Plinko StrategyFrance · Independent strategy guideExplore partner games ↗
Plinko Strategy / 3,000-drop results

France · BGaming Plinko · 3,000-drop results

Plinko Strategy Results: Compare All Three Recorded Samples

This article reports our own measurements from an independent international public demo of Plinko, replayed and analysed for readers in France. It is not a test funded by any operator, and it is not a local cash-game offer: the French regulator ANJ states that online casino games are not authorised in France, and a French interface or euro account does not establish an authorised offer. Everything below is in FUN demo credits; any mention of euros would be purely hypothetical, and we avoid it. We recorded 3,000 real paid demo drops (1,000 per risk level), then replayed that fixed history through every common staking strategy, four frozen pocket-pattern boosters, and a 216-parameter search with a held-out suffix. The lead result is a genuine positive full 1,000-drop replay: the medium-risk fixed-stake run of 1 FUN per drop returned 1,004.8 FUN on 1,000 FUN staked, a net of +4.8 FUN, with a maximum drawdown of 28.2 FUN. That configuration was not cherry-picked after the fact as 'the winner'; it is one cell of a pre-defined grid, and our separate parameter search was selected on training history only, then checked on data it had never used. Throughout, we separate completed 1,000-drop runs from early stops, gross returns from net results, and model replays from the 3,000 actual paid demo drops underneath them.

Affiliate link. Game availability and local eligibility must be checked at the destination.

Profitable on this recorded history

Low · Centre-count pattern · C25

+0.90 FUN · 1000 settled bets · Maximum drawdown 48.00 FUN.

What to do, in plain language: Count centre hits in the last 16 paid drops. With 0 or 1 hit, stake 25 FUN once; then make 3 ordinary drops.

How to repeat these settings

16 rows · Risk: Low · Starting bank: 1,000 FUN · Stake cap: 100 FUN.

  1. Use 16 rows and the risk shown above. Stake 1 FUN on each of the first 16 drops and note the landing pockets.
  2. Before the next drop, count hits in the single centre pocket during the latest 16 drops. If there are 0 or 1, stake 25 FUN in total on that next drop. If there are 2 or more, stake 1 FUN and check the newest 16 again next time.
  3. After a raised bet, make 3 paid drops at 1 FUN. Do not trigger another raised bet during those drops, whether the raised bet won or lost.
  4. Before the following drop, recheck the latest 16 results, including the raised bet and ordinary drops. Do not clear the history or wait for 16 entirely new drops.
Find the centre pocketCentre
The centre is the single middle pocket: the ninth of 17. Count landing positions, not just returns. Different pockets can pay the same multiplier.

Every observation costs the base stake. After a raised bet, keep recording the ordinary drops; the rolling history is not cleared. A matching pattern does not change the next ball’s probability in an independent game.

If the game does not show the landing pocket clearly, you cannot reliably reproduce a pocket-based rule from the payout history alone.

Stop if the next required stake exceeds the cap or available bank. Do not silently reduce it or add money: that changes the tested rule.

FUN is a virtual unit. To reproduce the proportions, scale every stake, bank and limit by the same factor; game minimums and rounding can prevent an exact match.

Affiliate link · check the game, rules and local availability.

Cumulative net result across settled bets-39-101801,000250500750Settled betsNet result · FUN

Horizontal: settled bets. Vertical: net FUN, with the stake already deducted. The line is the selected replay; the dashed line is break-even. A finish above zero is a historical profit, not a forecast. Read the final point: 1000 → +0.90 FUN.

Selected after observing this recorded sample. Virtual FUN credits are not cash earnings. A positive replay does not establish future profitability.

The same rule on all three samples: Low +0.90 FUN (1000/1000) · Normal +139.20 FUN (1000/1000) · High -278.80 FUN (1000/1000).

Replay these settings

Normal · Centre-count pattern · C25

+139.20 FUN · 1000 settled bets · Maximum drawdown 162.00 FUN.

What to do, in plain language: Count centre hits in the last 16 paid drops. With 0 or 1 hit, stake 25 FUN once; then make 3 ordinary drops.

How to repeat these settings

16 rows · Risk: Normal · Starting bank: 1,000 FUN · Stake cap: 100 FUN.

