Penalty Duel

Demo, RTP 96.14%, paytable, symbols & full capture data

Free demo · not real-money play 1 plays in 30 days · last one 4 days, 4 hours ago
✓ Working · checked 6 days, 6 hours ago Verified · 03 Aug 2026
RTP 96.14%
Volatility
Max win ×4860
Grid
For webmasters & affiliates
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Asset pack

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

Slot API

GET /v1/slots/penalty-duel-b10/

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Ask AI MCP NEW

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.

Captured 03 Aug 2026

Per-screen breakdown

33 demo screens
33 PNG (ZIP)
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Bonus features
bonus Bonus features
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Logo
logo Logo
Preview / Loading screen
preview Preview / Loading screen
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Rules / How to play
rules Rules / How to play
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Game settings
settings Game settings
Win screen
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Search Demand

monthly search interest · last 12 months
Total demand / month
Jul '25: 150 150 Jul Aug '25: 70 70 Aug Sep '25: 30 30 Sep Oct '25: 60 60 Oct Nov '25: 40 40 Nov Dec '25: 80 80 Dec Jan '26: 50 50 Jan Feb '26: 50 50 Feb Mar '26: 40 40 Mar Apr '26: 60 60 Apr May '26: 40 40 May Jun '26: 70 70 Jun
Per-country demand by month · sorted by month-over-month growth (freshest first)
Country Jun '26 May '26 Apr '26 Mar '26 Feb '26 Jan '26 Dec '25 Nov '25 Oct '25 Sep '25 Aug '25 Jul '25
🇫🇷France 10 10 10 10 10 10
🇩🇪Germany 10 10 10 10 10 10
🇳🇱Netherlands 10 10 10
🇦🇹Austria 10 10
🇫🇮Finland 20 20 20 20
🇧🇪Belgium 20 20
🇨🇾Cyprus 10 10 10 10
🇳🇴Norway 10 10 10 10
🇬🇧United Kingdom 10 10 10 10
🇺🇸United States 20 20
🇮🇹Italy 10 10 10
🇷🇴Romania 10 10 10
🇧🇬Bulgaria 10 10
🇨🇦Canada 20
🇸🇮Slovenia 10 10
🇪🇸Spain 10 10
🇸🇪Sweden 10 10
🇹🇷Turkey 10 10
🇨🇿Czech Republic 10
🇬🇷Greece 10
🇭🇺Hungary 10
🇲🇹Malta 10
🇵🇱Poland 10
🇵🇹Portugal 10
🇸🇰Slovakia 10
🇦🇺Australia 10 10 10 10
Full per-country breakdown via the API →

What we extracted from Penalty Duel

Everything pulled from Penalty Duel into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
33 screens captured
1 bonus-buy options with prices
10 palette colors from frames

manual demo playthrough → 33 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider BGaming
max_win_x ×4860
bonus_buy Yes · 1 options
mechanic Crash
release_date 2025

RTP configurations

This game does not run at one fixed RTP. It ships 3 figures, and which one applies depends on the condition in each row — buying the bonus, an ante bet or a game setting. All of them were read off the game’s own rules screen.

Variant RTP Condition
Default 96.14% Overall theoretical RTP stated in the game rules
Ante Bet 96.10% RTP with the Chance x5 wager active
Bonus Buy 96.10% RTP in the Buy Bonus feature

See how this RTP compares across BGaming’s full range →

Bonus buy

1 option
Option Price (cost × bet) Effect
Bonus series of five shots headline ×100.00

Colour system

extracted from frames · HEX
Export palette
#EDE3D0 base dominant 1 base
#EBD6B3 base dominant 2 base
#A7A9A9 base dominant 3 base
#3561A0 base dominant 4 base
#A5D4E4 base dominant 5 base
#3596D2 base dominant 6 base
#EDE3D0 bonus dominant 1 bonus
#EBD6B3 bonus dominant 2 bonus
#A8A9A9 bonus dominant 3 bonus
#3561A0 bonus dominant 4 bonus

Media & assets

11 files · 11 types
33 PNG (ZIP)
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Logo
logo
Preview / Loading screen
preview
Preview / Loading screen
preview
Preview / Loading screen
preview

Ask AI about Penalty Duel

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

What are the key stats for Penalty Duel?

RTP 96.14%max win ×4860demo ✓

From the verified capture of 03 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: Penalty Duel vs Aviamasters — 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 — all key aspects captured.

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 All key aspects captured 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/penalty-duel-b10/

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/penalty-duel-b10/
{
  "game": {
    "name": "Penalty Duel",
    "provider": "BGaming",
    "game_kind": "crash",
    "game_kind_note": "This is NOT a reel slot. There are no reels, paylines, scatters, wilds, or free spins in the classic slot-machine sense. Penalty Duel is a single-round, beach-football penalty-kick game with two selectable modes -- Striker and Goalkeeper -- each offering ten fixed-value multiplier zones. The player places a bet, picks one zone (or clicks the central ball/gloves button), and the round resolves instantly as a single discrete bet-and-resolve action, with an optional 'Gold Round' random x5 event and two paid modifiers (Chance x5 ante, Buy Bonus). It is documented here under the non-slot 'casino originals' pipeline per TL instruction and described throughout WITHOUT slot terminology (no 'reels', 'paylines', 'spins', 'scatters', 'free spins').",
    "demo_url": "https://demo.bgaming-network.com/play/PenaltyDuel/FUN?server=demo",
    "currency_in_demo": "FUN (play money)",
    "device_captured": "desktop, 1280x800 viewport",
    "rule_version_verbatim": "This is the game rule version 1.0, dated June 27, 2025. Game Version 1.0.0.",
    "note_on_completeness": "Every field below is grounded in a specific captured screenshot and/or the in-game rules text (verbatim quotes marked as such). Numbers not legible on any captured frame are listed in unreadable_or_uncertain, not invented."
  },

