the stake forfeited (already deducted at first-tile time); the whole 5x5 board is revealed at that point, footballs and red cards alike, so the player can see the full layout that produced the outcome.",
    "cancel": "rules text states the bet can be cancelled (no stake ever taken) up until the first tile is opened, via a 'Cancel' control; no frame of this state was captured, listed under uncertain/not_captured below.",
    "ladder_dependency_on_mine_count": "the rules text does NOT publish a table mapping mine-count to ladder values; only the general statement 'The more mines there are on the field, the higher the winning multiplier will be, but the higher the risk of hitting a mine' is given (rules page 1, verbatim). The only concrete evidence in this capture set is the idle 7-step ladder at Mines=3 (x1.11...x2.76, base_game.png) and the TL's noted observation (manifest anomalies) that at Mines=20 the ladder's upper rungs run far past the printed x10000 Max Multiplier (up to roughly x52.0k) before the auto-cashout rule intervenes - so higher mine counts produce a steeper/higher-reaching ladder, but the exact full table for every mine-count preset is not obtainable from the captured screens and is honestly left uncertain here."
  },

  "game_limits_panel": {
    "source_frame": "info.png (Settings -> Game Limits -> View)",
    "fields": {
      "min_bet": "50 FUN",
      "max_bet": "100000 FUN",
      "max_multiplier": "x10000",
      "max_win": "150000 FUN"
    },
    "reading_notes": [
      "Max Win (150000 FUN) is an ABSOLUTE payout cap, independent of the stake: TL verified it prints identically at bet=50 FUN and at bet=100000 FUN.",
      "Because of that absolute cap, the naive 'Max Exposure = Max Win / Max Multiplier' arithmetic used on reel slots is meaningless here (100000/... would give a fractional, sub-one-unit result) - the two numbers are simply independent ceilings (a bet ceiling and an absolute payout ceiling), not a multiplicative pair. This is intentionally NOT 'corrected' back to a derived figure; it is reported as printed.",
      "The ladder can visually display multiplier steps above x10000 at high mine counts (e.g. up to ~x52.0k at Mines=20, per TL note) - those steps are not actually reachable because the auto-cash-out-on-limit rule (rules page 2) forces a payout before the player's next pick could exceed the printed limits."
    ]
  },

  "bet_limits": {
    "min_bet": 50,
    "max_bet": 100000,
    "currency_note": "figures are in FUN demo credits; no real-money currency or FX rate is recoverable from this demo build (currency field intentionally left unset per playbook)",
    "verification": "confirmed by two independent channels: the MIN/MAX shortcut buttons in the bet stepper, and the printed Game Limits panel (info.png) - both agree on 50 / 100000 FUN"
  },

  "rtp": {
    "value_percent": 98.00,
    "source": "rules page 2 (rules_p2.png / booklet.txt), verbatim sentence: 'The Football Mines game has an RTP of 98.00%.'",
    "cross_check": "matches the provider's public game-catalogue card figure of 98% exactly (rare exact match, noted per TL instruction)."
  },

  "volatility": null,
  "volatility_note": "not stated anywhere in the captured rules/settings/limits text; a pick-and-reveal 'mines' game does not carry a fixed structural volatility rating the way a reel slot does (it is player-selected via the mine-count slider), so this is left null rather than guessed.",