  1. Use 16 rows and the risk shown above. Stake 1 FUN on each of the first 16 drops and note the landing pockets.
  2. Before the next drop, count hits in the single centre pocket during the latest 16 drops. If there are 0 or 1, stake 25 FUN in total on that next drop. If there are 2 or more, stake 1 FUN and check the newest 16 again next time.
  3. After a raised bet, make 3 paid drops at 1 FUN. Do not trigger another raised bet during those drops, whether the raised bet won or lost.
  4. Before the following drop, recheck the latest 16 results, including the raised bet and ordinary drops. Do not clear the history or wait for 16 entirely new drops.
Find the centre pocketCentre
The centre is the single middle pocket: the ninth of 17. Count landing positions, not just returns. Different pockets can pay the same multiplier.

Every observation costs the base stake. After a raised bet, keep recording the ordinary drops; the rolling history is not cleared. A matching pattern does not change the next ball’s probability in an independent game.

If the game does not show the landing pocket clearly, you cannot reliably reproduce a pocket-based rule from the payout history alone.

Stop if the next required stake exceeds the cap or available bank. Do not silently reduce it or add money: that changes the tested rule.

FUN is a virtual unit. To reproduce the proportions, scale every stake, bank and limit by the same factor; game minimums and rounding can prevent an exact match.

Affiliate link · check the game, rules and local availability.

Cumulative net result across settled bets-648122701,000250500750Settled betsNet result · FUN

Horizontal: settled bets. Vertical: net FUN, with the stake already deducted. The line is the selected replay; the dashed line is break-even. A finish above zero is a historical profit, not a forecast. Read the final point: 1000 → +139.20 FUN.

Selected after observing this recorded sample. Virtual FUN credits are not cash earnings. A positive replay does not establish future profitability.

The same rule on all three samples: Low +0.90 FUN (1000/1000) · Normal +139.20 FUN (1000/1000) · High -278.80 FUN (1000/1000).

Replay these settings

High · Five-pocket pattern · A100

+123.20 FUN · 1000 settled bets · Maximum drawdown 241.20 FUN.

What to do, in plain language: Watch for near–far–near–near–far: near is 1–2 pockets from centre, far is 3 or more. Stake 100 FUN once, then make 8 ordinary drops.

How to repeat these settings

16 rows · Risk: High · Starting bank: 1,000 FUN · Stake cap: 100 FUN.

  1. Stake 1 FUN on each drop. Look at the latest five landing positions, in order from oldest to newest.
  2. Near means one or two pockets from the centre. Far means at least three pockets from it. Either side counts; the centre itself is not near.
  3. If the order is near → far → near → near → far, stake 100 FUN in total on the NEXT drop. Otherwise keep staking 1 FUN and check the newest five again.
  4. After the raised bet, make 8 paid drops at 1 FUN without triggering another raised bet. Recheck the rolling five before the following drop.
Find the centre pocketCentre
The centre is the single middle pocket: the ninth of 17. Count landing positions, not just returns. Different pockets can pay the same multiplier.

Every observation costs the base stake. After a raised bet, keep recording the ordinary drops; the rolling history is not cleared. A matching pattern does not change the next ball’s probability in an independent game.

If the game does not show the landing pocket clearly, you cannot reliably reproduce a pocket-based rule from the payout history alone.

Stop if the next required stake exceeds the cap or available bank. Do not silently reduce it or add money: that changes the tested rule.

FUN is a virtual unit. To reproduce the proportions, scale every stake, bank and limit by the same factor; game minimums and rounding can prevent an exact match.

Affiliate link · check the game, rules and local availability.

Cumulative net result across settled bets-12713940601,000250500750Settled betsNet result · FUN

Horizontal: settled bets. Vertical: net FUN, with the stake already deducted. The line is the selected replay; the dashed line is break-even. A finish above zero is a historical profit, not a forecast. Read the final point: 1000 → +123.20 FUN.

Selected after observing this recorded sample. Virtual FUN credits are not cash earnings. A positive replay does not establish future profitability.

The same rule on all three samples: Low -122.70 FUN (1000/1000) · Normal -104.10 FUN (1000/1000) · High +123.20 FUN (1000/1000).

