Indiana Mines

Demo, RTP 98.40%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 19 Aug 2026
RTP 98.40%
Volatility Medium
Max win ×2487
Grid —
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Asset pack

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

Slot API

GET /v1/slots/indiana-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. 6 aspects we couldn’t confirm are flagged below, not hidden.

Captured 19 Aug 2026 View capture log

Per-screen breakdown

19 demo screens
19 PNG (ZIP)
Base game
base_game Base game
Base game
base_game Base game
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Logo
logo Logo
Preview / Loading screen
preview Preview / Loading screen
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
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
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 Indiana Mines

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

manual demo playthrough → 19 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 98.40% · single configuration
volatility Medium
max_win_x ×2487
bonus_buy No
mechanic Crash
release_date 2025

Bonus modes

3 modes
Base Game Modifier base
Plate Climb

9-column x 4-row grid (36 pressure plates). Player picks 1 of 4 plates in the current column; safe advances one column and reveals the next 4 plates, a trap ends the round and forfeits the bet plus all accumulated reward. Nine-step multiplier ladder (x1.1 / x1.4 / x1.8 / x2.4 / x4.2 / x8.4 / x17 / x70 / x260), one step per column; cash out is available at any time before taking the next step.

Other trap_hint
Skull Trap Hints

Every unrevealed plate in a column shows the same skull-count icon (1, 2 or 3 skulls), telling the player how many of that column's 4 plates are traps without revealing which. Verified pattern in captured round: columns 1-4 = 1 skull, columns 5-7 = 2 skulls, columns 8-9 = 3 skulls.

Other gem_bonus
Bonus Gem System

Two Bonus Gem icon types (plain and arrow-flanked), each in green or purple, are placed on random safe plates each round. Plain gem adds a 2x or 3x multiplier to one random subsequent level; arrow-flanked gem adds a 2x or 3x multiplier to every subsequent level. Gem multipliers are cumulative: the value of the next level is multiplied by the sum of previously earned Gem Multipliers. Observed example: a green gem at the x4.2 level boosted the remaining ladder x8.4/x17/x70/x260 to x12.6/x21.2/x74.2/x264.2.

Colour system

extracted from frames · HEX
Export palette
#130E1D base dominant 1 base
#676156 base dominant 2 base
#4C352D base dominant 3 base
#584936 base dominant 4 base
#90876F base dominant 5 base
#89775F base dominant 6 base
#130E1C bonus dominant 1 bonus
#676155 bonus dominant 2 bonus
#4D352D bonus dominant 3 bonus
#594B36 bonus dominant 4 bonus

Accessibility

profile for all groups
Color Blind
  • Plate state is shown by distinct icon shapes, not color alone: gold crowned coin (safe), grey skull(s) (unrevealed/trap hint), green or purple faceted gem (bonus), orange-red molten lava sphere (triggered trap).
  • The two Bonus Gem colors (green vs purple) do not carry independently duplicated meaning by shape; only the icon-vs-arrow-flanked distinction (one level vs every subsequent level) is duplicated by shape via chevron arrows above/below the gem icon.
  • The orange-red selection/progress glow ring highlighting the current column is a supplementary cue only: those plates are also the only ones without a resolved icon yet, so shape/state still disambiguates without relying on the glow color.
Motor Accessibility
  • Round interaction is two-phase single clicks only (arm the column, then resolve the step on the same plate or the on-board prompt); no drag gestures observed anywhere in the captured flow.
Low Vision
  • Bottom status bar shows BALANCE/WIN (or TAKE)/BET labels in muted grey capitalised text with bright yellow numeric values beside each, high contrast against the near-black bar.

Media & assets

4 files · 4 types
19 PNG (ZIP)
Base game
base_game
Base game
base_game
Logo
logo
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Preview/splash, idle base board (all 36 plates with skull hints), a live round in progress, gem pickup close-up, boosted ladder after gem, full-board reveal after a lost round, small and large cash-out win screens, Settings panel, History panel (empty state), both bet-selector pages, and all 7 rules booklet pages.
No Autoplay panel/control could be found in this build; checked via direct interaction across 4 states plus a working DOM text probe that returned nothing for the candidate icon.
Which Bonus Gem color (green vs purple) corresponds to the 2x value and which to the 3x value is not stated unambiguously by the rules text.
Exact aggregation rule for multiple Gem Multiplier pickups within one round is not confirmed beyond a single observed example (a flat +4.2 boost matching the level at which the gem was collected).
Whether the per-column trap count (1/1/1/1/2/2/2/3/3 in the captured round) is fixed by column position or randomized per round is not stated in the rules text; only one round's pattern was verified.
Function of the second unlabelled right-sidebar icon (circular arrow around a play triangle) could not be isolated; every click behaved like clicking the board itself.
Whether the brief white variant of the main action button (seen in the small win screen) is a distinct UI state or a transient animation frame is uncertain.

