How Pick and Click mechanics work
1) What is Pick & Click essentially
The Pick & Click bonus is a discrete mini-game where the player opens hidden elements (tiles/cards/chests), and the server, according to a given probability model, issues prizes (credits, multipliers, freespins, keys/progress, jackpots). There is no effect of choice on EV: the order of clicks does not change the mathematical expectation inherent in the balance of the slot; it only affects the path to the outcome.
2) Bonus life cycle (server logic)
1. Trigger (scatters/counter/random event).
2. Bonus initialization: the server fixes the game version, bet, RNG seed, weight/limit config.
3. Build a set of outcomes: depending on the scenario (match-3, pick-until-collect, levels).
4. Click → server response loop to end condition.
5. Final calculation (multipliers/caps/jurisdiction restrictions).
6. Writing to logs (input data, seed, selection steps, payments) and payment to the session wallet.
3) Two valid RNG models under the hood
A. Predetermination (pre-resolve)
The total (or the entire scenario by steps) is determined at the time the bonus is started; "grid" - visualization of a pre-calculated path.
Pros: cliff stability, simple log verification.
Cons: feeling like an "illusion of choice" (but this is acceptable if declared and certified).
B. RNG per pick
The server throws RNG at each click, recalculating the weights from the remaining tiles (without resampling the open ones).
Pros: "honest" sense of step, flexibility.
Cons: stricter requirements for idempotency/repetition of requests and for network resilience.
Both schemes are certifiable; contribution to RTP is fixed by the config.
4) Bonus designs and their completion rules
Match-3 (collect 3 identical ones): the category whose third character opens before the others wins; prize - corresponding jackpot/multiplier.
Pick-until-Collect: for part of tiles - prizes, for part - "Collect/Collect," which closes the bonus; total - the amount/product of prizes before "Collect."
Levels (ladder/multi-stage): at each level, the choice is "advance/stop/modifier." Completion - when "Collect "/dip/reach the top.
Freespin modifier: selection of a package "number of spins × multiplier/volatility" with weighted chances.
5) Formation of "grid" and scales
No repetitions: a fixed set of tiles (for example, 12 cards: 7 prizes, 3 Collect, 2 empty). Open no longer participate.
With repetitions: the server pulls the scales again for each click (the option is less common).
Jackpot/prize weighting: frequent - small values (mini/minor), rare - large (major/grand).
Caps: the maximum multiplier/payout (for example, 5,000 × per bonus) is set in the config and specified in the rules.
6) How mathematical expectation (EV) and contribution to RTP are considered
The contribution of the bonus to RTP is part of the constant of the RTP variant (for example, 96. 00%).
The general EV formula is:
where $ p _ i $ is the probability of reaching the outcome $ i $ (jackpot, prize amount, modifier), $ext {Prize} _ i $ is the payout normalized to the bet.
Convenient special case (Pick-until-Collect, no repetitions):
The Pick & Click bonus is a discrete mini-game where the player opens hidden elements (tiles/cards/chests), and the server, according to a given probability model, issues prizes (credits, multipliers, freespins, keys/progress, jackpots). There is no effect of choice on EV: the order of clicks does not change the mathematical expectation inherent in the balance of the slot; it only affects the path to the outcome.
2) Bonus life cycle (server logic)
1. Trigger (scatters/counter/random event).
2. Bonus initialization: the server fixes the game version, bet, RNG seed, weight/limit config.
3. Build a set of outcomes: depending on the scenario (match-3, pick-until-collect, levels).
4. Click → server response loop to end condition.
5. Final calculation (multipliers/caps/jurisdiction restrictions).
6. Writing to logs (input data, seed, selection steps, payments) and payment to the session wallet.
3) Two valid RNG models under the hood
A. Predetermination (pre-resolve)
The total (or the entire scenario by steps) is determined at the time the bonus is started; "grid" - visualization of a pre-calculated path.
Pros: cliff stability, simple log verification.
Cons: feeling like an "illusion of choice" (but this is acceptable if declared and certified).
B. RNG per pick
The server throws RNG at each click, recalculating the weights from the remaining tiles (without resampling the open ones).
Pros: "honest" sense of step, flexibility.
Cons: stricter requirements for idempotency/repetition of requests and for network resilience.
Both schemes are certifiable; contribution to RTP is fixed by the config.
4) Bonus designs and their completion rules
Match-3 (collect 3 identical ones): the category whose third character opens before the others wins; prize - corresponding jackpot/multiplier.