Replay these settings

Fourteen rules on the same recorded outcomes

Recorded at 16 rows and 1 FUN per drop. Each risk level has its own 1,000 outcomes. Replays change stakes on those recorded outcomes; they are not additional live bets.

RuleRisk levelNet result · FUNMaximum drawdown · FUNSettled betsStop reason
Fixed stakeLow-3.9010.901000/1000All available drops completed
Fixed stakeNormal+4.8028.201000/1000All available drops completed
Fixed stakeHigh-154.00167.201000/1000All available drops completed
Percentage of bankLow-36.0098.601000/1000All available drops completed
Percentage of bankNormal-11.00261.301000/1000All available drops completed
Percentage of bankHigh-790.20893.201000/1000All available drops completed
MartingaleLow-3.4027.601000/1000All available drops completed
MartingaleNormal-72.6072.9013/1000
Stopped before 1,000
Next required stake exceeds the cap
MartingaleHigh-27.60101.6035/1000
Stopped before 1,000
Next required stake exceeds the cap
Capped MartingaleLow-9.6027.601000/1000All available drops completed
Capped MartingaleNormal-32.50157.901000/1000All available drops completed
Capped MartingaleHigh-996.201,070.20907/1000
Stopped before 1,000
Bank cannot cover the next required stake
D’AlembertLow-1.6018.801000/1000All available drops completed
D’AlembertNormal-937.501,035.40233/1000
Stopped before 1,000
Bank cannot cover the next required stake
D’AlembertHigh-950.401,053.80110/1000
Stopped before 1,000
Bank cannot cover the next required stake
FibonacciLow-2.9013.101000/1000All available drops completed
FibonacciNormal-64.50119.8063/1000
Stopped before 1,000
Next required stake exceeds the cap
FibonacciHigh-128.60176.0050/1000
Stopped before 1,000
Next required stake exceeds the cap
ParoliLow-10.9022.501000/1000All available drops completed
ParoliNormal+4.0050.801000/1000All available drops completed
ParoliHigh-186.20192.801000/1000All available drops completed
1–3–2–6Low-3.3024.701000/1000All available drops completed
1–3–2–6Normal-33.8066.001000/1000All available drops completed
1–3–2–6High-163.00174.401000/1000All available drops completed
Stop limitsLow-3.9010.901000/1000All available drops completed
Stop limitsNormal+4.8028.201000/1000All available drops completed
Stop limitsHigh-20.4030.40101/1000
Stopped before 1,000
Loss threshold reached
Restart after limitsLow-3.9010.901000/1000All available drops completed
Restart after limitsNormal+4.8028.201000/1000All available drops completed
Restart after limitsHigh-154.00167.201000/1000All available drops completed
Five-pocket pattern · A100Low-122.70164.301000/1000All available drops completed
Five-pocket pattern · A100Normal-104.10232.701000/1000All available drops completed
Five-pocket pattern · A100High+123.20241.201000/1000All available drops completed
Three-pocket pattern · B50Low-8.8030.601000/1000All available drops completed
Three-pocket pattern · B50Normal-259.80302.901000/1000All available drops completed
Three-pocket pattern · B50High-271.60360.801000/1000All available drops completed
Three-pocket pattern · B100Low-13.8055.601000/1000All available drops completed
Three-pocket pattern · B100Normal-529.80597.901000/1000All available drops completed
Three-pocket pattern · B100High-391.60600.801000/1000All available drops completed
Centre-count pattern · C25Low+0.9048.001000/1000All available drops completed
Centre-count pattern · C25Normal+139.20162.001000/1000All available drops completed
Centre-count pattern · C25High-278.80411.801000/1000All available drops completed

Positive across all three full samples: None. This is a historical comparison within this recording, not proof that the setting remains profitable on future data.

Recorded fixed-stake results

Risk levelSettled betsReturned · FUNNet result · FUN
Low1000996.10-3.90
Normal10001,004.80+4.80
High1000846.00-154.00

Parameter search and the held-out suffix

The search compares 216 parameter sets using the first 700 drops of each risk sample. It chooses the best worst-case net across the three training segments, requiring completion; ties prefer a smaller boost and then a longer cooldown. The selected setting is then replayed on the last 300 drops per risk, with a fresh 1,000 FUN bank and empty pattern history. That suffix is not used to select the parameters. This is an offline split, not an externally registered trial.

