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Nile High or Low

Scribe’s Cards
Card games simulation
Steps 51–13 FREE
Current entry: 10 points per round. Change it in the panel.
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Have 500 practice points

Your practice points ran out. Here are 500 more, once, at no cost. Points are a scorekeeping device and carry no value of any kind.

Stratosphynx runs free simulations of online casino games. Every board follows the real rules and the real odds of the format it simulates, and is played with practice points that have no cash value. There is no real money anywhere on this site, nothing to deposit, nothing to withdraw and nothing to win.

How to play

  1. Set your entry and start the round.
  2. On a higher or lower board you see one card and call the next. A correct call moves you a step forward and raises the running multiple; a wrong call ends the round. You may collect at any point, and collecting early is a real option rather than a lack of nerve.
  3. On a memory board you turn two cards per move. A matching pair stays face up. Clear every pair inside the move limit and the round scores; run out of moves and it does not.
  4. Cards carry numbers in four colour families. There are no face cards and no suits on these boards.

The rules

Cards here carry numbers only, in four colour families, with no faces and no suits. On a higher-or-lower board you see one card and call the next; a correct call advances you a step and grows the running multiplier, a wrong call ends the round. You may collect at any point. On a memory board, turn two cards per move; a matching pair stays face up, and clearing the board within the move limit scores.

If this is your first board

Take the four-by-two memory board first. Eight cards, four pairs, five moves, and every mistake is visible immediately. On higher-or-lower, remember that collecting early is a real choice and usually the mathematically better one: the multiplier grows more slowly than the chance of the chain breaking.

Pay table

Every figure below is computed from this board's own settings, not typed in by hand.

ValueHigher LowerEven
192.3% 0.0%7.7%
284.6% 7.7%7.7%
376.9% 15.4%7.7%
469.2% 23.1%7.7%
561.5% 30.8%7.7%
653.8% 38.5%7.7%
746.2% 46.2%7.7%
838.5% 53.8%7.7%
930.8% 61.5%7.7%
1023.1% 69.2%7.7%
1115.4% 76.9%7.7%
127.7% 84.6%7.7%
130.0% 92.3%7.7%

The formula

cards run 1 to 13, the chain is 5 steps long
after seeing value v: higher = (13 − v) ÷ 13, lower = (v − 1) ÷ 13
always calling the better side averages 71.0% per step
a full chain of 5 such calls = 0.71015 = 18.0%

Call by card

Card showingCorrect callChance it is right
1Higher100.0%
2Higher91.7%
3Higher83.3%
4Higher75.0%
5Higher66.7%
6Higher58.3%
7Either, the two are equal50.0%
8Lower58.3%
9Lower66.7%
10Lower75.0%
11Lower83.3%
12Lower91.7%
13Lower100.0%

This chart is the published response for this board's exact rule set. Following it produces the long-run return stated above; departing from it lowers it.

The maths behind it

On higher-or-lower with a top card of H, seeing a card of value v makes "higher" correct for (H − v) of the H values and "lower" correct for (v − 1). The best call is whichever side holds more, and against a low card that edge is large. Chaining calls multiplies the probabilities, which is why a five-step chain is far less likely than it feels: five calls at 70% each land together only about one time in six.

Where it comes from

Numbered cards are among the oldest portable randomisers, and the two mechanics here are the two oldest questions you can ask of them. Is the next one bigger or smaller than this one, and can you remember where you saw its twin. Both questions predate any formal theory of probability, and both were used as teaching devices long before they became pastimes.

If this is your first board

Take the four-by-two memory board first. Eight cards, four pairs, five moves, and every mistake is visible immediately. On higher-or-lower, remember that collecting early is a real choice and usually the mathematically better one: the multiplier grows more slowly than the chance of the chain breaking.

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