Ask AI about Indiana 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 Indiana Mines play? Keep it simple.

9-column x 4-row grid (36 pressure plates). Player picks 1 of 4 plates in the current column; safe advances one column and reveals the next 4 plates, a trap ends the round and forfeits the bet plus all accumulated reward. Nine-step multiplier ladder (x1.1 / x1.4 / x1.8 / x2.4 / x4.2 / x8.4 / x17 / x70 / x260), one step per column; cash out is available at any time before taking the next step.

RTP 98.40%Medium volatilitymax win ×2487demo ✓

From the verified capture of 19 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: Indiana 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 6 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 10 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: 6 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/indiana-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/indiana-mines-b23/
{
  "game": {
    "name": "Indiana Mines",
    "provider": "PoggiPlay",
    "provider_ref": "indianamines",
    "game_kind": "crash",
    "device_note": "This is NOT a reel-based slot. It is a tower-climb / 'mines' style crash game: the player advances a treasure hunter across a 9-column x 4-row grid of pressure plates, one column (level) at a time, choosing 1 of the 4 plates in the current column. A correct (safe) choice advances the character and raises an on-screen multiplier; a wrong choice (trap) ends the round and forfeits the bet and all accumulated reward. The player may cash out (bank the current accumulated multiplier x bet) at any point before taking the next step. No reels, no paylines, no paytable symbols, no free spins exist in this game.",
    "theme": "Pulp-adventure treasure-hunting parody of an 'Indiana Jones'-type explorer raiding an ancient stone temple/mine, searching plate by plate for a hidden Diamond guarded by a fiery stone skull totem.",
    "art_style": "Flat-shaded 3D cartoon rendering (stylised low-poly/rounded character and prop models, soft cel-like shading, no photorealism) presented from a fixed top-down/bird's-eye camera looking straight down a stone tunnel. Warm, dim dungeon lighting (amber torchlight, dark vignette at the tunnel mouth) contrasted with bright golden-yellow highlight glows on interactive elements (selected plates, ladder cell, action button). Character design is exaggerated and comedic (oversized round red nose, big cartoon eyes) rather than heroic/realistic. Overall mood is playful, casual, mobile-casino style, not dark or cinematic.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, color-blind of all types, motor-impaired) built from 18 desktop screenshots (1280x800) + zoomed crops + rules booklet text read page by page.",
    "method_notes": "All rules pages (7/7) and both bet-selector pages (2/2) were read in full via zoomed crops; the full 36-plate board was reconstructed and cross-checked arithmetically against the printed skull-count hints (see game_mechanics.trap_hint_system). Numbers are taken verbatim from on-screen text. Anything not directly legible or not logically resolvable from the captured evidence is listed in 'unreadable_or_uncertain' and not invented.",
    "language": "English",
    "currency_note": "The demo balance/bet/win figures are denominated in a token labelled 'FUN' (e.g. BALANCE 1 000 000 FUN). This is the demo-mode play-credit label, not the game's real-money currency, and is not recorded as a 'currency' field. For reference only, the provider's published demo conversion rate elsewhere in this pipeline is 1000 FUN = $1 (not printed inside this game itself)."
  },
  "color_palette": {
    "overall_background": "Near-black very dark navy/charcoal fills the screen outside the tunnel; the top status strip is solid black.",
    "tunnel_walls_and_floor": "Warm beige/tan cut-stone brick, textured with visible mortar lines, forming an oval tunnel viewed from directly above; the tunnel narrows and darkens toward a rounded stone archway at the left (entrance) and opens toward the totem at the right (goal).",
    "pressure_plates": "Circular brushed-silver/grey metal medallions with fine radial engraved lines, each set slightly into the stone floor with a dark drop-shadow ring.",
    "plate_icons": "Icons stamped on the plate face are silver/grey metal relief unless noted: a grey skull-and-crossbones motif (1, 2 or 3 skulls) for an unrevealed/dangerous plate; a bright gold coin disc with a gold crown emblem for a revealed safe plate; a faceted emerald-green gem for a green Bonus Gem; a faceted violet/purple gem for a purple Bonus Gem; a glowing orange-red molten/lava sphere with visible cracks and fire for a triggered trap.",