Five-pocket pattern · A100 · Triggered stake · FUN: 15 · Ordinary paid drops after trigger: 8

Risk levelFinal 300 dropsSettled betsMaximum drawdown
Low+0.30 FUN300/3007.60 FUN
Normal+20.80 FUN300/30012.80 FUN
High-84.80 FUN300/300105.20 FUN

Download the 3,000 recorded rows ↓

Reading the results

The 3,000 actual drops and how replays work

The raw material is 3,000 actual paid demo drops on a 16-row Plinko board, played in FUN credits on a public international demo between 09:16 and 09:28 UTC on 29 October 2026, with mean latency around 140 ms per drop. There were 1,000 drops at low risk, 1,000 at medium and 1,000 at high, each at a flat 1 FUN stake. Low risk returned 996.1 FUN (net −3.9, observed RTP 99.61%), medium returned 1,004.8 FUN (net +4.8, observed RTP 100.48%), and high returned 846 FUN (net −154, observed RTP 84.6%). Gross return means everything the board paid back; net subtracts the stakes. The medium run’s gross 1,004.8 FUN is not profit — the +4.8 FUN net is.

Every strategy below is a model replay over this fixed recorded history, not new drops. A replay asks: given these exact outcomes in this exact order, what would a given staking rule have done to a 1,000 FUN bank? That distinction matters because a replay cannot change the physics; it only changes exposure per drop. You can reproduce the board behaviour on our Plinko simulator, tune the same knobs on the settings page, and check the pocket maths on the odds breakdown.

The theoretical return of each board is just under 99% (low 98.999%, medium 98.988%, high 98.976%), so the long-run expectation of every replay is negative. Observed results above or below that line are sampling noise around a negative mean, and nothing here is a claim of reliable or proven future profit.

  • Actual data: 3,000 paid demo drops, 1 FUN each, all in FUN credits.
  • Replays: staking rules applied to that frozen history; no new randomness.
  • Gross return = total paid back; net = gross minus turnover.
  • Completed 1,000-drop runs are reported separately from early stops.

Reading the table, graphs and holdout grid in plain language

The rendered results table, the bank-line graphs and the 216-grid holdout display appear separately on the page; here is how to read them without a statistics background. Each table row is one strategy at one risk level. 'Turnover' is the total FUN wagered across the run; 'net' is what the bank actually gained or lost; 'max drawdown' is the worst peak-to-trough dip the bank suffered mid-run. A concrete case: the medium fixed-stake line shows turnover 1,000, returned 1,004.8, net +4.8, drawdown 28.2. That means the bank was never more than 28.2 FUN below its last high point, and finished 4.8 FUN ahead.

The bank-line graphs plot the bank after every drop. Arithmetic example from the percentage plan: starting bank 1,000 FUN, the first stake is floored to 1% of bank = 10 FUN. A 0.3x partial return pays 3 FUN, so the bank falls to 993 FUN, and the next stake is 1% of 993 = 9.93, floored to 9 FUN. Note that a 0.3x return is always a net loss on that drop — you staked 10 and got 3 back — even though money 'came back'. The graphs make these slow bleeds visible as gentle downward slopes, while high-risk replays show jagged cliffs.

The 216-grid holdout display shows one dot per parameter set tested on the first 700 drops per risk, with the chosen set highlighted and then re-scored on the final 300 drops per risk that the search never touched. Reading it is simple: dots are training scores, the highlighted dot’s second score is the honest one. If a dot looks brilliant in training but collapses in holdout, it was curve-fit noise.

  • Turnover ≠ loss: high turnover with small net loss means heavy recycling of the same bank.
  • Drawdown is measured intra-run, not just at the end.
  • Holdout dots start a fresh 1,000 FUN bank and an empty pattern history.

Rules and strategies

Fixed stake and 1% of bank: the completed baselines

Fixed 1 FUN stakes completed all 1,000 drops at every risk. Low lost 3.9 FUN, medium gained 4.8 FUN, high lost 154 FUN. The medium result is the headline positive full-history replay, and its 100-drop windows show how luck clustered: windows three (+9.2), eight (+10.3) and ten (+9.0) did all the work while five other windows were negative. The high-risk fixed run never had a single break-even drop — 200 profitable drops against 800 losers — because the high board pays either a multiplier above 1x or a 0.2x partial, and 0.2x is always a net loss.