  "core_concept": {
    "summary": "A 'duel' between the player and an opposing character, framed as a beach football penalty shoot-out. Two mutually exclusive modes are chosen with two icon buttons at the bottom of the control bar: a boot/cleat icon for Striker mode and a goalkeeper-glove icon for Goalkeeper mode. Switching modes completely redraws the scene (camera flips from facing the goal to facing the open beach pitch) and swaps the central action button between a football (Striker) and a pair of gloves (Goalkeeper).",
    "striker_mode": "The player is the kicker. The goalkeeper stands in the goal opposite the player (i.e., the camera looks at the goal from the kicker's point of view). Ten multiplier values are shown as plaques overlaid on the goal net/posts. The player clicks a plaque (a 'zone') or the ball button to take a shot at that zone. Win condition (verbatim from rules): 'you win if the goalkeeper fails to catch the ball.' Loss conditions (verbatim): 'the goalkeeper saves the ball', 'you hit the post', 'your shot misses'.",
    "goalkeeper_mode": "The player is the goalkeeper. The camera flips to show an open sand pitch; the opposing Striker character stands to the left, and ten multiplier plaques float above the open field (no goal frame is shown -- the plaques represent zones the incoming shot could land in and the player 'saves' by choosing where to dive/catch). Win condition (verbatim): 'you win if you catch the ball or if the Striker misses it.' Loss condition (verbatim): 'You lose if you fail to catch it.'",
    "bet_deduction_rule_verbatim": "For each failed shot attempt, your bet is deducted from the balance. ... For each failed save attempt, your bet is deducted from the balance.",
    "single_zone_only": "Only ONE zone can be selected per round. Clicking directly on the ball (Striker) or the gloves (Goalkeeper) button without picking a specific plaque still instantly starts and resolves a round (apparently against a default/last zone) -- this confirms there is no multi-zone / multi-stake mechanic; it is always exactly one bet on exactly one zone per round.",
    "payout_formula_verbatim_from_splash": "In case of success, the player receives a payout equal to the bet multiplied by the number in the selected sector. (preview_p1.png)"
  },

  "why_ten_zones_not_twelve": {
    "explanation": "The goal in Striker mode is visually laid out as a 4-row by 3-column grid (12 cells), and the open-pitch layout in Goalkeeper mode occupies a comparable irregular 4-row arrangement. In BOTH modes only 10 of the visual cells carry a printed multiplier plaque. In Striker mode this is because the goalkeeper character's body physically occupies and fully covers the two central cells (row 2 center and row 4 center) -- no plaque is drawn there because a plaque would be hidden behind the character model. This is confirmed on every Striker-mode frame (base_game.png, win_screen.png, chance_x5_enabled.png, bet_max.png, bet_min.png, gold_round_before.png, gold_win_x5.png): the visible printed values are always exactly x12, x6, x15 (top row), x3, x3 (row 2, left/right of keeper), x2, x4, x2 (row 3), x8, x9 (row 4, left/right of keeper's legs) -- 10 values total. IMPORTANT for anyone re-deriving this from a frame: do not count grid cells and expect 12 -- expect 10 legible plaques because the keeper occupies the missing two.",
    "goalkeeper_mode_ten": "In Goalkeeper mode there is no obstructing character over the plaques (the opposing Striker stands off to the side, not overlapping any plaque); the field simply has ten irregularly scattered plaques (3 top, 2 upper-middle, 3 middle, 2 bottom) with no obstruction -- ten is just the designed zone count for this mode too."
  },

  "modes_ui_layout": {
    "striker_mode_screen": {
      "source_frames": ["base_game.png", "win_screen.png", "kick_miss_loss.png", "chance_x5_enabled.png", "chance_x5_win.png", "bet_max.png", "bet_min.png", "gold_round_before.png", "gold_ball_awarded.png", "gold_win_x5.png"],
      "background": "A bright, sunny beach scene rendered in a Rio-de-Janeiro-like setting: pale blue sky with soft white clouds, a green sugarloaf-shaped mountain in the background center, a row of pastel-colored high-rise apartment buildings (pink, light blue, cream) along the right side of the skyline, tall green palm trees on both the left and right edges of the frame, a light beige/tan sandy beach floor in the foreground, and a strip of turquoise/teal ocean visible behind the goal.",
      "left_decoration": "A yellow VW-camper-van-style minibus parked at the left edge, with a pale mauve/pink boombox-style speaker strapped to its roof rack, and orange spray-painted graffiti text reading 'HIP HOP' and 'GOAL!' on its side panel.",
      "goal_structure": "A rectangular goalpost frame in the center of the screen, painted bright golden-yellow, with a white hexagonal-patterned net filling the inside of the frame (the net pattern is honeycomb/hexagon shaped, not a classic square-diamond net).",
      "goalkeeper_character": "A shirtless, tan-skinned male goalkeeper stands centered inside the goal, arms spread wide with palms open, wearing bright yellow goalkeeper gloves and blue swim shorts (beachwear rather than a kit). He stands still between rounds and reacts (dives/jumps) during round resolution.",
      "spectators": "Two bikini-clad female spectator characters flank the goal outside the posts: LEFT spectator has wavy reddish-brown hair, sunglasses, and an orange/coral-patterned bikini; RIGHT spectator has long wavy black hair and a colorful floral/tie-dye patterned bikini. Both stand static and decorative, no gameplay function observed.",
      "multiplier_plaques": "Ten semi-transparent dark blue-grey rounded-rectangle plaques with bold white text, positioned over the net: top row left-to-right reads x12, x6, x15; second row reads x3 (left of keeper), x3 (right of keeper) with the keeper's head/torso occupying the missing center slot; third row reads x2 (left), x4 (center, near keeper's waist), x2 (right); fourth row reads x8 (left), x9 (right) with the keeper's legs occupying the missing center slot.",
      "surfboards_decoration": "Two surfboards (one turquoise, one yellow/orange) leaning upright against something on the far right edge of the frame, purely decorative.",
      "central_action_button": "A large circular white-and-blue classic pentagon/hexagon-patterned football sits at the bottom-center of the screen inside a thin white glowing/pulsing ring (indicating it is clickable/animated, inviting a click).",
      "wordmark": "Game logo 'PENALTY DUEL' rendered in bold rounded yellow-orange letters outlined in dark purple/maroon, with a small football graphic replacing the 'O' in DUEL and two green leaf/palm accents above the text, centered at the top of the screen."
    },
    "goalkeeper_mode_screen": {
      "source_frames": ["glove_mode.png", "keeper_save_win.png", "keeper_miss_loss.png"],
      "background": "Same sunny beach/Rio skyline theme, but the camera is rotated to face away from the ocean: an open sandy football pitch with thin white boundary line markings, the same pastel apartment skyline and green mountain visible in the background, and two magenta/pink triangular corner flags on white poles marking the sides of the field.",
      "opposing_character": "The opposing Striker character (a different male character than the goalkeeper) stands to the left-center of the frame: shirtless, tan-skinned, dark hair, wearing blue shorts, standing casually with one hand on his hip.",
      "ball_position": "A small blue-and-white football rests on the sand near the center-bottom of the playing area (not glowing/animated here, unlike the Striker-mode action button).",
      "multiplier_plaques_layout": "Ten grey semi-transparent plaques with bold white text scattered irregularly over the open field: top row (left to right) x2.3, x1.2, x2.5; an upper-middle pair x1.5 (left) and x1.5 (right); a middle row x2 (left, partly behind the Striker character's leg), x1.3 (center), x2 (right); and a bottom pair x1.9 (far left) and x2.1 (far right).",
      "central_action_button": "The football button is replaced by a large circular icon showing a pair of blue-and-white goalkeeper gloves (palms facing the viewer, fingers spread) inside the same pulsing white ring used for the ball button in Striker mode.",
      "bonus_buy_absent": "The BONUS/BUY button that is present in Striker mode is completely absent from the bottom-right of the control bar in this mode; only the BET stepper, the two mode-select icons, the gloves button, and the CHANCE x5 control are shown."
    }
  },