    "selection_and_progress_glow": "The currently selectable column's 4 plates (and the just-resolved plate) are ringed with a bright orange-to-red gradient glow; the final column (9th, nearest the totem) plates carry a permanent dotted gold/yellow triangle border distinguishing them as the last level before the Diamond.",
    "multiplier_ladder_bar": "A horizontal row of 9 dark charcoal/near-black rounded-rectangle cells across the top-left, each printed with white 'xN' text and a small gold coin icon; the cell representing the next level to be attempted is highlighted with the same orange-red glow ring used on the plates.",
    "hunter_character": "Pale/cream skin, oversized round bright-red nose, large white cartoon eyes, wide open-mouthed grin, brown wide-brim fedora hat, brown safari/adventurer jacket and trousers; stands at the left edge of the tunnel at the column he currently occupies, lit by a small hand-held torch flame.",
    "totem_and_prize": "A large carved stone skull at the right end of the tunnel with glowing orange/amber fire in both eye sockets and mouth; a bright pink-magenta/red faceted diamond gem (the 'Diamond', the game's goal) sits at its base; two lit torches on stone pedestals flank the tunnel's far corners with orange-yellow flame and drifting embers.",
    "bottom_status_bar": "Solid near-black bar; 'BALANCE' / 'WIN' (or 'TAKE' while a round is live) / 'BET' labels in muted grey capitalised text with the numeric value in bright yellow beside each; a small grey/yellow speaker icon at the far left.",
    "right_sidebar_buttons": "Five circular buttons stacked vertically on the dark background, each on a solid warm brown disc except the large central action button; icon strokes are light grey/white or yellow, described per-icon below.",
    "logo_wordmark": "'Indiana Mines' rendered in bold cream/off-white rounded sans-serif letters on the splash screen; in the base game the same wordmark appears smaller as a gold-and-brown 3D beveled logo with a dark outline, top-left above the ladder.",
    "modal_panels": "Rules / Settings / Bet-selector / History panels share a dark brown/near-black background with a thin horizontal grey divider under a centered white heading; body text is light grey/off-white; a yellow circular 'X' close button sits top-right.",
    "color_blind_notes": "Safe vs. trap vs. bonus is conveyed by DISTINCT ICON SHAPES on each plate (crowned coin / skull(s) / faceted gem / fire sphere), not by color alone, so the state remains distinguishable to color-blind users. The two Bonus Gem colors (green vs purple) are the one place color carries information not otherwise duplicated by shape (both are the same gem-cut shape); the scope difference (one level vs every subsequent level) IS duplicated by shape via the small arrow chevrons printed above/below the gem icon. The orange-red selection/glow ring is a supplementary highlight, not the sole cue, since the highlighted plates are also the only ones without a resolved icon yet."
  },
  "interface": {
    "top_debug_strip": "A thin black strip across the very top of the browser viewport prints a live clock (e.g. '12:31'), then 'Indiana Mines | 90fd3b27' (game title + build-commit prefix, NOT the game/provider code -- see anomalies), and 'PoggiPlay' at the far right. This looks like an outer demo-harness overlay rather than part of the game's own canvas UI.",
    "right_sidebar_idle_or_live_round": {
      "turbo_toggle": "Top icon: a jagged sunburst/gear-shaped outline containing a lightning bolt. Function observed: toggles a lit/unlit highlight state; presumed 'turbo/quick mode' speed toggle for the step animation.",
      "unlabelled_circular_icon": "Second icon: a circular arrow forming a loop around a small right-pointing play triangle. Its function could NOT be isolated from the game's own controls (see not_captured) -- clicking it in every tested state behaved identically to clicking the game board itself (placed/advanced a step). Left undocumented rather than guessed.",
      "main_action_button": "Large central circular button, visually dominant. In idle/no-round state: bright yellow fill with a white double-arrow circular icon (start / take-a-step). During a live round once a positive TAKE amount exists: bright yellow fill switches to a coin-bag-with-down-arrow icon (cash out). Briefly after a cash-out completes (win_screen.png): the button turns WHITE with the double-arrow icon, before returning to the normal yellow idle state.",
      "bet_selector": "Fourth icon: stacked coins with a small yellow '+' badge. Opens the 'Bet (FUN)' panel (a scrollable ladder of fixed stake amounts, see screens.bet_selector).",