Controls example: High risk, Manual mode and a 1 FUN stake. The recorded study used 1 FUN per drop.
Controls example: High risk, Manual mode and a 1 FUN stake. The recorded study used 1 FUN per drop.

The 1%-of-bank plan also completed all 1,000 drops everywhere, but it multiplied turnover roughly nine-fold (about 9,009 FUN at low risk) and converted the same drop outcomes into bigger absolute losses: −36 FUN low, −11 FUN medium, and a severe −790.2 FUN at high risk. At high risk the bank ended at 209.8 FUN after an 893.2 FUN drawdown. The mechanism is pure arithmetic: percentage staking raises stakes after wins and lowers them after losses, but with a negative-expectation board, more turnover means more edge paid. The table’s 'edge cost of realised turnover' column shows this directly — about −90.2 FUN of theoretical edge on the low-risk 9,009 FUN turnover.

Small banks amplify these effects. With 1,000 FUN and 1% stakes, a single high-risk stake is only 10 FUN, yet the plan still lost 79% of the bank because losses compound when stakes stay proportionally large during downswings. With a smaller hypothetical bank, the whole-FUN flooring rule bites sooner and distorts the intended fraction.

  • Fixed stake: the only plan where all three risks finished with tiny absolute nets relative to bank.
  • Percentage: completed everywhere but turned small edges into large absolute losses via turnover.
  • 0.3x and 0.2x partial returns are always net losses on the drop.

Martingale family: caps, resets and bank failure

Classic Martingale (double after a net loss) completed 1,000 drops at low risk with a small −3.4 FUN net and a maximum stake of 32 FUN, because low-risk losing streaks never grew long enough to require a 64 FUN stake. At medium and high it died early: the medium run hit the stake cap after only 13 drops (−72.6 FUN net), and the high run after 35 drops (−27.6 FUN). These are early-stop results and must not be compared with completed 1,000-drop runs as if equivalent — they simply ran out of room to double.

The capped Martingale uses stakes 1, 2, 4, 8, 16 and then resets after the fifth net loss; a profitable result resets the ladder, and a break-even result holds the current step. This completed all 1,000 drops at low (−9.6 FUN, one reset) and medium (−32.5 FUN, 51 resets). But at high risk it destroyed the bank: 907 drops, 91 resets, final bank 3.8 FUN, stopped because the bank could not fund the next stake. Cap versus bank failure is the key distinction: a stake cap ends the run with money left (the medium Martingale stopped with 927.4 FUN), while bank failure means the rule itself consumed everything.

D’Alembert (add 1 FUN after a loss, subtract 1 after a win) was gentle at low risk (−1.6 FUN, max stake 6) but catastrophic at medium and high. Stakes ballooned to 89 and 60 FUN, and the runs stopped for insufficient funds at drops 233 and 110 with losses of −937.5 and −950.4 FUN. Fibonacci behaved similarly: fine at low (−2.9 FUN), capped out at medium after 63 drops (−64.5) and at high after 50 drops (−128.6). The lesson is mechanical: any progression that raises stakes during losing streaks collides with high-risk streaks of 13, 15 or 30 losses.

  • Martingale early stops are stake-cap events, not bank failures — the bank survived.
  • Capped Martingale’s high-risk ending (3.8 FUN) is a genuine bank failure.
  • D’Alembert and Fibonacci fail slower than Martingale but for the same reason.

Paroli, 1–3–2–6, and stop/restart rules

Paroli (double after wins, up to three steps) completed all 1,000 drops at every risk: −10.9 FUN low, +4.0 FUN medium, −186.2 FUN high. The medium Paroli result is the second positive full-history replay in the study, and it makes sense mechanically: Paroli concentrates bigger stakes on winning streaks, and the medium history happened to contain profitable clusters. The 1–3–2–6 sequence also completed everywhere (−3.3 low, −33.8 medium, −163 high), recycling more turnover (2,454 FUN at low) for no benefit.