  "control_bar_common_elements": {
    "position": "A dark navy-blue horizontal bar runs along the bottom edge of the screen in both modes.",
    "bet_stepper": "Left side: a light-blue rounded pill labeled 'BET' with the current stake in FUN beneath it, flanked by a white rounded-square minus button (left, dark arrow icon) and a white rounded-square plus button (right, dark arrow icon). Holding/clicking the buttons steps the bet up or down; at the extremes the corresponding button turns pale grey and stops responding (see bet_max.png / bet_min.png).",
    "mode_select_icons": "Two small white rounded-square buttons sit just right of the bet stepper: a boot/cleat icon (selects Striker mode) and a goalkeeper-glove icon (selects Goalkeeper mode). The currently active mode's icon area is visually distinct from the ball/glove main button state -- confirmed behaviorally by full-scene changes when toggling.",
    "chance_x5_control": "A dark rounded rectangle labeled 'CHANCE x5' with a horizontal bar and a triple right-chevron '>>>' glyph, and the ante price in FUN printed beneath it. Default (off) state: bar shown mostly in muted yellow/gold with a dark outline and the slider thumb resting toward the left/off position. Enabled state: the bar turns a warm red-to-orange gradient and the slider thumb visibly sits toward the right/on position (see chance_x5_enabled.png / chance_x5_win.png) -- so the ON/OFF state is conveyed BOTH by color (yellow vs red-orange) AND by the physical position of the toggle thumb, which is a positive redundancy for colorblind users.",
    "bonus_buy_control": "Striker mode only: a dark rounded rectangle labeled 'BONUS' with a gold 'BUY' button beneath the label and the bonus price in FUN shown under that. Clicking it opens the Buy Bonus purchase dialog (buy_bonus_dialog.png).",
    "total_cost_line": "When CHANCE x5 is enabled, an extra line 'TOTAL COST X.XX FUN' appears beneath the BET stepper, showing bet + chance-x5 price combined (e.g. 'TOTAL COST 3.00 FUN' for a 2.00 bet + 1.00 chance price; 'TOTAL COST 0.15 FUN' for a 0.10 bet + 0.05 chance price). This line is ABSENT when Chance x5 is off, so its mere presence is itself a non-color signal that the ante is active.",
    "top_left_widgets": "A yellow rounded-square badge with a bold black 'B' letter (likely a provider/brand mark, BGaming), immediately followed by a dark rounded-rectangle digital clock reading a time value such as '15:10' or '16:03'. NOTE: it is uncertain whether this clock is a real-world wall-clock display (common in some casino wrapper UIs) or an in-game session/round timer; no countdown behavior or gameplay effect tied to it was observed on any captured frame -- treated as uncertain, see unreadable_or_uncertain.",
    "balance_display": "A dark rounded-rectangle pill reading 'Balance: X,XXX.XX FUN' next to the clock, updating immediately after each round resolves (bet debited, then win credited if any).",
    "top_right_icons": "Two white rounded-square icon buttons in the top-right corner: a left one showing a left-pointing arrow/chevron shape with two small dots (function not directly tested; visually resembles a rewind/history-style glyph), and a right one showing three horizontal bars (hamburger menu) which opens the SETTINGS panel when clicked (confirmed by settings.png)."
  },

