How games work

Cash-Out Ladder Games: Road Hop, Tower and More

How step-by-step cash-out games like Tower and Road Hop work: survival chance per step, how multipliers are priced, and full tables for every mode.

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A ladder game is a series of steps. At each step there is a chance to hit a trap; if you survive, the multiplier goes up, and you can cash out at any time (you lock in the current multiplier). Tower and Road Hop are the clearest examples: both are plain survival ladders with a fixed chance per step. The rule that prices every step is the same in all of them: the multiplier is 0.97 divided by the chance of surviving every step so far, so no stopping point is better than another. This guide shows the tables for both games and explains what the other ladder-style games in the app add.

The ladder idea

Every ladder game has the same three parts:

  1. A survival chance for each step. Sometimes it is the same every step (Road Hop), sometimes it comes from the board layout (Mines, Tower).
  2. A multiplier that rises with each step. It is 0.97 divided by the chance of surviving that far.
  3. A choice at every step: continue or cash out. Cashing out keeps the multiplier you hold. Hitting a trap loses the bet.

Because of that pricing, the expected return at every stopping point is 0.97 x (chance of reaching it) / (chance of reaching it) = 0.97. Two things follow. Cashing out early or late makes no difference to the average, and stopping rules ("always stop after 5 steps", "stop when I am up 3x") cannot add up to more than 97%. The cash-out games guide shows the same idea with Mines tiles, in how cash-out games work.

What you control is the shape of your results: stopping early gives frequent small wins, stopping late gives rare large ones. The volatility guide explains why those can look so different with the same return.

Tower: choose a door, climb nine floors

Tower has 9 floors. On each floor you pick a door; some doors are traps. The mode sets how many doors there are and how many are traps:

ModeDoors per floorTraps per floorChance of passing a floor
Easy4175.0%
Medium3166.7%
Hard2150.0%
Expert3233.3%

The traps for all nine floors are drawn when the round starts, on the server. Which door you pick does not matter: on any floor, every door has the same chance of being safe. The chance of reaching floor k is the per-floor chance multiplied k times, and the multiplier is 0.97 divided by it:

Floors clearedEasyMediumHardExpert
11.29x1.45x1.94x2.91x
21.72x2.18x3.88x8.73x
32.29x3.27x7.76x26.19x
43.06x4.91x15.52x78.57x
54.08x7.36x31.04x235.71x
65.45x11.04x62.08x707.13x
77.26x16.57x124.16x2,121.39x
89.68x24.86x248.32x6,364.17x
912.91x37.29x496.64x19,092.51x

The chance of clearing all nine floors is 7.5% on Easy, 2.6% on Medium, 0.2% on Hard (1 in 512) and 0.005% on Expert (1 in 19,683). In every row, chance times multiplier is 0.97.

Hard mode shows the structure most clearly: each floor is a coin flip that doubles the multiplier, minus the 3% (1.94x for one floor, 3.88x for two, 7.76x for three). Expert mode triples it each time at one chance in three.

Road Hop: cross the lanes

Road Hop has no choices. Each lane is a fixed chance of a hit, the traps are drawn at the start, and you tap to hop to the next lane or cash out. The mode sets the number of lanes and the hit chance per lane:

ModeLanesChance of a hit per laneChance of surviving a laneChance of crossing all
Easy241 in 2596%37.5%
Medium221 in 1693.75%24.2%
Hard201 in 1291.7%17.5%
Hardcore151 in 1090%20.6%

The multiplier after some lanes:

Lanes crossedEasyMediumHardHardcore
11.01x1.03x1.05x1.07x
31.09x1.17x1.25x1.33x
51.18x1.33x1.49x1.64x
101.45x1.84x2.31x2.78x
151.78x2.55x3.57x4.71x
202.19x3.52x5.52x
222.38x4.01x
242.58x

Two points worth noting. First, Road Hop's multipliers are modest because each lane is only a small risk: the top of the ladder is 2.58x on Easy and about 5.5x on Hard, far below Tower's top steps. Second, the lane-by-lane risk is constant, so the chance of getting through n lanes shrinks gradually. On Easy, the odds of getting through 10 lanes are 66.5%, through 20 are 44.2%, and through all 24 are 37.5%.

Tower style and Road Hop style compared

ItemTowerRoad Hop
Choice at each stepPick a door (no effect on odds)None, just hop or cash out
Risk per stepSet by the mode, 25% to 67%Set by the mode, 4% to 10%
Steps915 to 24
Top multiplier12.91x to 19,092.51x2.58x to 5.52x
FeelA few high-stakes decisionsMany low-risk taps

Both return 97% at every step.

If you never cash out: how far do you get?

A useful way to feel the difference between modes is to ask how many steps you would clear on average if you simply kept going until you hit a trap or reached the top. For a game with a fixed chance q of passing each step, that average is q + q^2 + ... up to the last step:

Game and modeSteps availableAverage steps cleared if you never stopChance of clearing every step
Tower, Easy92.87.5%
Tower, Medium91.92.6%
Tower, Hard91.00.2%
Tower, Expert90.50.005%
Road Hop, Easy2415.037.5%
Road Hop, Medium2211.424.2%
Road Hop, Hard209.117.5%
Road Hop, Hardcore157.120.6%

Tower's harder modes are designed so that you usually clear no more than a floor or two, which is exactly why the top multipliers are so large. Road Hop is the opposite: it is built for long walks, and a typical run gets about halfway. Neither average says anything about the best time to cash out (there is none), but it shows what each mode is asking of you.

Where the pattern appears in the app

Many games use a ladder of survive-or-lose steps with cash-out at any point. They share the rule that the multiplier is priced from the chance of surviving, but most now have their own shape, so do not assume the Tower or Road Hop tables apply:

The numbers for each are on the game's page and its info screen (i). The common thread is the pricing rule. Some games add features, for example a shield that absorbs one mistake or a bonus card at the top, and in these the multiplier is set from the expected final payout rather than a flat per-step chance, but the result is the same: every way of stopping returns the same average.

What stays the same everywhere

  • The return: 97% at every step and in every mode.
  • The traps are drawn first. The server decides them at the start; the order you act in does not change them.
  • The cap: no round pays more than 50,000 times the bet or 250,000,000 coins. Ladders end the round with an automatic cash-out before a step that would pass it.
  • No hot streaks. A run of safe steps does not make the next one riskier or safer. See the streaks guide.

If you notice yourself raising your target after each safe step, that is the usual way ladders go wrong. Decide your stopping step before the round starts.

Frequently asked questions

What is a ladder game?

A game made of steps. At each step you either survive and move up, or hit a trap and lose the round. The multiplier rises with every step, and you can cash out whenever you like to keep it.

How is the multiplier worked out?

As 0.97 divided by the chance of having survived every step so far. That keeps every stopping point at the same 97% return.

Does choosing a different door in Tower help?

No. The traps for every floor are drawn when the round starts, so every door on a floor is as likely to be safe as any other of the same floor.

Which mode is best?

None, for the return: they all pay 97%. Easy modes climb slowly with small risks, hard modes climb quickly with big risks and large multipliers.