The fixed stop rule (stop at −20 or +20, evaluated strictly after each drop settles) changed nothing at low and medium risk, because those banks never moved ±20 FUN in a single settled step early on. Both runs are identical to fixed stakes. At high risk it stopped after 101 drops at −20.4 FUN. The restart variant keeps the bank and continues after each stop with no time gap and no free observations. At high risk it restarted 14 times and ended at the same −154 FUN as plain fixed stakes, because restarting does not change the expectation of the drops that follow.

Low selected at 16 rows. The history separates stake, multiplier and net profit: a 0.5x return loses half of a 1 FUN stake.
Low selected at 16 rows. The history separates stake, multiplier and net profit: a 0.5x return loses half of a 1 FUN stake.

Stop/restart systems reshape when you lose, not whether. A stop rule truncated the high-risk loss at −20.4 FUN by quitting early — a real, if accidental, saving of 133.6 FUN versus riding all 1,000 drops — but the restart version gave it all back by continuing.

  • Paroli medium: +4.0 FUN, the second positive completed replay.
  • Stops are evaluated after settlement; restart keeps the bank and re-enters immediately.
  • Stopping early 'saved' money at high risk only by reducing exposure.

New-data test

Frozen pocket-pattern boosters on fresh data

A100 reads the previous five settled pocket distances from the centre. It requires, in order: 1–2 pockets away, at least 3 away, 1–2 away, 1–2 away, at least 3 away. A centre hit does not satisfy either category. The next stake is 100 FUN; the next eight drops use the ordinary 1 FUN stake before another trigger is allowed.

B50 and B100 use the same three-drop trigger: the earlier pocket must be at least 4 places from the centre, followed by two pockets exactly 1 place from the centre. They stake 50 and 100 FUN respectively on the following drop, then use three ordinary paid drops as cooldown. C25 instead checks the previous 16 pockets: if no more than one was the exact centre, it stakes 25 FUN on the next drop and then uses a three-drop cooldown. Every observation is paid; previously boosted drops are still part of the recorded history.

The wider search varies boost and cooldown, so B50 and B100 become the same trigger family with different inputs. We count that family once: 3 distinct trigger families × 9 boost amounts × 8 cooldown values = 216 unique configurations. Four named frozen presets remain in the baseline comparison. This avoids counting the same behaviour twice.

A concrete example from this site’s Normal sample: drop 24 followed pockets 12, 7, 7 (indices 0–16), whose centre distances were 4, 1, 1. B100 therefore selected a 100 FUN stake using only those earlier results. Drop 24 then landed in pocket 11, paying 1.5×: 150 FUN returned and +50 FUN net. The outcome was not known when the stake was chosen. This single trace explains the trigger; it is not evidence that the pattern predicts a later drop.

Results: A100 lost at low (−122.7) and medium (−104.1) but gained +123.2 FUN at high risk, where eight boosted drops met a history containing a 26x hit. B50 lost everywhere (−8.8, −259.8, −271.6), and doubling the boost to B100 roughly doubled the damage (−13.8, −529.8, −391.6). C25 was the star: +0.9 FUN low, +139.2 FUN medium (29 boosted drops), −278.8 FUN high.

Exposure explains everything. Boosted drops are just bigger bets on the same negative-edge board, so a pattern 'works' when its boosted drops happen to land well. C25's medium gain came from 29 boosted drops during a friendly stretch; the same rule at high risk met the brutal 800-loss history and bled. Near-edge pockets (the 0.5x/1x region) hit constantly and drive day-to-day results, while the rare tail (110x, 1000x) has about a 3% chance of appearing even once in 1,000 drops — no pattern rule can summon it.

  • A100 high: +123.2 FUN — a positive completed replay driven by 8 boosted drops.
  • C25 medium: +139.2 FUN — the largest positive net in the whole study.
  • Boosts raise exposure; they do not change pocket probabilities.

The 216-parameter search and why the offline holdout matters

Finally we searched 216 parameter sets across the three distinct pattern families (base 1, varying boost and cooldown). Each was trained on the first 700 drops per risk with the objective of maximising the worst net across three training segments, requiring completion, and breaking ties toward lower boost then longer cooldown. The selected configuration — boost 15, cooldown 8 — was chosen on history only, before any holdout was examined. Its training nets were −21, −31.4 and −30 FUN: deliberately mediocre, because the objective punished blow-ups rather than rewarding lucky segments.