  "screens": [
    {
      "file": "base_game.png",
      "type": "base_game",
      "state": "idle, pre-bet",
      "ocr_relevant_numbers": "Balance 1000000 FUN; FUN Bet 2000; Mines 3; Footballs 22; Mine Risk 12.0%; Opened 0/25; ladder x1.11/x1.27/x1.46/x1.69/x1.97/x2.32/x2.76 (none highlighted); grid entirely closed (25 plain green tiles)",
      "colors_verbal": "dark forest-green pitch-stripe background; panel and tiles medium/dark green; main action button BET in solid gold/yellow with black bold text; TURBO toggle a small dark square, switch off (grey knob); ladder cells dark, un-highlighted text light grey"
    },
    {
      "file": "base_game_round.png",
      "type": "base_game",
      "state": "one tile opened (first pick, a football)",
      "ocr_relevant_numbers": "Balance dropped to 998000 FUN (stake of 2000 FUN just deducted); action button now green 'CASHOUT 2220 FUN'; Footballs 21; Mine Risk 12.5%; Opened 1/25; ladder step x1.11 highlighted (bold gold text, cell outlined)",
      "colors_verbal": "the opened tile (top-left, row1 col1) shows a photographic white-and-black football on a dark-green rounded tile; action button changed from gold BET to bright mint-green CASHOUT"
    },
    {
      "file": "base_game_multiplier.png",
      "type": "base_game",
      "state": "three tiles opened, all footballs, live round in progress",
      "ocr_relevant_numbers": "Balance still 998000 FUN (unchanged since stake was already taken); CASHOUT button reads 2920 FUN; Footballs 19; Mine Risk 13.6%; Opened 3/25; ladder step x1.46 highlighted",
      "colors_verbal": "three consecutive tiles in row 1 (columns 1-3) show footballs; ladder's third cell (x1.46) is bold/highlighted gold, prior two cells (x1.11, x1.27) shown dimmed/greyed as 'passed', remaining cells (x1.69 onward) dim/default"
    },
    {
      "file": "win_screen.png",
      "type": "win_screen",
      "state": "cash-out modal, same round as base_game_multiplier.png, right after pressing CASHOUT",
      "ocr_relevant_numbers": "modal text 'Goal! 2920', 'Multiplier x1.46'; Balance already updated to 1000920 FUN (998000 + 2920); trophy/cup icon centered in modal, gold trophy with 'CHAMPION' plate; small 'x' close button top-right of modal",
      "colors_verbal": "modal overlays the grid; heading 'Goal!' in bright green; win amount 2920 in bold white; trophy rendered in gold/bronze tones with a dark ribbon reading CHAMPION"
    },
    {
      "file": "win_screen_revealed.png",
      "type": "win_screen",
      "state": "same round, modal dismissed, full board reveal after a successful cash-out",
      "ocr_relevant_numbers": "Balance 1000920 FUN (post-cashout, unchanged from win_screen.png); bet panel already reset to idle (FUN Bet 2000, Mines 3, Footballs 22, Mine Risk 12.0%, Opened 0/25 - i.e. the control panel resets for the next round while the just-finished board stays revealed dimmed underneath); ladder step x1.46 still highlighted in GREEN (win outcome color) for reference",
      "colors_verbal": "the 3 tiles the player actually opened (row1 cols1-3) remain bright/undimmed footballs; the rest of the 25-tile board is shown translucent/dimmed, revealing the underlying layout: 2 of the 3 red-card tiles are visible (dimmed) at approx row3-col4 and row3-col5; the 3rd red card is obscured by the closing modal's fade and not identifiable in this frame",
      "accessibility_note": "the winning ladder step is marked with a GREEN highlight/border, distinguishing a win from a loss visually beyond color alone via its position relative to the opened-tile count and the 'Goal!'/trophy iconography shown in win_screen.png"
    },
    {
      "file": "round_lost.png",
      "type": "base_game",
      "state": "loss - the 4th pick in a fresh round hit a red card",
