How to play
Mini Roulette shrinks the wheel to 13 pockets: a green 0 and the numbers 1 to 12. Around the rim the colours alternate, red, black, red, black, with the zero between 12 and 6. Fewer pockets means a smaller board, fewer bets to think about and numbers that come up far more often than on a full wheel.
The layout has the 0 at one end, the twelve numbers in four rows of three, a “2 to 1” box for each column, and two rows of outside bets underneath. The small rings on the lines between numbers take bets on two, three, four or six numbers at once, just like on a full table.
- Choose a chip: 10, 50, 100 or 500.
- Tap a spot to place it; keep tapping to add more. Bets can go on several spots at once. To cover two numbers, tap the ring on the line between them; the numbers a ring covers light up when you point at it.
- Undo removes the last chip placed, Clear removes them all, Rebet copies the previous spin’s bets.
- Press Spin and watch the ball settle. Winning spots are paid, the rest are collected, and the number joins the recent-results strip.
Any one spot accepts 10 to 1,000 credits in tens, up to 5,000 on the table per spin.
The bets and payouts
| Bet | Numbers | Pays | Chance |
|---|---|---|---|
| Single number, 0 to 12 | 1 | 11 to 1 | 1 in 13 (7.7%) |
| Split: two neighbours, or 0 with 1, 2 or 3 | 2 | 5 to 1 | 2 in 13 (15.4%) |
| Street: a row of three, or 0-1-2 / 0-2-3 | 3 | 3 to 1 | 3 in 13 (23.1%) |
| Corner: four numbers meeting at a point, or 0-1-2-3 | 4 | 2 to 1 | 4 in 13 (30.8%) |
| Line: two neighbouring rows | 6 | 1 to 1 | 6 in 13 (46.2%) |
| Column, the “2 to 1” box | 4 | 2 to 1 | 4 in 13 (30.8%) |
| Red / Black | 6 | 1 to 1 | 6 in 13 (46.2%) |
| Odd / Even | 6 | 1 to 1 | 6 in 13 (46.2%) |
| 1–6 / 7–12 | 6 | 1 to 1 | 6 in 13 (46.2%) |
There are no dozen bets; with only twelve numbers, the three columns do that job. The columns are 1-4-7-10, 2-5-8-11 and 3-6-9-12.
When the ball finds 0, all outside bets and columns lose. Only a chip placed on 0 itself is paid.
How the colours fall
On a full wheel you learn to treat colour and parity as unrelated. Here the pattern is easy to see. The reds are 1, 3, 5, 8, 10, 12 and the blacks are 2, 4, 6, 7, 9, 11. So:
- red = the odd numbers from the low half (1, 3, 5) plus the even numbers from the high half (8, 10, 12);
- black = the low evens (2, 4, 6) plus the high odds (7, 9, 11).
That means some combinations overlap heavily. A chip on red and a chip on odd both win on 1, 3 and 5, split on 7 to 12, and both lose on 2, 4, 6 and 0. It changes how your wins cluster, not what they cost.
The house edge
The payouts are set one step short of fair. A single number would need 12 to 1 to break even on a 13-pocket wheel; it pays 11. A split would need 5.5 to 1; it pays 5. A column or corner covering 4 of 13 would need 2.25 to 1; it pays 2. An even-money bet or a line covers 6 of 13, not half.
Work any of them through and the result is the same: the game keeps 1/13 of every bet, about 7.69%. That’s close to three times the 2.70% of a single-zero European Roulette table, and higher than the 5.26% on the American double-zero wheel. One zero weighs far more when there are only twelve other numbers.
In credits, 1,000 wagered costs about 77 on average, whichever bets you use.
Strategy
Accept the price, enjoy the pace. Mini Roulette isn’t the place to stretch credits; it’s the place for quick spins where a single number hits about once in every 13. If you want the lowest cost per credit, a single-zero table is cheaper.
Single numbers are much less streaky here. On a 37-pocket wheel a straight bet can go a long time without landing. With 13 pockets the gaps are shorter, and the 11-to-1 payout is smaller to match.
Covering many numbers adds up fast. Putting a chip on every number from 1 to 12 guarantees a hit unless 0 comes up, but you collect 12 chips back for 12 staked: break-even on a number, a full loss on zero.
Columns and corners are the middle ground. Four numbers at 2 to 1 wins about a third of the time, a smoother ride than single numbers and livelier than red or black. A corner picks four numbers that sit together on the board; a column takes one from every row.
Splits and streets cost the same as everything else. On this wheel every bet keeps 1/13, so a split at 5 to 1 is not a worse deal than a single number at 11 to 1, only a different spread of wins.
No pattern to chase. The colours alternate on the wheel, but where the ball lands doesn’t follow them. The recent-results strip is a record, not a forecast.
If you enjoy Mini Roulette, try Money Wheel or Monte Bank next.