The offline holdout then replayed the final 300 drops per risk with a fresh 1,000 FUN bank and an empty pattern history. Results: low +0.3 FUN, medium +20.8 FUN, high −84.8 FUN. Two of three holdout segments were positive — an encouraging but small sample, and the high-risk segment still lost heavily. This split is predefined and offline, not an external preregistration, and 300 drops per risk is far too few to prove anything; it simply guards against the most obvious curve-fitting.

Normal selected at 16 rows. Check both the row count on the right and the risk selector below the board before comparing payouts.
Normal selected at 16 rows. Check both the row count on the right and the risk selector below the board before comparing payouts.

Across the full 1,000-drop history per risk, zero searched configurations were positive at all three risks simultaneously — the full-history positive count is 0, and the best full-history cell is null. The positives that do exist (medium fixed +4.8, medium Paroli +4.0, A100 high +123.2, C25 medium +139.2) are single-risk, single-history outcomes on a board with a built-in edge near 1%. They are interesting historical facts, not a method. If you want to explore them yourself, the free demo, the how-to-play guide and the project home are the right starting points — for learning and mathematics, not as any authorised French cash option.

  • Selection used only the first 700 drops per risk; holdout used the final 300.
  • Holdout: +0.3 low, +20.8 medium, −84.8 high.
  • No configuration was positive across all three risks over the full history.

Plinko questions answered

Comment gagner au Plinko sans confondre simulation et prédiction?

Treat every replay here as history, not prophecy. The positive runs (medium fixed stake +4.8 FUN, medium Paroli +4.0 FUN, A100 high +123.2 FUN, C25 medium +139.2 FUN) are what those rules would have done on one recorded 1,000-drop history with a theoretical RTP near 99%. A simulator replays fixed outcomes; it cannot predict the next drop, and no configuration was positive across all three risk levels over the full history.

Une martingale trouvée sur l’historique fonctionne-t-elle ensuite?

Our data says no. Classic Martingale hit its stake cap after 13 drops at medium risk and 35 at high risk; the capped version (1, 2, 4, 8, 16, reset after the fifth net loss) survived low and medium risk but failed the bank entirely at high risk, ending at 3.8 FUN. A rule tuned to survive one history meets a different losing streak next time, and the board’s edge applies to every doubled stake.

Le mode gratuit et le jeu d’argent ont-ils les mêmes conditions d’accès?

No. This study used a free international public demo in FUN credits, open for learning and mathematics. The ANJ states that online casino games are not authorised in France, and a French-language interface or euro account does not make an offer authorised. We never present demo results or any partner link as a legal French cash-game option, and we do not provide VPN or mirror workarounds.

Why did the 1% percentage plan lose more than flat stakes on identical drops?

Turnover. On the same 1,000 low-risk outcomes, flat staking wagered 1,000 FUN and lost 3.9, while 1%-of-bank wagered about 9,009 FUN and lost 36. The board’s edge is charged on every FUN staked, so recycling the bank through larger stakes multiplies the absolute cost even when the per-drop outcomes are identical.

What is the difference between a stake-cap stop and bank failure?

A stake-cap stop ends the run because the next required stake exceeds the configured cap, leaving most of the bank intact — the medium Martingale stopped with 927.4 FUN remaining. Bank failure means the bank cannot fund the next stake at all, as with capped Martingale at high risk (3.8 FUN left) or D’Alembert at medium (62.5 FUN left). Both are early stops, but only one destroys the bank.

Why does the offline 300-drop holdout matter if the sample is small?

Because it is the only part of the search the selection rule never saw. The 216-grid winner was chosen on the first 700 drops per risk; the final 300 per risk then scored it with a fresh bank and empty pattern history. Two positive holdout segments (+0.3 and +20.8 FUN) do not prove future profit, but a configuration that collapses there would have been exposed as curve-fitting.

Choose your next test

Compare the settings, read the controls and repeat the calculation before deciding which game to open.

Explore partner games ↗
Independent strategy guideExplore partner games ↗