Calculator · Plinko

Plinko odds & probability calculator

The exact binomial chance of landing in every slot, for any number of rows — and the RTP of any payout table you type in. No sign-up, no real money.

✓ Math checked · Updated · How we calculate
Any whole number from 1 to 32. More rows = smoother bell curve.
RTP
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needs a payout table
House edge
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can be negative
P(win >1×)
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P(loss <1×)
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P(even =1×)
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Probability of each Plinko slot Bar chart of landing probability per slot. Exact values are in the table below.

Bars below about 0.3% use a minimum visible height — the table has the exact probability.

Exact probability, 1-in-N odds and multiplier per slot
SlotProbability1 in NMultiplier

Exact binomial probabilities, C(r, i) ÷ 2r · methodology

Payout table

Example payout table (illustrative, not from any casino) — symmetric, multipliers shrink toward the middle. Edit any value; RTP recalculates live.

Drop a ball

Generates fresh random seeds in your browser (never sent anywhere), then replays one round through the engine's Plinko path function.

How the Plinko distribution works

A Plinko board is a triangle of pegs. A ball dropped from the top hits one peg per row and bounces left or right with equal (50/50) chance, independently each time. After r rows the ball has made r independent left/right choices, and it lands in the slot equal to how many times it went right. That is exactly the setup for a binomial distribution: the chance of landing in slot i (out of r + 1 slots, numbered 0…r) is

P(i) = C(r, i) / 2^r

where C(r, i) ("r choose i") counts how many distinct left/right sequences produce exactly i right-bounces. On a 16-row board there are 216 equally likely left/right sequences in total, but they are not spread evenly across slots — they pile up in the middle.

Why the middle hits often and the edges almost never

There is only one sequence that goes right every single time (landing in the far-right slot) and only one that goes left every time (far-left slot). But there are a huge number of different orders that mix 8 rights and 8 lefts, and all of them land in the exact middle slot. On a 16-row board, slot 0 (all left) occurs 0.0015% of the time — about 1 in 65,536 drops — while the middle slot 8 occurs 19.64% of the time, about 1 in 5.09 drops. Slot 4 sits in between at 2.78%. The curve is symmetric: P(i) = P(r − i), so slot 12 has the same probability as slot 4.

This is the same reason a fair coin flipped 16 times is far more likely to land close to 8 heads than to land on all 16 heads — more orderings lead to "close to half", fewer lead to the extremes.

RTP: turning probabilities into a payout table

Probabilities alone don't tell you what a board pays — that needs a payout table, one multiplier per slot. Once you assign a multiplier mi to every slot, the long-run return is the probability-weighted average of all of them:

RTP = Σ P(i) × m_i

Using the illustrative example table loaded by the "Example table" button above (multipliers shrink from the edges toward a sub-1× middle), a 16-row board comes out to an RTP of 120.19% — a house edge of -20.19%. Negative house-edge numbers are mathematically possible too (an RTP above 100%); the calculator reports whatever the table implies, it does not clamp or sanity-check it against a "normal" range. With this same table, the chance of landing on a multiplier above 1× is 45.45%, below 1× is 54.55%, and exactly 1× is 0.00%.

This table is something we made up to demonstrate the shape many Plinko-style payout tables use — it is not copied from, and does not claim to match, any specific casino game's real paytable. Edit any cell in the tool above and the RTP, house edge and win/loss split all recompute instantly, straight from the engine.

Why big edge multipliers barely move the RTP

It's tempting to look at a large edge multiplier and assume the board is generous. But that slot might only be reached 0.0015% of the time. Its contribution to RTP is P(i) × m_i — probability times multiplier. In the example table, slot 0 pays 6.12× at a 0.0015% chance, while slot 8 pays 0.75× at a 19.64% chance; the sum of every slot's P(i) × m_i, not any single slot, is what the RTP of 120.19% is built from. A designer can make one edge payout look spectacular without it dominating the overall RTP, simply because almost nobody lands there — but that only works if the rest of the table is sized to compensate, not automatically.

What "risk level" options actually change

Some Plinko-style games offer low/medium/high "risk" presets. In our reference model the mechanism — r independent 50/50 bounces — stays the same and only the payout table changes; whether a particular game works this way is something its own published rules have to confirm. A "high risk" table typically pushes more weight into the rare edge slots (bigger multipliers there, smaller or sub-1× multipliers in the busy middle), widening variance without necessarily changing RTP. "Low risk" flattens the curve back out. In the reference model neither option changes how often each slot is reached — that's fixed by r alone.

Myths: drop timing and position don't matter

Because the board looks physical, it's easy to assume that dropping the ball a split second earlier, or releasing it slightly left of centre, changes the outcome. In our reference scheme it does not: every bounce is derived from a server seed, a client seed and a round number (nonce) fixed before the ball visibly moves, via HMAC-SHA256 — timing and release position are not inputs. Being provably fair does not by itself guarantee that a particular game works the same way; its published rules say which inputs it uses. The "Drop a ball" demo above shows this directly — generate fresh seeds, drop, then follow the verify link to recompute the same path independently. For the reasoning behind these seed-based systems, see our provably fair verifier; for how session-level losses add up around a fixed edge, see the expected loss calculator and risk of ruin calculator. Plinko's binomial curve, Mines' hypergeometric odds (see the Mines odds calculator) and a crash multiplier's distribution (see the crash simulator) are different shapes of one idea: a fixed, math-defined edge that timing or pattern-spotting cannot move.

FAQ

Why does the middle slot win so often?

Each peg is a 50/50 left-or-right coin flip, and a ball that ends in the middle slot can get there by many different left/right orders — only one order lands it in each far edge slot (two sequences in total land on either edge). With 16 rows, the middle slot (8) comes up 19.64% of the time (about 1 in 5.09), while the far edge (slot 0) comes up only 0.0015% of the time (1 in 65,536).

Does when or where I drop the ball change the odds?

Not in our reference model: each peg hit is an independent, memoryless left/right event derived from the round's seeds and nonce — not from timing, click position, or how hard the ball is "dropped" — and every bounce is fixed before you see it (check it with our verifier). A specific game's published rules tell you which inputs it actually uses.

What does RTP mean on a Plinko-style payout table?

RTP is the probability-weighted average of every slot's multiplier: RTP = Σ P(slot) × multiplier(slot). It tells you the long-run average return per unit staked across all possible drops, not what any single ball will pay.

Why can edge multipliers be huge without changing the RTP much?

Because the edge slots are visited extremely rarely. In the example table above, the far edge (slot 0) pays 6.12× but is reached only 0.0015% of the time, while the middle slot (8) pays 0.75× and is reached 19.64% of the time. RTP is the sum of P(slot) × multiplier(slot) across every slot, so a rare slot's tiny probability and a common slot's modest multiplier can land anywhere relative to each other — they are not automatically close, and a designer has to size each multiplier deliberately against how often that slot is actually hit.

What does a "risk level" (low/medium/high) change?

In our reference model the coin-flip distribution stays identical and only the payout table is reshaped (check a specific game's rules to confirm it works the same way): "high risk" tables push more of the return into rare edge slots (wider variance) and shrink the frequent middle slots; "low risk" flattens that curve. With the same RTP target, this changes how spread out outcomes are, not the long-run edge.

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