  "outcomes": {
    "striker_win_goal": {
      "source": "win_screen.png",
      "description": "The shot beats the keeper: the net area inside the goal frame is shown empty (no keeper/multiplier plaques drawn -- the celebratory 'goal' state clears the goal contents), and bold glowing golden-yellow text 'WIN 24.00 FUN' appears centered above the goal, under the game logo.",
      "arithmetic": "Balance before 993.80 -> after bet debit and win credit -> 1,015.80 FUN. Zone multiplier selected was x12 at bet 2.00: 993.80 - 2.00 + (2.00*12=24.00) = 1,015.80. Matches printed WIN text exactly."
    },
    "striker_loss_save_or_miss": {
      "source": "kick_miss_loss.png",
      "description": "On a losing Striker round (goalkeeper saves it, the shot hits the post, or misses entirely) the screen returns to the normal idle Striker layout (keeper standing, all 10 plaques visible again) with NO win text of any kind -- there is no 'LOSE' or 'MISS' caption anywhere on the loss frame. The only visible evidence a round happened and was lost is the reduced Balance figure.",
      "arithmetic": "Balance 997.80 -> 995.80 (bet 2.00 deducted, zone x8 was selected, no credit).",
      "accessibility_flag": "This is a real gap: a user who cannot see/hear the brief in-round animation (dive/miss) and who is not actively watching the balance number has NO on-screen textual or symbolic confirmation that they lost -- unlike a win, which prints 'WIN' text. See accessibility_notes."
    },
    "goalkeeper_win_save": {
      "source": "keeper_save_win.png",
      "description": "The player successfully catches the ball: glowing golden-yellow text 'WIN 3.80 FUN' appears centered over the pitch (partially overlapping the x1.2 plaque), while the rest of the scene (opposing Striker character, plaques, gloves button) remains visible/unchanged in the background.",
      "arithmetic": "Balance 996.00 -> 997.80. Zone multiplier x1.9 at bet 2.00: 996.00 - 2.00 + (2.00*1.9=3.80) = 997.80. Matches WIN text."
    },
    "goalkeeper_loss_miss_save": {
      "source": "keeper_miss_loss.png",
      "description": "Same as the Striker loss case: on a failed save the screen shows the normal idle Goalkeeper layout with no textual loss indicator, only a reduced balance.",
      "arithmetic": "Balance 998.00 -> 996.00 (bet 2.00 deducted, zone x2 selected, no credit)."
    },
    "gold_round_win": {
      "source": "gold_round_before.png / gold_ball_awarded.png / gold_win_x5.png",
      "description": "Gold Round in progress: the entire football turns a solid glowing gold/amber color with radiating light rays/streaks emanating from it in flight (gold_ball_awarded.png), while the rest of the scene (net, keeper, spectators, van) is otherwise unchanged. When the Gold Round shot succeeds, the standard 'WIN X.XX FUN' golden text banner appears exactly as in a normal win, and the ball returns to its normal blue-and-white color once the round fully resolves (gold_win_x5.png).",
      "arithmetic_full_ledger": "Balance 997.35 (before) -> 997.20 (after total cost 0.15 debited: bet 0.10 + Chance x5 price 0.05) -> 998.70 (after win credited). Zone selected had a regular multiplier of x3 (per the visible plaques, unchanged during this round); its Golden Ball multiplier per the in-game paytable is x15 (exactly 5x the regular x3). Win = 0.10 (bet) * 15 = 1.50 FUN, matching the printed 'WIN 1.50 FUN' exactly and confirming the x5 Gold Round multiplier NUMERICALLY, not just from the rules text."
    },
    "buy_bonus_result": {
      "source": "buy_bonus_dialog.png / bonus_buy_total_win.png",
      "purchase_dialog": "A dark semi-transparent overlay covers the background scene. Centered: an illustrated female character (long black wavy hair, green/multicolor bikini top, chin resting on hand) leans over the top edge of a glossy blue rectangular price panel reading 'BUY FREE SHOTS' then a large bold price '200.00' then 'FUN' beneath. Below that sits a bright gold-to-yellow gradient 'BUY' confirmation button. The BET stepper (greyed out at 2.00 FUN) remains visible at the bottom, confirming the price is bet-relative.",
      "result_screen": "After the 5-shot series resolves, a results screen appears over a darkened version of the Striker goal background: a glowing golden trophy with blue, green, and pink ribbons sits at the top, multi-colored confetti pieces (pink, yellow, teal, green) fall across the frame, a purple honeycomb-textured banner reads 'TOTAL WIN' in bold gold text, below it the amount '96.00 FUN' in large gold-outlined red-bordered digits, then a caption '48x Bet', and a 'CLICK TO CONTINUE' prompt with a small circular blue rewind-arrow icon at the very bottom.",
      "arithmetic": "Balance 1,006.80 (before buy) -> 806.80 (after 200.00 FUN bonus price debited, see buy_bonus_dialog.png). The bonus_buy_total_win.png frame itself shows Balance 806.80 FUN alongside 'TOTAL WIN 96.00 FUN' -- i.e. this frame was captured at the moment the win amount is displayed but BEFORE the 96.00 FUN credit has been applied to the on-screen balance counter (a known behavior: win-screen balance figures can be mid-animation/pre-credit, see project memory 'win-counters-animate-frame-may-be-midcount'). The expected post-credit balance would be 806.80 + 96.00 = 902.80 FUN, which was not itself captured on a separate frame. The win amount and multiplier text are unambiguous regardless: TOTAL WIN 96.00 FUN = 48x the 2.00 FUN bet (48*2.00=96.00).",
      "mechanic_verbatim": "Buy Bonus. In the Striker mode, there is a possibility to buy a bonus -- a series of 5 shots, where the multipliers of goals multiply together. The price is shown on the Buy Bonus button. It depends on the bet -- if the bet changes, the price changes as well.",
      "interpretation": "The bought bonus is a fixed series of 5 shot attempts. Each successful goal within the series contributes its zone's multiplier, and the multipliers of all goals scored across the 5 shots are MULTIPLIED together (not summed) to produce the final total-win multiplier. A missed/saved shot within the series presumably contributes nothing (does not zero out the running product, based on the observed non-zero 48x result), but the exact per-shot sequence/zones chosen during the 5-shot series was not individually observable -- headless capture resolved the series as a single instantaneous outcome rather than 5 separately animated shots. This exact per-shot breakdown is listed as uncertain."
    }
  },