      "menu_hamburger": "Bottom icon: three horizontal lines (center line highlighted yellow). Opens the 'Game Settings' overlay, whose OWN right sidebar then shows a different four-icon set (below)."
    },
    "right_sidebar_menu_overlay": {
      "note": "When the hamburger menu is open (Settings / History / Rules panels), the action button and bet-selector icons are replaced by 4 navigation icons on the same vertical strip.",
      "icons": [
        "turbo toggle (same lightning icon, carried over)",
        "Settings (gear-with-dot icon) -- opens 'Game Settings'",
        "History (a counter-clockwise circular arrow, clock-like) -- opens 'History'",
        "Help/Rules (a '?' inside a circle) -- opens the 'Rules' booklet"
      ]
    },
    "bottom_status_bar": "Three labelled values, left to right: BALANCE (total demo credit), WIN/TAKE (0 when idle or after settlement; label switches to 'TAKE' while a round is in progress and shows the currently banked-if-cashed-out amount for the levels already cleared), BET (the currently selected stake). A small speaker/mute icon sits at the far left of the bar.",
    "settings_panel": {
      "heading": "Game Settings",
      "rows": [
        "Fullscreen (yellow corner-expand-arrows icon)",
        "Sound (grey speaker icon)",
        "Music (yellow music-note icon)",
        "Home (grey house icon)",
        "Spacebar to spin -- toggle switch, observed ON (yellow, knob right)",
        "Welcome Screen -- toggle switch, observed ON (yellow, knob right)"
      ],
      "source": "settings.png"
    },
    "history_panel": {
      "heading": "History",
      "content": "Empty state: 'Not available' / 'The game history is not available right now.'",
      "source": "_history0.png (working crop; same content as the manifest's settings.png state, captured via the sidebar History icon)"
    },
    "bet_selector_panel": {
      "heading": "Bet (FUN) / Choose bet",
      "content": "A scrollable grid of pill-shaped fixed-stake buttons, 3 per row, from 50 up to 100 000 FUN. The currently active stake (1000 on the captured pages) is highlighted solid bright yellow with black text; other values are muted brown with white text. A white checkmark button in the right sidebar confirms the selection; a yellow 'X' closes without applying.",
      "full_stake_ladder_FUN": [
        50,
        100,
        150,
        200,
        250,
        300,
        350,
        400,
        450,
        500,
        1000,
        1500,
        2000,
        2500,
        3000,
        3500,
        4000,
        4500,
        5000,
        10000,
        15000,
        20000,
        25000,
        30000,
        35000,
        40000,
        45000,
        50000,
        60000,
        75000,
        100000
      ],
      "source": "betsel_p1.png (50..4500, scroll top) + betsel_p2.png (2000..100000, scroll bottom, thumb at the bottom of the track)",
      "note": "Ends agree exactly with the printed summary table (Min Bet 50 FUN / Max Bet 100000 FUN, rules_p7.png) -- two independent channels."
    }
  },
  "game_mechanics": {
    "objective": "Guide the treasure hunter across the playing field by choosing safe plates and avoiding trap plates, to reach the Diamond guarded by the totem at the far end.",
    "field_layout": {
      "grid": "9 columns (levels) x 4 rows = 36 pressure plates total.",
      "how_verified": "Counted directly on the fully-revealed board (round_lost.png) and cross-checked against the 9-step multiplier ladder (one ladder step per column) and the 4 starting plates described in the rules text ('one of the four starting plates').",
      "note_on_prior_error": "An earlier capture note described the field as '4x8'; this is incorrect. It is 9 columns x 4 rows."
    },
    "round_start": "The player chooses a stake from the Bet (FUN) panel, then blindly picks one of the 4 plates in the first column to begin.",
    "stepping": "Each successful (safe) pick advances the hunter one column to the right and reveals a new set of 4 candidate plates in the next column. The interaction is two-phase: a first click selects/arms the column (all 4 plates in it get an orange outline and the board shows 'TAKE A STEP TO BET'); the actual step (reveal) resolves on a second click on the plate or on the highlighted board prompt.",
    "trap_hint_system": {
      "description": "Before a plate is chosen, every unrevealed plate in a given column displays the SAME skull-count icon (1, 2 or 3 skulls), telling the player how many of that column's 4 plates are traps -- but not which ones.",
      "verified_pattern_this_round": "Columns 1-4 showed 1 skull (1 trap of 4 plates), columns 5-7 showed 2 skulls (2 of 4), columns 8-9 showed 3 skulls (3 of 4). This matches the increasing size of the multiplier jumps toward the end of the ladder (see multiplier_ladder) -- more traps per level as the reward grows.",
