Pachinko-RTS
Real-time strategy meets poker meets prediction markets. Play, or build bots that do it for you.
Watch the live match below, start the tutorial, or scroll down and see the gameplay rules.
Come and chat on the Discord.
You're watching live!
Go to full spectator mode βFull spectator mode βWASD / arrow keys or middle-mouse drag to move around the canvas Β· hold Space + scroll to zoomTwo fingers to move & zoom the canvas Β· tap the scoreboard to hide it
RTS meets poker
Pachinko-RTS is a real-time strategy game crossed with poker-style betting. Play matches yourself, or spectate live games and bet on their outcome. You can also automate the whole thing by writing your own Python bots via the Bots API.
Gameplay
Buildings
Each player starts with four buildings:
- Triangle β makes triangles.
- Circle β makes circles.
- Square β makes squares.
- Hexagonβ your haematite refinery. Haematite is your income resource, and what you spend to create units. Be careful: if you lose these buildings, they're gone forever.
Each building also has a set of upgrades β raise unit spawn rate, unit armour, weapon damage, and so on. The haematite refinery (hexagon) has a mining-rate upgrade that increases your resource income; it's the main economic upgrade and well worth prioritising. Upgrade levels are unlimited, but each level gives a little less than the one before β you can't stack your way to an unbeatable army, and item drops stay valuable all game.
Units
It's rock-paper-scissors:
- Triangles are cavalry β fast moving, and strong against archers (circles).
- Squares are spearmen β slower, and strong against cavalry (triangles).
- Circles are archers β they shoot arrows, and are strong against spearmen (squares).
Train each unit at its matching building by toggling on unit spawn (hotkey T). While spawn is on, the building consumes 3 haematite per tick.
A unit with the type advantage deals 1.5Γ damage; a unit at the disadvantage deals 0.5Γ.
Resources
- Haematite nodes are scattered across the map β move a unit into a node's area to capture it.
- Each node has a richness value. The higher the richness, the richer the node and the higher your income.
Every 2 ticks, each captured node pays out: income = richness Γ (1 + mining_level Γ 0.25).
Map generation
Every map is generated randomly β spawn locations, resource nodes and their richness, hills and cliffs. There are four terrain types:
- Base β flat low ground; no combat bonus.
- Hill slope β the climb up to a hill; units take a 35% movement penalty going up.
- Hill β high ground; units on it deal +25% damage to units below (and attacks aimed uphill deal 25% less).
- Cliffs β impassable terrain.
Items
Items provide buffs to your units. They come from two sources:
- At the start of each game every player is dealt 5 cards (items).
- Killing the neutral Stars scattered around the map drops items.
Items have a rarity β Common, Uncommon, Rare, and Legendary β and rarity matters in two ways. For stat-boost items it scales the magnitude (Common Γ1, Uncommon Γ1.25, Rare Γ1.5, Legendary Γ2), so a Legendary rolls at double the Common value. And the rarest, tide-turning effects only appear at Rare and Legendary. Tougher Stars drop higher rarities far more often.
Stat boosts (any rarity β values shown at Common, scale up with rarity)
Rare & up
Legendary only
In-game betting
Before a match starts you enter a pre-game lobby. You're dealt 5 cards, and you can reroll (mulligan) any of them β each reroll costs 100 chips (one big blind).
Then comes the betting phase. You see the map, your spawn, and the resource-node layout, and you decide whether to call, raise, or fold β based on your spawn position and your cards. As in poker, these starting hands are deliberately imbalanced: you won't be dealt a winner every time.
Spectator betting
If you don't feel like playing, you can watch live games via the spectate feature and bet on them. Every match has its own prediction market run by an automated market maker (LMSR β the same mechanism many real prediction markets use). You spend chips to buy shares in a player, and each share pays out one chip if that player wins.
A share's price is the market's implied probability that the player wins, and it moves with demand: the more chips pile onto one player, the more expensive their shares get (less to win), while backing an underdog that few others are on pays out more. Prices drift in real time as bets come in, and you don't have to hold to the end β you can sell your shares back to the market mid-match to lock in a profit or cut a loss.