  "gold_round_feature": {
    "rules_verbatim": "Gold Round. During the game, the Striker's ball or the Goalkeeper's gloves can randomly turn gold. In this case, multipliers for goals or saves increase 5 times.",
    "trigger": "Random, no purchase required (base feature); triggers independently of mode (confirmed for Striker mode; rules text says it applies to 'the Striker's ball OR the Goalkeeper's gloves', implying it exists in Goalkeeper mode too, though only the Striker-mode occurrence was captured/verified numerically).",
    "visual_tell": "The ball (or, presumably, the gloves in Goalkeeper mode, per rules text -- not captured) glows solid gold/amber with light-ray streaks, replacing its normal blue-and-white coloring, during the shot animation.",
    "verified_multiplier": "x5 of the regular zone multiplier -- verified both from the rules text and independently from arithmetic on a captured round (see outcomes.gold_round_win): regular zone value x3 -> golden value x15 -> win = bet*15, matching the printed win amount exactly.",
    "hunt_log_summary": "This feature was captured only after an extended hunt across three capture sessions/scripts totaling 87 individual rounds (32 unmonitored + 25 fast synchronous clicks + 30 paced clicks with settle pauses). It was independently observed twice, both times on a zone with regular multiplier x3 (golden x15), with fully consistent balance arithmetic both times. See raw log fields zones_striker/gold_round_hunt_log in the original capture manifest for the complete round-by-round record."
  },

  "chance_x5_feature": {
    "rules_verbatim": "Chance x5. There is a possibility to activate the Chance x5 feature, which boosts the player's chances of triggering Gold Round. The price depends on the bet -- if the bet changes, the price changes as well. The feature is available in both Striker and Goalkeeper modes.",
    "effect": "An optional paid ante-style toggle that increases the PROBABILITY of the random Gold Round event happening on the current round; it does not guarantee a Gold Round, and does not itself change payout math beyond that indirect probability boost.",
    "price_formula": "0.5 x bet, verified across three bet levels: bet 2.00 FUN -> price 1.00 FUN; bet 50.00 FUN (max) -> price 25.00 FUN; bet 0.10 FUN (min) -> price 0.05 FUN.",
    "availability": "Confirmed present and toggleable in both Striker mode (base_game.png, chance_x5_enabled.png) and Goalkeeper mode (glove_mode.png, keeper_save_win.png, keeper_miss_loss.png all show the CHANCE x5 control)."
  },

  "buy_bonus_feature": {
    "rules_verbatim": "Buy Bonus. In the Striker mode, there is a possibility to buy a bonus -- a series of 5 shots, where the multipliers of goals multiply together. The price is shown on the Buy Bonus button. It depends on the bet -- if the bet changes, the price changes as well.",
    "price_formula": "100 x bet, verified across three bet levels: bet 2.00 FUN -> price 200.00 FUN; bet 50.00 FUN (max) -> price 5,000.00 FUN; bet 0.10 FUN (min) -> price 10.00 FUN.",
    "mode_restriction_striker_only": {
      "claim": "Buy Bonus is available ONLY in Striker mode; the control is entirely absent (not merely disabled) from the Goalkeeper-mode screen.",
      "evidence_channel_1_visual": "Every captured Goalkeeper-mode frame (glove_mode.png, keeper_save_win.png, keeper_miss_loss.png) shows no Bonus/Buy control anywhere in the control bar -- only BET stepper, mode icons, gloves button, and Chance x5.",
      "evidence_channel_2_behavioral": "A click was issued at the screen coordinate where the Buy Bonus button sits in Striker mode while in Goalkeeper mode; balance was identical before and after the click (no dialog opened, no debit occurred), confirming the region is not just visually hidden but non-interactive there.",
      "evidence_channel_3_textual": "Rules text explicitly scopes the feature: 'In the Striker mode, there is a possibility to buy a bonus' -- no equivalent sentence exists for Goalkeeper mode anywhere across all 13 rules pages."
    },
    "mechanic": "Purchasing immediately starts a fixed series of 5 shot attempts (all in Striker mode). Multipliers of goals scored within the series are multiplied together (not summed) to form the final total-win multiplier, per the rules text. See outcomes.buy_bonus_result for a verified example (48x bet)."
  },

