How the Pick & Click bonus starts

1) Short answer

The Pick & Click bonus is launched in one of four ways:
  • 1. Scatter trigger (3 + special characters) is a classic.
  • 2. Meter/keys - Collect N items per spin series.
  • 3. Random trigger - a chance on every back/round, sometimes with a "teaser."
  • 4. Buy feature - instant entry for a fixed price (not available everywhere).
  • After triggering, the server fixes the bet, RTP option, RNG seed and either predetermines the outcome/grid (pre-resolve), or will throw RNG for each choice (per-pick), then gives the client a selection screen.

2) Scatter trigger: basic mechanics

Condition: 3 + scatters on drums per spin (more often - in any position, without reference to lines).
Escalation: the more scatters, the "higher" the start of the bonus:
  • more peaks (selections);
  • higher level with clearing small prizes from the grid;
  • starting multiplier for total/prizes;
  • access to the jackpot scene (in match-3).
  • Note: sometimes reshapes/nudges are provided - visual "pulls" to the trigger without changing the pre-calculated outcome.

3) Drives and "keys": delayed start

Mechanics: collect symbols/chips; when the threshold is reached (for example, 5/5 keys) - entry into the bonus.
Accumulation window:
  • Intra-session (zeroed out when leaving the game) - typical of instant pace.
  • Persistent (saved between sessions) - underlined in the rules.
  • Balancing: by raising the threshold N and the frequency of key appearances, the average interval to the bonus and volatility are regulated.

4) Random trigger

Bottom line: Each back has a $ p _ {ext {bonus}} $ chance to enter Pick & Click, regardless of visible symbols.
Teasers: flashes/near-events for feedback.
Expectation math: average number of spins before bonus $ E\approx 1/p_{ext{bonus}}$. The exact $ p _ {ext {bonus}} $ is not disclosed, but the position in "volatility" indirectly hints: the higher the volatility, the less often the triggers and larger the prizes.

5) Buy feature

What happens: the fixed price (usually a multiple of the bet) is written off, then the same bonus scenario is launched.
Features:
  • Not in all jurisdictions;
  • the purchase price is calibrated so that the EV corresponds to the declared RTP variant;
  • sometimes the purchase "moves" to the upper level (more peaks/cleaned grid).

6) What the server does at startup (lifecycle)

1. Fixing the context: rate, currency/denomination, RTP variant, build version, RNG seed.
2. Model definition:
  • Pre-resolve: at the start, the full scenario is calculated (match-3, "Collect" positions, sequence of prizes).
  • Per-pick: RNG rushes at every pick; weights are recalculated from the remaining tiles.
  • 3. Transmission of start parameters to the client: number of peaks/level/modifier.
  • 4. Logging: all steps (clicks, answers, amount) are written to unchanging logs.
  • 5. Payout: after completion - enrollment in the game balance.

7) How the bet affects the start and prizes

Calculation base: more often total rate per spin. The prizes in the credit/multiplier are scaled from it.
Mini/max-nominal: affects the "step" of prizes (multiplicity of bet) and the availability of buying a bonus.
RTP variants: a game can have several; your option is listed with the operator and affects the launch frequency/average prizes within the configuration.

8) Post-launch scenarios

Match-3 (collect 3 identical ones): a grid with jackpot/prize icons; a third matching character completes the bonus.
Pick-until-Collect: select until you open "Collect"; total - the sum of the collected (sometimes × the final multiplier).
Multi-level (ladder): sequence of screens; selection moves up or ends.
Choosing a freespin modifier: by clicking, you define the package "number × multiplier/volatility" of future FS.

9) Quick assessment of trigger by player (practice)

Check in the info menu:
  • exact trigger (how many scatters/what we copy/whether there is a random input);
  • escalation for additional scatters (peaks/level/multiplier);
  • the presence of a buy feature and its price;
  • base for multipliers (total rate or other);
  • Bonus cap (max-pay) and scenario type (match-3/pick-until-collect/ladder)
  • whether progress is maintained (for drives) between sessions.

10) Estimate formulas and rarity logic

For a random trigger: $ E [ext {spins to bonus} ]\approach 1/p_{ext{bonus}}$.
For pick-until-collect (the grid can be arranged mentally by chance): the expected value of the set $\; EV\approach\frac {1} {C + 1 }\sum v_k\;$, where $ C $ is the "Collect" number, $ v _ k $ are prize tiles. The larger the $ C $, the rarer the long series and the "sharper" the completion.
Additional scatters more often clear the grid of small $ v _ k $ or reduce the share of Collect, increasing the average total.

11) Network resilience and "fair start"

Server-authoritative: the outcome is recorded on the server; client - visualization.
Idempotence of clicks: repeating a query when it is dropped does not create a second choice.
Recovery: when reconnected, the server returns the bonus status (remaining tiles/level/accumulated amount).
Journals: sid, rate, selection steps, total - available to support/audit.

12) Typical launch misconceptions

"You can feel the moment of a random trigger" - no, the chance is independent; teasers are visual feedback, not a signal of predictability.
"Big stavakarantrantebonus faster" - usually not; the rate scales payouts rather than probability (unless otherwise specified in the rules).
"Buying a bonus is more profitable than natural entry" - the buy-feature price is calibrated to the same EV as part of the RTP variant.

13) Design checklist (for studios/operators)

Clearly describe the trigger condition, escalation for additional scatters, cap and calculation base.
Ensure idempotency and recovery; pre-resolve/per-pick - both certifications.
Hold bonus duration <30 seconds on mass devices; large targets (≥44 -48 px).
Publish patch notes when grid/weight changes; recertify mathematics if necessary.
For drives - explicitly indicate the safety of progress and the "window" of accumulation.

14) The bottom line

Launching Pick & Click is a clear condition (scatter/drive/random/purchase), after which the server fixes the context and either predetermines the script or makes throws along the way. The number of scatters and the type of trigger determine the starting advantages (peaks/level/multipliers), the rate is the scale of payments, and not the chance of entry (unless otherwise specified). For the player, the key is to read the trigger and escalation rules; for the developer - to provide transparency, idempotence and a stable fast start without surprises.