Pick-until-Collect: for part of tiles - prizes, for part - "Collect/Collect," which closes the bonus; total - the amount/product of prizes before "Collect."
Levels (ladder/multi-stage): at each level, the choice is "advance/stop/modifier." Completion - when "Collect "/dip/reach the top.
Freespin modifier: selection of a package "number of spins × multiplier/volatility" with weighted chances.
5) Formation of "grid" and scales
No repetitions: a fixed set of tiles (for example, 12 cards: 7 prizes, 3 Collect, 2 empty). Open no longer participate.
With repetitions: the server pulls the scales again for each click (the option is less common).
Jackpot/prize weighting: frequent - small values (mini/minor), rare - large (major/grand).
Caps: the maximum multiplier/payout (for example, 5,000 × per bonus) is set in the config and specified in the rules.
6) How mathematical expectation (EV) and contribution to RTP are considered
The contribution of the bonus to RTP is part of the constant of the RTP variant (for example, 96. 00%).
The general EV formula is:
- $$
- EV = \sum_i p_i \cdot ext{Prize}_i
- $$
where $ p _ i $ is the probability of reaching the outcome $ i $ (jackpot, prize amount, modifier), $ext {Prize} _ i $ is the payout normalized to the bet.
Convenient special case (Pick-until-Collect, no repetitions):
- Let in the grid $ M $ of prize tiles with values $ v _ 1 ,\dots, v _ M $ and $ C $ of "Collect" tiles.
- The probability that a particular prize tile will be opened before all Collect is $\frac {1} {C + 1} $. Then:
- $$
- EV_{ext{bonus}}=\frac{1}{C+1}\sum_{k=1}^{M} v_k
- $$
(with equally probable rearrangement of tiles). This quickly gives a configuration check.
7) Calculation base and multipliers
Base: more often total bet per spin (less often - bet on a line or "coin").
Multipliers - Apply to the rebate base or the amount of credits collected (see info menu).
RTP variants: The same game may have multiple RTP variants; your variant is specified by the operator and affects the EV of all features.
8) Idempotency, network and recovery
Each click has a unique query key; repetition in case of a break does not create a second opening.
Server-authoritative: the outcome is recorded on the server; client - visualization only.
During reconnection, the server returns the bonus state (remaining tiles/level/accumulated amount).
All actions are written in append-only journals (time, bet, sid, selection, answer, total).
9) Honesty and transparency markers for the player
In the info menu there are: RTP/variant, bonus rules, prize types, max bonus payment, multiplier base.
The round history retains the bonus total (and ideally the intermediate steps).
There are no "dark patterns": a change in the bet inside the bonus, hidden auto-acceleration, "nudging" animations that mask P/L.
10) Typical misconceptions
"The correct order of clicks increases the chance of a jackpot" - no, EV is fixed with a config.
"Demo is more generous than real" - the mathematics of the correct providers are the same; only the calculation of payments (virtual vs real) differs.
"You can read patterns" - when predefined, grid - visualization; with per-pick weights hidden and not statically read.
11) Practical verification of a specific game (quick checklist)
1. Find the base of the multiplier (bet per spin or per line).
2. See the bonus cap and if there are "Collect "/match-3/levels.
3. For pick-until-collect, evaluate $\sum v_k$ and $ C $ - estimated $ EV $ using the formula $\frac {1} {C + 1 }\sum v_k$.
4. Check the RTP option with the operator.
5. Check stability: what happens when a break occurs, is there a re-opening after returning.
6. Make sure that there are no conditions in the rules that reduce the payment (local limits/restrictions).
12) For developers/operators (minimum requirements)
Configuration versioning (weights/caps/RTP variants), unchangeable logs.
Sid management and determinism of reproduction in a test environment.
Anti-double/anti-spam clicks, frequency limites, macro protection.
Public patch notes, recertification for math changes.
UI-honesty: on the screen - bet, bonus result, no hidden delays/accelerations.
13) The bottom line
The Pick & Click mechanic is a server-controlled mini-game of choice with tightly defined weights and mouthguards, whose value is fully built into the RTP slot. Implementation is possible both in a predefined script and per-pick RNG; in both cases, the order of clicks does not increase EV. An honest system gives clear rules, resistance to cliffs, correct logs and transparent payment limits - these are the signs that a player should look for in any Pick & Click implementation.