  "paytables": {
    "note": "The in-game 'Paytable' (rules_p5.png - rules_p8.png) lists exactly the ten distinct zone-multiplier values for each mode, paired with their Gold-Round-multiplied ('Golden Ball' / 'Golden Gloves') equivalent. The list order in the paytable does not necessarily match the on-screen physical position of each zone -- it is a value listing, not a positional map. Cross-checked: every value in this paytable also appears in the screen-position zone list captured separately (zones_striker / zones_goalkeeper in the original manifest), and the golden values are exactly 5x the regular values in every single row, both tables.",
    "striker_regular_vs_golden_ball": [
      {"regular_multiplier": "x3", "golden_ball_multiplier": "x15"},
      {"regular_multiplier": "x6", "golden_ball_multiplier": "x30"},
      {"regular_multiplier": "x3", "golden_ball_multiplier": "x15"},
      {"regular_multiplier": "x2", "golden_ball_multiplier": "x10"},
      {"regular_multiplier": "x4", "golden_ball_multiplier": "x20"},
      {"regular_multiplier": "x2", "golden_ball_multiplier": "x10"},
      {"regular_multiplier": "x8", "golden_ball_multiplier": "x40"},
      {"regular_multiplier": "x9", "golden_ball_multiplier": "x45"},
      {"regular_multiplier": "x12", "golden_ball_multiplier": "x60"},
      {"regular_multiplier": "x15", "golden_ball_multiplier": "x75"}
    ],
    "goalkeeper_regular_vs_golden_gloves": [
      {"regular_multiplier": "x1.5", "golden_gloves_multiplier": "x7.5"},
      {"regular_multiplier": "x1.2", "golden_gloves_multiplier": "x6"},
      {"regular_multiplier": "x1.5", "golden_gloves_multiplier": "x7.5"},
      {"regular_multiplier": "x2", "golden_gloves_multiplier": "x10"},
      {"regular_multiplier": "x1.3", "golden_gloves_multiplier": "x6.5"},
      {"regular_multiplier": "x2", "golden_gloves_multiplier": "x10"},
      {"regular_multiplier": "x1.9", "golden_gloves_multiplier": "x9.5"},
      {"regular_multiplier": "x2.1", "golden_gloves_multiplier": "x10.5"},
      {"regular_multiplier": "x2.3", "golden_gloves_multiplier": "x11.5"},
      {"regular_multiplier": "x2.5", "golden_gloves_multiplier": "x12.5"}
    ],
    "screen_zone_positions_striker": {
      "layout_grid": "4 rows x 3 columns (12 cells), with the 2 center cells (row 2, row 4) hidden behind the goalkeeper character model -- see why_ten_zones_not_twelve",
      "positions": {
        "row1_top_left": "x12", "row1_top_center": "x6", "row1_top_right": "x15",
        "row2_mid_left": "x3", "row2_center": "(hidden by goalkeeper's head/torso, no plaque)", "row2_mid_right": "x3",
        "row3_left": "x2", "row3_center": "x4", "row3_right": "x2",
        "row4_bottom_left": "x8", "row4_center": "(hidden by goalkeeper's legs, no plaque)", "row4_bottom_right": "x9"
      },
      "golden_ball_equivalents_same_positions": {
        "row1_top_left": "x60", "row1_top_center": "x30", "row1_top_right": "x75",
        "row2_mid_left": "x15", "row2_mid_right": "x15",
        "row3_left": "x10", "row3_center": "x20", "row3_right": "x10",
        "row4_bottom_left": "x40", "row4_bottom_right": "x45"
      }
    },
    "screen_zone_positions_goalkeeper": {
      "layout": "Ten plaques scattered over the open pitch, no obstruction, positions approximate reading order top-to-bottom left-to-right",
      "positions": {
        "top_left": "x2.3", "top_center": "x1.2", "top_right": "x2.5",
        "upper_mid_left": "x1.5", "upper_mid_right": "x1.5",
        "mid_left": "x2", "mid_center": "x1.3", "mid_right": "x2",
        "bottom_left": "x1.9", "bottom_right": "x2.1"
      },
      "golden_gloves_equivalents_same_positions": {
        "top_left": "x11.5", "top_center": "x6", "top_right": "x12.5",
        "upper_mid_left": "x7.5", "upper_mid_right": "x7.5",
        "mid_left": "x10", "mid_center": "x6.5", "mid_right": "x10",
        "bottom_left": "x9.5", "bottom_right": "x10.5"
      }
    }
  },

  "preview_splash_carousel": {
    "note": "A 3-slide carousel shown before the game starts, navigable with left/right chevron arrow buttons and 3 small dot indicators; a yellow 'START' button below dismisses it. Content observed (order below follows the manifest page numbers, NOT necessarily the true chronological carousel order -- see unreadable_or_uncertain):",
    "page_1": {
      "text_verbatim": "In case of success, the player receives a payout equal to the bet multiplied by the number in the selected sector",
      "illustration": "Two torn-paper-style photo cutouts: a green-circled pair of goalkeeper gloves catching a ball on sand (left), and a green-circled ball flying toward the goal net (right) -- illustrating the two modes/win conditions side by side."
    },
    "page_2": {
      "text_verbatim": "All winnings with golden gloves/ball are x5",
      "illustration": "A glowing solid-gold football on the right and a pair of glowing solid-gold goalkeeper gloves on the left, both radiating warm yellow-white light -- this is the Gold Round feature explained visually before gameplay starts."
    },
    "page_3": {
      "text_verbatim": "To start the game, click the ball or choose a multiplier spot on the goalposts",
      "illustration": "Two torn-paper photo cutouts showing a hand cursor clicking a x2 plaque on an example goal grid. IMPORTANT ACCURACY NOTE: the example multiplier values shown in this illustration (x18, x2, x8, x14 in one cutout; x4, x6, x20, x10, x12, x16 in the other) are DECORATIVE PLACEHOLDER NUMBERS and do NOT match the real, verified in-game zone values (x12, x6, x15, x3, x3, x2, x4, x2, x8, x9). Do not use the splash illustration as a source of truth for actual zone multipliers -- use the paytable/base_game frames instead."
    }
  },

  "settings_panel": {
    "source": "settings.png",
    "description": "Opened via the top-right hamburger-menu icon. A vertically-oriented dark-blue rounded panel appears centered on screen, titled 'SETTINGS' in a darker navy header strip. It contains two white rounded-rectangle buttons stacked vertically: 'HISTORY' (with a circular counter-clockwise-arrow icon) and 'HOW TO PLAY' (with a circled lowercase 'i' info icon, opens the rules pages). Below these are two horizontal sliders with icon endpoints: a speaker icon with an 'x' (muted, left) to a speaker icon with sound waves (right) for sound effects volume, and a musical-note icon (left, smaller/dimmer) to a musical-note icon (right, brighter) for music volume; both sliders show their thumb roughly one-quarter of the way from the left in the captured frame. A light-blue circular button with a white left-pointing arrow sits below the panel to close it and return to gameplay.",
    "autoplay_confirmed_absent": true
  },