      "cross_check": "On the fully-revealed board after the round ended, every plate that stayed a trap still showed its column's skull icon, and every plate that turned out safe was instead shown as a gold crowned-coin (or a Bonus Gem icon if a gem was present). Counting safe+trap icons per column reproduces the pre-round skull count exactly in all 9 columns of the captured example -- e.g. column 1 (1-skull hint) resolved to 3 coins/gem + 1 still-skull plate; columns 8-9 (3-skull hint) resolved to 1 coin + 3 still-skull plates each.",
      "caveat": "The exact trap COUNT per column (1/1/1/1/2/2/2/3/3 in the captured round) is inferred from a single example; the rules booklet states the mechanic ('numerous skulls... indicate the number of trap plates on that level') but does not print a fixed per-column table, so whether the skull counts by column position are constant across rounds or themselves randomized is not confirmed and is listed under uncertain."
    },
    "trap_resolution": "If the picked plate is a trap, the round ends immediately: the bet and all rewards accumulated from previous steps are lost. The struck plate switches to a glowing orange-red molten/lava sphere icon inside an orange ring; the multiplier ladder resets to its base x1.1 leftmost cell; the board is fully revealed (see trap_hint_system.cross_check) and a 'CLICK ANYWHERE TO CONTINUE' prompt appears.",
    "multiplier_ladder": {
      "base_values": [
        "x1.1",
        "x1.4",
        "x1.8",
        "x2.4",
        "x4.2",
        "x8.4",
        "x17",
        "x70",
        "x260"
      ],
      "source": "round_lost.png / base_game.png, one value per column, 9 values total.",
      "how_it_pays": "Each ladder cell corresponds to the level just successfully cleared; the live TAKE amount equals that cell's multiplier x the placed bet (verified: after clearing level 1, TAKE=1100 on a 1000 stake = x1.1 x 1000; the ladder highlight had already advanced to show x1.4 as the UPCOMING level, not the one just paid)."
    },
    "gem_bonus_system": {
      "trigger": "Two kinds of Bonus Gem (a plain, no-arrow icon and an arrow-flanked icon), in two colors (green and purple), are placed on random SAFE plates each round.",
      "rules_text_verbatim": [
        "Gem Multipliers are cumulative. The value of the next level is multiplied by the sum of the previously earned Gem Multipliers.",
        "Plain gem icon (green or purple, no arrows): 'Adds an 2x, 3x multiplier to one random subsequent level.'",
        "Arrow-flanked gem icon (green or purple, chevron arrows above and below): 'Adds an 2x, 3x multiplier to every subsequent level.'",
        "'Gem Multipliers provide a reward boost of either 2x or 3x, depending on which Gem Multiplier appears on a plate.'"
      ],
      "color_to_value_mapping": "NOT stated unambiguously in the rules booklet -- the text lists '2x, 3x' as the two possible bonus values without pairing a specific color to a specific value. Left uncertain rather than guessed (see unreadable_or_uncertain).",
      "observed_example": "Landing on a plain green gem at the level paying x4.2 (TAKE was 2400 for the level just cleared, x2.4 x 1000) boosted every remaining ladder cell (ladder_boosted.png): x8.4->x12.6, x17->x21.2, x70->x74.2, x260->x264.2 -- a flat +4.2 added to each remaining step in this example. Whether this is always a flat addition equal to the current level's own multiplier, or a different aggregation when multiple gems are collected in one round, could not be independently confirmed from this single example and is left uncertain."
    },
    "cashout": {
      "when_available": "At any point during a live round, before taking the next step, via the main action button (right sidebar) once it has switched to the coin-bag/down-arrow icon.",
      "rules_text": "'The player can also withdraw their winnings at any time before taking the next step by clicking the button located below the playing field.' -- NOTE: this text disagrees with the observed UI, where the cash-out control is the large circular button in the RIGHT SIDEBAR, not a button below the board; flagged as a rules-text/build mismatch, not corrected by us.",
      "auto_cashout": "No automatic/target cash-out control (a preset multiplier or amount to auto-collect at) was found anywhere in the rules text, the Settings panel, or the sidebar icons. Cash-out is manual only, as far as captured.",
      "examples": [
        "win_screen.png: TAKE 1100 FUN banked on a 1000 stake after 1 safe step (x1.1).",
        "win_screen_big.png: TAKE 4200 FUN banked on a 1000 stake after several safe steps including a Bonus Gem pickup."
      ]
