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18+For entertainment onlyNo real money playNo prizes of monetary valueNo in-app purchases

Questlowe
2,500 glints · no cash value
  1. Pack
  2. All games
  3. Tri-Orbit
Tri-Orbit · RingsGlints: 2,500
Stake per sigil10

Pick your sigils and a stake, then turn the rings.

    Three rings, read from the outside in

    Tri-Orbit is a brass orrery with three nested rings and a pin at the top. The outer ring has sixteen sections: five suns, five moons, four stars and two comets. The middle ring has twelve sections of multipliers: six of × 1, three of × 2, two of × 3 and one of × 5. The inner ring has eight sections, one of them a flare that doubles the result.

    Before the turn you back one or more sigils. Each one you pick costs the stake shown, so backing two sigils at 10 glints costs 20. When the rings stop, the sigil under the pin is the one that counts. If you backed it, it pays its base amount times the middle multiplier, times two if the flare is under the pin too.

    Common sigils, rare sigils

    Suns and moons come up most often and pay 1.4 times their stake before the multiplier. Stars pay 1.75 times. The comet, with only two sections, pays 3.5 times. Each sigil is set so that its long-run return comes out the same, so backing a comet is not a cleverer choice than backing a sun: it just swings more. Backing every sigil does not make a turn safe either. It guarantees a sigil comes up, at four times the cost.

    How a round plays

    1. Pick one or more sigils to back. Each costs the stake shown.
    2. Choose the stake per sigil, from 5 to 80 glints.
    3. Press Turn. The three rings stop one after another.
    4. If a sigil you backed is under the pin, it pays its base × the ring multiplier × the flare.

    Pay table

    Base return for a backed sigil under the pin, as a multiple of its stake. Then × the middle ring (× 1 six times, × 2 three times, × 3 twice, × 5 once in twelve) and × 2 if the flare (one section in eight) is under the pin.
    SigilSectionsBase
    Sun5 of 161.4
    Moon5 of 161.4
    Star4 of 161.75
    Comet2 of 163.5

    Glints have no cash value. Returns are shown so you can see how the game works, not as anything you can take away.

    At a glance

    Board
    3 rings: 16 / 12 / 8
    Pays
    base × ring × flare
    Backing
    any of 4 sigils
    Stakes
    5–80 glints per sigil
    Feature
    none

    Where to stop

    Backing more sigils after a miss to “cover” the next turn only raises the cost of each turn. Keep the stake and the number of sigils you started with, or stop.

    Playing or success in these games does not imply future success at real-money gambling.

    More from the pack

    All six games