  "rules_text_full": {
    "page_1_2_about_and_how_to_play": "Warm sand, a refreshing summer breeze, and cheerful, laid-back vibes -- add a beach football match and it's pure perfection! Choose your position -- Striker or Goalkeeper -- and put your agility and reflexes to the test. To add to the thrill, Gold Round can activate randomly, rewarding you with higher multipliers. And for some extra advantage, explore the Chance x5 and Buy Bonus features. Before the game starts, you need to choose: Bet size -- you can adjust the bet amount in the Bet field by using the +/- buttons. Mode -- you can play as a Striker or a Goalkeeper. Choose your mode by clicking the buttons next to the Bet field. If you play as a Striker, click the Ball button or a multiplier spot on the goalposts to start the game. If you play as a Goalkeeper, click the Gloves button or a multiplier spot on the field to start the game.",
    "page_3_4_results": "In the Striker mode, you win if the goalkeeper fails to catch the ball. You lose if: the goalkeeper saves the ball; you hit the post; your shot misses. For each failed shot attempt, your bet is deducted from the balance. In the Goalkeeper mode, you win if you catch the ball or if the Striker misses it. You lose if you fail to catch it. For each failed save attempt, your bet is deducted from the balance. The maximum winning amount is x4860 of the bet.",
    "page_4_8_paytable_header": "Paytable (see paytables section above for full tables): Regular Win Payout / Golden Ball Payout (Striker), Regular Win Payout / Golden Gloves Payout (Goalkeeper).",
    "page_8_10_features": "Gold Round. During the game, the Striker's ball or the Goalkeeper's gloves can randomly turn gold. In this case, multipliers for goals or saves increase 5 times. Chance x5. There is a possibility to activate the Chance x5 feature, which boosts the player's chances of triggering Gold Round. The price depends on the bet -- if the bet changes, the price changes as well. The feature is available in both Striker and Goalkeeper modes. Buy Bonus. In the Striker mode, there is a possibility to buy a bonus -- a series of 5 shots, where the multipliers of goals multiply together. The price is shown on the Buy Bonus button. It depends on the bet -- if the bet changes, the price changes as well. You can adjust the volume of music and sound effects by clicking the Sound button or in the Menu section.",
    "page_11_12_rtp": "The overall theoretical Return to Player (RTP) is 96.14%. RTP in the Buy Bonus feature is 96.1%. RTP in the Chance x5 feature is 96.1%. The game is based on a certified random number generator. For more information, visit our BGaming site.",
    "page_13_additional_info": "Malfunction voids all plays and pays! All unfinished rounds will be terminated every 24 hours. If the game requires 'Collect' -- 'Collect' will take place and the win from the round will be added to the player balance. If the game requires action from a player, the result is counted assuming that the player has chosen the action with no risk without raising the initial bet. This is the game rule version 1.0, dated June 27, 2025. Game Version 1.0.0."
  },

  "rtp": {
    "base_rtp": "96.14%",
    "buy_bonus_rtp": "96.1%",
    "chance_x5_rtp": "96.1%",
    "source": "rules_p11.png / rules_p12.png, verbatim, dessus (see rules_text_full.page_11_12_rtp)",
    "note": "Three distinct declared RTP variants (base, Buy Bonus active, Chance x5 active), each independently stated in the rules text -- not derived/assumed."
  },

  "max_win": {
    "value": "x4860 of the bet",
    "source": "rules_p4.png, verbatim: 'The maximum winning amount is x4860 of the bet.'",
    "mechanism_note": "The Buy Bonus 5-shot series with multiplicative stacking of goal multipliers (some up to x75 with Gold Round) is the most plausible mechanism for reaching a cap this high -- a captured example already reached 48x from ordinary play of the bought bonus (see outcomes.buy_bonus_result) -- but the exact combination of shots that would reach the full x4860 cap was not observed/is not derivable from the captured rounds; stated here as the game's own printed ceiling, not a reconstructed calculation."
  },

  "bet_and_pricing": {
    "bet_range": {"min": 0.10, "max": 50.00, "currency": "FUN", "method": "BET stepper +/- buttons driven to their limits; +' greys out at 50.00 FUN (bet_max.png), '-' greys out at 0.10 FUN (bet_min.png)"},
    "total_cost_per_round_formula": "TOTAL COST = bet + (Chance x5 price, if enabled). Buy Bonus is a separate, alternative one-off purchase (100x bet) that replaces a normal round with a 5-shot bought series; it is not combined with a normal per-zone bet in the same round.",
    "chance_x5_price_formula": "0.5 x bet",
    "buy_bonus_price_formula": "100 x bet",
    "verified_price_table": [
      {"bet": 0.10, "chance_x5_price": 0.05, "buy_bonus_price": 10.00},
      {"bet": 2.00, "chance_x5_price": 1.00, "buy_bonus_price": 200.00},
      {"bet": 50.00, "chance_x5_price": 25.00, "buy_bonus_price": 5000.00}
    ]
  },

  "confirmed_absences": [
    {
      "claim": "There is no autoplay feature anywhere in the game (neither mode).",
      "evidence_channel_1_visual": "No autoplay icon/button appears on any of the 30+ captured control-bar frames across both modes and all bet levels.",
      "evidence_channel_2_textual": "The 'How to Play' rules section explicitly lists only 'Bet size' and 'Mode' as the pre-round choices available to the player; autoplay is not mentioned anywhere across all 13 rules pages."
    },
    {
      "claim": "Buy Bonus does not exist in Goalkeeper mode (see buy_bonus_feature.mode_restriction_striker_only for full 3-channel evidence: visual absence, behavioral non-interactivity at the equivalent screen coordinate, and explicit rules-text scoping to Striker mode only)."
    },
    {
      "claim": "scene_probe.py (the project's canvas scene-graph inspection tool) does not work on this game's rendering engine -- it could not find a PIXI stage, so the behavioral-absence check for the Goalkeeper-mode Buy Bonus button had to rely on coordinate-click-and-balance-diff instead of a scene-graph query. Documented here for anyone re-verifying this game's engine/tooling assumptions."
    }
  ],