      "ocr_relevant_numbers": "Balance 998920 FUN (this is a NEW round from a different stake than the win examples above - stake of 2000 already deducted, no payout since the round busted); Footballs 19; Mine Risk 13.6%; Opened 3/25 (counter had not yet advanced to the busting reveal in the captured moment); ladder step x1.46 highlighted in RED (loss outcome color)",
      "colors_verbal": "row1: col1 and col2 show footballs (found before the bust), col3 shows a bright, undimmed photographic referee holding up a red card on a dark maroon tile background (the tile that ended the round); a second, dimmed red-card tile is visible at row2-col2; a third mine tile is implied by the Mines=3 setting but not clearly visible/identifiable in this frame (covered/dim among the greyed-out unopened footballs). Action button reverted to gold 'BET' (round over); CASHOUT is gone.",
      "accessibility_note": "loss vs win are distinguished by BOTH the ladder-step border color (red vs green) AND by the tile artwork itself (photographic red-card/referee image vs a football image) - a colorblind player can tell the outcome from the picture on the tile alone, not just its color."
    },
    {
      "file": "settings.png",
      "type": "settings",
      "content": "modal titled 'Settings' over a dimmed base game. Rows: 'Sound Effects' toggle (on, gold pill switch) with subtitle 'Enable or disable sound effects'; divider; 'HOTKEYS' section header; 'Bet / Cash out / Stop auto' mapped to Space key (shown as a small dark keycap chip); 'Random pick tile' mapped to R key; divider; 'Game Limits' row with a 'View' button (opens the Game Limits panel, see info.png); 'Rules' row with a 'View' button; 'Home' row with an 'Exit' button; footer line 'Version 1.1.0 (c1f779a7)' - this is a BUILD STAMP, not the release date and not provider_ref (per brief, provider_ref is the demo_url slug 'football-mines')."
    },
    {
      "file": "info.png",
      "type": "info",
      "content": "modal titled 'Game Limits' listing the four numbers documented above in game_limits_panel."
    },
    {
      "file": "autoplay.png",
      "type": "autoplay",
      "content": "the AUTO button toggles the left control column into an autoplay layout in place of the manual Bet/Mines column (grid stays visible and unplayed on the right). Main action button now reads 'START AUTOBET' (same gold styling as BET). Below the existing Bet/Mines steppers, a new 'Auto Settings' section adds a 'Bets' stepper (number of rounds to auto-play) with shortcut presets 10 / 20 / 50 / 100 (value shown: 10), and an 'Advanced' row with an off toggle switch."
    },
    {
      "file": "autoplay_advanced.png",
      "type": "autoplay",
      "content": "same panel with the Advanced toggle switched ON (gold), revealing four extra controls, all fitting on-screen without scrolling: 'On Win' (Reset button, highlighted/selected, vs an 'Increase by N%' stepper currently OFF); 'On Loss' (same Reset-vs-Increase-by-N% pair, Reset selected); 'FUN Stop on Profit' stepper (OFF); 'FUN Stop on Loss' stepper (OFF). All steppers use the same '-' / value-or-OFF / '+' widget as the bet/mines controls."
    },
    {
      "file": "rules_p1.png / rules_p2.png / rules_p3.png",
      "type": "rules",
      "content": "single continuous 'Rules' modal, captured across 3 scroll pages (no internal tabs/sections - confirmed by manifest scroll_panels.sections). Headings in order: How to Play? / Bet / Gameplay / Cash Out / Risk Calculation Formula / RTP / Autoplay / Settings / Bet History / Disconnection Policy. Full text transcribed verbatim in booklet.txt and reproduced in relevant sections of this doc (round_mechanics, rtp, game_limits_panel, live_bets_widget, disconnection_policy below)."
    }
  ],