    },
    "round_end_win": "Reaching the final (9th) column and clearing it delivers the Diamond to the totem; the round ends and the player is awarded all coins earned, factoring in any Gem Multipliers collected."
  },
  "technical_summary": {
    "rtp_percent": 98.4,
    "rtp_source": "rules_p7.png, printed summary table: 'RTP 98.4 %'.",
    "min_bet": {
      "value": 50,
      "unit": "FUN",
      "sources": [
        "rules_p7.png printed table",
        "betsel_p1.png first stake button"
      ]
    },
    "max_bet": {
      "value": 100000,
      "unit": "FUN",
      "sources": [
        "rules_p7.png printed table",
        "betsel_p2.png last stake button, scrollbar thumb at track bottom"
      ]
    },
    "max_win_multiplier": {
      "value": 2487,
      "unit": "x",
      "source": "rules_p7.png printed table: 'Max Win Multiplier 2487 x'.",
      "note": "This is the game's official payout ceiling. It is NOT the same as the top ladder step shown on any single captured round (x260 base / x264.2 gem-boosted) -- those are per-round ladder values for a full nine-step climb (one step per column; verified arithmetically from the captured rounds: win_screen.png shows one lit plate and pays x1.1, the first ladder step, while win_screen_big.png shows five lit plates and pays 4200 on a 1000 bet, i.e. x4.2, the fifth step -- so step N corresponds to ladder entry N and the nine entries need nine steps), not the game's absolute cap. No separate absolute cash cap is printed anywhere in the booklet."
    },
    "bonus_buy": false,
    "autoplay": {
      "present": false,
      "how_verified": "Confirmed absent via two independent channels: (1) direct interaction -- the unlabelled sidebar icon (see interface.right_sidebar) was clicked in four different game states plus a long-press, and never opened a distinct panel; (2) DOM text probe -- the same probe that correctly printed the Settings modal's contents ('Game Settings / Fullscreen / Sound / Music / Home / Spacebar to spin / Welcome Screen') after opening the menu returned NOTHING after clicking the icon in question, i.e. the positive channel is proven to work and its silence here is meaningful."
    },
    "keyboard": "Spacebar can be bound to 'spin' (toggle in Settings, observed ON by default).",
    "release_build_footer": "rules_p7.png prints a small technical footer: 'facade : 8.41.0', 'workbench : 5.15.0', 'release name : 1.0.0@production:90fd3b27b28...', 'release date : 2026-06-24T14:37:30.323Z'. These describe the demo BUILD/deployment, not the game's own code or release date, and are not used as such in this document."
  },
  "screens": {
    "preview": {
      "type": "preview",
      "content": "Splash/loading screen. Large cream wordmark 'Indiana Mines' top-left. Center-right: the cartoon treasure hunter (brown fedora, brown jacket, oversized red nose, wide grin) holding a large pink-red faceted diamond gem in both hands, standing in front of a big glowing stone skull with fire in its eye sockets and mouth. To his left, two Bonus Gem tokens are shown stacked (a purple arrow-flanked gem coin behind, a green arrow-flanked gem coin in front). To his right, a drawstring bag overflowing with gold coins and a silver pickaxe/mining tool leaning behind it. Two lit wall torches flank the scene. Center-bottom tagline: 'Jump on the hatches to reach the reward!'. Bottom-left: an unchecked 'Don't show next time' checkbox. Bottom-right: a yellow 'Play' button with dark bevelled text.",
      "color_blind_notes": "Wordmark and tagline are large high-contrast text; the Play button is a solid yellow pill with dark text, distinguishable by shape/position, not color alone."
    },
    "rules_booklet": {
      "type": "rules",
      "pages_total": 7,
      "scroll_note": "Continuous scrolling panel, confirmed exhausted at 7 pages by scroll_capture.py (no tab/section switcher found).",
      "p1": "Intro paragraph (game premise, temple/Diamond goal) + 'To start the game...' (choose bet, pick 1 of 4 starting plates, each plate hidden safe-or-trap, Bonus Gem chance) + 'The player blindly chooses a plate...' (advance on safe, lose bet+rewards on trap).",
      "p2": "'Each round begins...' (4 starting tiles, round ends on trap or Diamond, cash out anytime via the button 'located below the playing field') + heading 'Gem multipliers' + 'Gem Multipliers are cumulative...' + first 2 gem icons (green/purple, plain) with 'Adds an 2x, 3x multiplier to one random subsequent level.'",
      "p3": "Continues with the arrow-flanked green/purple gem icons ('...to every subsequent level'), 'Two types of Bonus Gems are placed on random safe plates each round.', 'Gem Multipliers provide a reward boost of either 2x or 3x, depending on which Gem Multiplier appears on a plate.', heading 'Win' (reaching the Diamond awards all coins earned including Gem Multipliers), heading 'Playing Field' begins ('Numerous skulls can be seen on the plates...').",