  "accessibility_notes": {
    "blind_and_screen_reader_users": [
      "The entire game is rendered on a single canvas/WebGL surface (confirmed by scene_probe.py failing to find a DOM-accessible scene graph). There are NO exposed ARIA labels, alt text, or accessible-name equivalents for any control -- the bet stepper, mode-select icons, the 10 multiplier zones, Chance x5 toggle, and Buy Bonus button are all pixels with no assistive-technology hooks. A screen-reader user gets literally zero information from this interface as built.",
      "Every piece of critical information (current mode, bet amount, each zone's multiplier value, round outcome, balance) is conveyed ONLY as rendered on-canvas text or color/shape state. For genuine accessibility, the game would need a parallel text/audio channel: e.g. spoken announcements like 'Striker mode selected', 'Zone: top-left, multiplier times twelve', 'Round result: win, 24 FUN credited, new balance 1,015.80 FUN', and 'Round result: loss, 2 FUN debited' (the loss case currently has no textual confirmation at all even for sighted users -- see deaf_and_hard_of_hearing_users below)."
    ],
    "low_vision_users": [
      "The ten multiplier plaques are semi-transparent dark grey-blue rounded rectangles with white bold numeric text, overlaid on a busy, colorful, photorealistic beach/goal-net background. In Striker mode the plaques sit over a light-colored hexagonal net texture, which reduces the plaque-to-background contrast compared to plaques sitting over plain sand or sky.",
      "Recommend: a high-contrast mode that renders plaques as fully opaque solid-color blocks with larger, higher-contrast text, and an adjustable global UI text-scale option (none was observed in the Settings panel; only sound and music volume sliders are present)."
    ],
    "colorblind_users": [
      "GOOD DESIGN ALREADY PRESENT: the Chance x5 toggle communicates its on/off state through BOTH a color change (muted yellow/gold when off vs warm red-orange when on) AND a physical slider-thumb position change AND the appearance/disappearance of the 'TOTAL COST' line -- so a colorblind user is not solely dependent on the yellow-vs-red-orange distinction, which could be difficult under protanopia/deuteranopia.",
      "GOOD DESIGN ALREADY PRESENT: Striker vs Goalkeeper mode selection is communicated by distinct ICON SHAPES (a boot vs a glove), not by color alone.",
      "POTENTIAL RISK: the Gold Round visual cue (ball turning solid gold/amber with light rays) is a pure color-and-glow change with no accompanying shape change to the ball itself and no on-screen text label appearing DURING the golden flight (the word 'Gold Round' does not appear on the gold_ball_awarded.png frame itself, only in the rules text beforehand) -- for a user who cannot distinguish the gold hue from the normal blue-and-white ball at a glance, the only other cue is the eventual win amount being unusually large relative to the visible zone multiplier, which is a delayed and indirect signal. Recommend adding an explicit on-screen 'GOLD ROUND!' text label during the golden-ball animation, not just a color change."
    ],
    "deaf_and_hard_of_hearing_users": [
      "Winning rounds print a clear, persistent-enough 'WIN X.XX FUN' text banner in addition to any win sound effect, so wins are accessible without audio.",
      "IMPORTANT GAP: losing rounds (kick_miss_loss.png, keeper_miss_loss.png) show NO text or icon of any kind confirming the loss -- the screen simply returns to the normal idle layout with a lower balance number. A deaf/hard-of-hearing user (and in fact ANY user, since this is not audio-only information being hidden -- it appears to be genuinely absent from the visual layer too) has no explicit 'you lost' confirmation and must infer the outcome purely from the balance figure changing, which requires actively watching/comparing two numbers before and after each click. Recommend adding a brief neutral-toned 'NO WIN' or similar text state to mirror the WIN banner."
    ],
    "motor_impairment_users": [
      "POSITIVE: each round is a single click (pick a zone or the central ball/gloves button) with no drag, hold, multi-step confirmation, or time-pressured countdown visible on any captured frame -- this is a favorable pattern for users with tremor or limited fine motor control, since there is no risk of an accidental double-action or a missed time window.",
      "RISK: the 10 multiplier zones are irregularly scattered and of modest size relative to the 1280x800 frame, particularly in Goalkeeper mode where plaques are not aligned to a clean grid; some zones are close to the edges of the play area (e.g. the far-left/far-right bottom zones in Goalkeeper mode). Small, irregularly spaced targets are harder to hit accurately for users with limited fine motor control. The BET +/- stepper buttons are also small and placed close together. Recommend larger click/tap hit-areas around each zone and stepper button, and/or a keyboard-navigable alternative (arrow keys to cycle zones, Enter to confirm) as neither was observed to be supported."
    ]
  },

  "unreadable_or_uncertain": [
    "Top-left digital clock widget (e.g. '15:10', '16:03'): purpose unconfirmed -- could be a real-world wall clock in the casino wrapper chrome, or a session/round timer; no countdown or gameplay effect was observed tied to it on any frame.",
    "Top-right left-hand icon button (left-pointing chevron with two dots) next to the hamburger menu: its function was not tested/clicked in isolation, so its exact behavior is unconfirmed (visually resembles a history/rewind glyph, but this is an inference, not a confirmed observation).",
    "Exact chronological order of the 3-slide preview/splash carousel: dot-indicator brightness across preview_p1/p2/p3 did not clearly establish a definitive 1-2-3 sequence; page numbers here follow capture order, not a verified carousel index.",
    "Exact per-shot sequence and individual zone selections during the bought 5-shot Buy Bonus series (bonus_buy_total_win.png): the headless capture resolved the entire series to a single final result screen rather than 5 separately observable shot animations, so only the aggregate 48x-bet outcome is verified, not the specific multipliers of each of the 5 individual shots.",
    "Whether the Gold Round event can occur on the Goalkeeper's gloves in practice (the rules text says 'the Striker's ball OR the Goalkeeper's gloves' can turn gold) -- only the Striker-mode Gold Round was actually captured and numerically verified; no Goalkeeper-mode Gold Round frame was captured.",
    "The exact shot combination/probability model that produces the printed x4860 maximum win figure -- this is the game's own stated ceiling, not something reconstructed from captured data.",
    "Whether the 'HISTORY' button in Settings exposes a persistent round-by-round log that could mitigate the deaf/blind loss-confirmation gap noted in accessibility_notes -- the History panel itself was not captured/opened.",
    "Precise numeric value of the bar/thumb travel range on the Chance x5 toggle graphic (it is a stylized on/off switch, not a continuous slider with intermediate values, based on all captured frames, but this was not tested at intermediate manual drag positions since it appears to be a binary toggle)."
  ]
}

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