A crash game on NEAR
Rob the Sheriff’s vault
The loot grows the longer you stay. Pick the moment you run before you go in. If the Sheriff catches you first, half your coins burn and half stay in the vault.
1.00×
Choose your escape and go
Your coins
1,000
- Chance to escape
- 48.50%
- You win
- 20
- If caught: burned
- 5
Vault–
Heists–
Escapes–
Burned forever–
Latest heists on-chain
- Reading the chain…
How the heist works
- You choose the escape. Bet coins and pick the multiplier you run away at, from 1.01× to 1000×.
- NEAR rolls the dice. The contract mixes the block’s random seed with your account and the heist number into a crash point: how far the heist goes before the Sheriff catches you.
- Escape or get caught. If the crash point reaches your escape, the contract pays you bet × escape on the spot. If not, half of your bet is burned for good and half stays in the vault for the next winners.
The odds, in the open
The chance to reach any escape x is 97% ÷ x: 48.5% at 2×, 9.7% at 10×. The Sheriff keeps a 3% edge, so the vault never runs dry, and one heist can never win more than 1% of the vault. Every heist is an on-chain event anyone can check.
Why it matters for the coin
Every failed heist burns coins forever, so the more the Guild plays, the scarcer the coin gets. The other half refills the vault that pays the winners.