      "p4": "Finishes the Playing Field paragraph (skull count = trap count per level; trap plate = lose bet+rewards, round ends) + an illustrative screenshot of the board with the multiplier ladder (x1.1..x260) and the 'TAKE A STEP TO BET' prompt.",
      "p5": "'The player earns coins for each successful plate selection, with the reward increasing progressively with each step.' + a zoomed callout circling the x4.2 ladder cell.",
      "p6": "Zoomed illustration of the x4.2 ladder cell with two gold coin icons flanking the text 'x4.2' + start of the summary table headers (RTP / Min Bet / Max Bet / Max Win Multiplier).",
      "p7": "Summary table values: RTP 98.4%, Min Bet 50 FUN, Max Bet 100000 FUN, Max Win Multiplier 2487x + small grey technical footer (build/version/deploy strings, not game metadata -- see technical_summary.release_build_footer).",
      "navigation": "Scrollbar thumb on the right edge of the panel; a yellow circular 'X' at the top-right closes the booklet; the right sidebar (turbo/Settings/History/Help) remains visible while the booklet is open."
    },
    "base_game": {
      "type": "base_game",
      "content": "Idle state before any plate is picked. Full 9x4 board visible with all 36 plates showing their pre-round skull-count hint icon (columns 1-4: single skull; 5-7: double skull; 8-9: triple skull, dotted gold border). The 4 starting plates (column 1) are ringed with the orange selection glow and small yellow chevron arrows point at them from the left margin. The multiplier ladder shows all 9 base values with the x1.1 cell glowing (first level to be attempted). Logo 'Indiana Mines' top-left above the ladder. BALANCE 1 000 000 FUN, WIN 0, BET 1 000 FUN.",
      "source": "base_game.png"
    },
    "live_round": {
      "type": "base_game (in-round)",
      "content": "After 1 successful step: hunter now stands at column 1, torch flame beside him; column 2's 4 plates are ringed orange as the next choice; ladder highlight has moved to x1.4; bottom bar label switches from WIN to 'TAKE', reading 1100 FUN on a 1000 stake; main action button has switched to the coin-bag/down-arrow cash-out icon.",
      "source": "live_round_1.png"
    },
    "gem_pickup": {
      "type": "bonus",
      "content": "Close-up celebratory shot: the hunter, now large in frame, holds a glowing green faceted gem in both hands amid a bright golden light-burst; the ladder shows x4.2 highlighted (next level) with TAKE already at 2400 FUN (the level just cleared, x2.4 x 1000); BALANCE has been reduced by the bet already (997 600).",
      "source": "gem_bonus.png"
    },
    "boosted_ladder": {
      "type": "bonus",
      "content": "Immediately after the gem pickup animation settles: the ladder's remaining (un-cleared) cells are shown boosted -- x8.4/x17/x70/x260 replaced by x12.6/x21.2/x74.2/x264.2; a small green gem glyph floats just under the current x4.2 cell marking the source of the boost; the next column (5th) is ringed orange for selection; TAKE remains 2400 FUN.",
      "source": "ladder_boosted.png"
    },
    "round_lost": {
      "type": "bonus",
      "content": "Full-board reveal after triggering a trap on column 2 (a molten lava-sphere icon in an orange ring). All 36 plates now show their resolved state (see game_mechanics.trap_hint_system): gold coin = safe, gem icon = safe+bonus, lava sphere = the actual trap hit, skull icon(s) = plates that remained traps and were never individually revealed further. Ladder reset to x1.1 leftmost highlighted. WIN 0. Center prompt: 'CLICK ANYWHERE TO CONTINUE'.",
      "source": "round_lost.png"
    },
    "win_screen_small": {
      "type": "win_screen",
      "content": "Cash-out flash animation: a bright horizontal light-burst across the board with large dark-gold '1100' text at center; hunter still shown at the column-1 position; ladder highlight remains at x1.1 in this frame; BALANCE shown as 999 100, WIN 1 100, BET 1 000. The main action button is briefly WHITE (rather than the usual yellow) with the double-arrow icon during this settling animation.",
      "source": "win_screen.png",
      "caveat": "Manifest notes the balance figure may reflect a mid-animation intermediate state rather than the final settled balance; the WIN value (1100) is the reliable read."
    },
    "win_screen_big": {
      "type": "win_screen",
      "content": "Larger cash-out: light-burst with '4200' centered; boosted ladder still displayed (x12.6/x21.2/x74.2/x264.2 visible); board shows columns 1-4 mostly revealed safe (including the green gem at column 1 row 2 and a second green gem at column 4 row 1, both now shown small/muted as already-collected); WIN 4 200, BET 1 000, BALANCE 1 001 800.",