  "live_bets_widget": {
    "location": "a three-tab table pinned to the bottom of the game frame, below the 5x5 grid, always visible regardless of which panel/modal is open on top",
    "tabs": ["Live Bets (default/active tab)", "Top Bets", "My Bets"],
    "columns": ["PLAYER", "TIME", "BET", "PAYOUT"],
    "warning_P_G11": "This is NOT game economy data. It is the demo wrapper's shared cross-game activity feed: rows show other players' bets in MULTIPLE real-world currencies (observed: KGS, EUR '€', RUB, USD '$') with procedurally-generated display names (e.g. 'CoffeeTeenage', 'BronzeWooden', 'PurpleUniversal', 'MoccasinDirty', 'IndigoConcerned', 'BeigeIdentical'). None of this reflects the FUN-credit economy of the Football Mines demo itself, and it must not be read as the game's own currency, jackpot, or live player count. Documented per defect P-G11 (see provider-defects/poggiplay.md).",
    "rules_text_description": "per rules page 3 (verbatim): 'Live bets - the latest bets from all users. Top bets - the biggest wins among all users in the last 24 hours. My bets - your latest bets.'"
  },

  "disconnection_policy": {
    "source": "rules page 3, verbatim",
    "text": "We place great importance on player safety and comfort even in the event of unexpected connection issues. If a bet was made after the connection was lost, it is not sent to the server, no funds are deducted, and the game does not start. If the connection is lost during an active game, the game state is preserved on the server, and you will be able to continue once the connection is restored."
  },

  "no_splash_screen": {
    "claim": "there is no promotional splash/preview screen for this game - a cold load goes straight to the idle base game",
    "evidence_channel_1": "pixels: a goto with wait_ms=0 plus an immediate burst capture showed the idle base_game state directly, no intermediate splash frame",
    "evidence_channel_2": "dom/settings: the Settings modal (settings.png) has no 'Welcome Screen' / 'Show splash' toggle at all - there is structurally nothing to disable if a splash existed",
    "note": "two independent channels per project protocol for negative claims"
  },

  "accessibility_notes": {
    "color_plus_shape_or_text_redundancy": [
      "Win vs loss outcome is never color-only: the busting tile shows a distinct photographic image (referee holding a red card) versus the safe tile's football image, and the corresponding ladder step is bordered green (win) or red (loss) IN ADDITION to the differing artwork.",
      "The current multiplier step on the ladder is distinguished by bold/highlighted text AND its fixed left-to-right position (advances one cell per successful pick), not by color alone.",
      "Bet vs Cash-out state of the main action button is distinguished by BOTH color (gold vs green) AND the printed label text ('BET' vs 'CASHOUT <amount> FUN')."
    ],
    "text_scaling_and_contrast": "all panel text is high-contrast white/light-grey on dark green/near-black backgrounds; numeric readouts (Footballs/Mine Risk/Opened, Game Limits, ladder values) are always printed as text, not only conveyed by icon or bar length, which benefits screen-reader/low-vision access if the underlying DOM exposes them (interface is confirmed DOM-based, zero-canvas, per manifest).",
    "motor_accessibility": "the entire interface is DOM-based (not canvas), with hotkeys documented in Settings: Space = Bet / Cash out / Stop auto, R = Random pick tile - the R hotkey in particular offers a low-precision way to pick a tile without needing to target one of the 25 small grid cells with a pointer.",
    "colorblind_specific": "the green/red highlight pair used for win/loss ladder-step coloring is one of the classic problematic pairs for red-green colorblindness; however, as noted above, both this coloring AND the tile artwork itself (ball vs red-card/referee photo) AND the textual modal ('Goal!' win banner vs the plain reverted BET button on loss) redundantly encode the outcome, so a colorblind player is not solely dependent on the red/green ladder border."
  },

  "logo_refs_note": "See separate logo_refs.json. This is not a reel slot and has no paytable/symbol iconography; the two clean, text-free thematic art assets available are the football tile image and the red-card/referee tile image used throughout the tile grid. No wordmark/title-banner crop is included per the no-native-logo-crop rule.",

  "unreadable_or_uncertain": [
    "Full mines-count -> multiplier-ladder table: only the 7-step ladder at Mines=3 is captured in full (x1.11...x2.76); behavior at Mines=5/10/20/24 beyond the single high-level TL observation (ladder can run past x10000 at Mines=20) is not documented step-by-step in this capture set.",
    "'Cancel' bet control (pre-first-tile-open cancellation) mentioned in rules text was not captured as a frame - no visual evidence of its exact position/label beyond the rules text reference.",
    "TURBO toggle's actual gameplay effect (faster reveal animation, presumably) is not evidenced by any before/after frame pair.",
    "Third red-card/mine tile position in the round_lost.png loss frame is not clearly identifiable (likely obscured among the dimmed unopened football tiles); only 2 of the 3 mines are confidently locatable in that frame.",
    "Volatility rating: not stated by the game and not applicable in the fixed-tier sense reel slots use (player controls risk via mine-count slider) - left null, not guessed.",
    "Currency/FX conversion for FUN credits: none recoverable from this demo build; all monetary figures in this doc are reported in raw FUN credits per playbook guidance."
  ]
}

API documentation for this slot

Ready-to-run request examples in curl, Python, JavaScript & PHP — plus the full structured-data field reference for this exact slot, on GitHub.