      "source": "win_screen_big.png"
    },
    "settings": {
      "type": "settings",
      "content": "See interface.settings_panel above.",
      "source": "settings.png"
    },
    "bet_selector": {
      "type": "info",
      "content": "See interface.bet_selector_panel above.",
      "sources": [
        "betsel_p1.png",
        "betsel_p2.png"
      ]
    }
  },
  "not_captured": [
    {
      "claim": "A distinct Autoplay panel/control could not be found or isolated in this build.",
      "methods": [
        "Direct interaction: the unlabelled sidebar icon (circular arrow around a play triangle) was clicked in 4 different game states (fresh idle, settled idle after cash-out, mid-round with TAKE>0, long-press/hold) -- in every case behaviour was indistinguishable from clicking the board itself (armed the next step / no visible dedicated panel).",
        "Text/DOM probe: the same probe correctly printed the Settings modal's full text content when that modal was opened; clicking the icon in question produced no such content, and no 'Autoplay' tab exists among the 4 menu-sidebar icons (turbo / Settings / History / Help) which were all opened and inspected."
      ]
    }
  ],
  "unreadable_or_uncertain": [
    "Which Bonus Gem color (green vs purple) corresponds to the 2x value and which to the 3x value -- the rules booklet text lists both numbers together ('Adds an 2x, 3x multiplier...') without an unambiguous per-color pairing.",
    "The exact mathematical rule for how multiple/repeated Gem Multiplier pickups combine within one round ('the value of the next level is multiplied by the sum of the previously earned Gem Multipliers') could not be independently derived; only one single-gem example was captured, where the boost to every remaining ladder cell was a flat +4.2 (matching the multiplier of the level at which the gem was collected). Whether this generalises (e.g. as an additive vs multiplicative rule, or differently when 2+ gems are collected in the same round) is not confirmed.",
    "Whether the per-column trap COUNT (1/1/1/1/2/2/2/3/3 skulls in the captured round) is a FIXED property of each column position, or itself randomized per round, is not stated explicitly in the rules text -- only the single captured round's pattern was verified.",
    "The exact function of the second (unlabelled, circular-arrow+play-triangle) sidebar icon -- see not_captured.",
    "Whether the WHITE variant of the main action button (seen briefly in win_screen.png) is a distinct UI state with its own meaning or purely a transient animation frame."
  ],
  "anomalies": [
    "The rules text states the cash-out button is 'located below the playing field', but the actual observed cash-out control is the large circular button in the right sidebar, not below the board. This looks like leftover boilerplate/generic rules copy that does not match this build's actual layout (see 'pp-rules-boilerplate-contradicts-the-build' style caveat, though this is a different provider) -- documented as observed, not corrected.",
    "The interaction pattern is two-phase (arm the column with a first click, resolve the step with a second click/press on the same plate or the on-board prompt), which can look like a single 'take a step' action but is not; this is described under game_mechanics.stepping.",
    "'90fd3b27' printed in the top debug strip and in the rules_p7.png technical footer ('release name : 1.0.0@production:90fd3b27b28...') is a build/commit hash, not the game's provider code. The game's actual code, used in the demo URL and as provider_ref, is 'indianamines'.",
    "The 'release date : 2026-06-24T14:37:30.323Z' printed in the same technical footer is the demo build's deployment timestamp, not the game's market release date, and is intentionally not used as such in this document.",
    {
      "what": "TL correction at GATE-2: the number of ladder steps",
      "detail": "The draft said the top ladder value corresponds to an 8-successful-step climb. The ladder has NINE entries (x1.1 / x1.4 / x1.8 / x2.4 / x4.2 / x8.4 / x17 / x70 / x260) and the board has NINE columns, one step each. Checked by arithmetic rather than by counting alone: one lit plate pays x1.1 (win_screen.png) and five lit plates pay x4.2 (win_screen_big.png, 4200 FUN on a 1000 FUN bet), so ladder entry N is reached on step N and a full climb is nine steps, not eight.",
      "frames": [
        "round_lost.png",
        "win_screen.png",
        "win_screen_big.png"
      ]
    }
  ]
}

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