Super Color Game Multipliers & Triples: How the 4x to 1,000x Random Multipliers Work (Real Data)
By LiveCasinoData editorial team ยท Updated 2026-08-28 ยท 14 min read
Super Color Game has no separate bonus round. Instead, after bets close, random multipliers land on some of the 18 bet spots: 4x-10x and 10x-100x on Single bets, 15x-100x on Double bets and 200x-1,000x on Triple bets. A multiplier only pays if that exact spot wins, so a multiplied bet won in 15.34% of the 111,850 rounds our tracker logged over 90 days. The 1,000x top payout hit 17 times in that window.
Key takeaways
- Between 1 and 13 bet spots carry a multiplier each round (average 4.62 in our 90-day data), and they are revealed after betting has closed.
- A Single bet needs the colour on two dice to collect a 4x-10x multiplier, and on all three dice for 10x-100x; a one-die hit never gets a multiplier.
- Double bets carry 15x-100x multipliers (median 20x offered) and Triple bets carry 200x-1,000x (median 300x offered).
- A multiplied bet actually won in 15.34% of rounds over 90 days, with an average gap of 6.5 rounds and a longest gap of 58 rounds.
- Triples land on 2.78% of rounds by theory and 2.71% in our data; the longest run without any triple was 430 rounds.
Live data: last 90 days of Super Color Game
Open the live tracker โ| Result | Observed | Theoretical | Difference | Avg multiplier | Max |
|---|---|---|---|---|---|
| Yellow | 35.44% | 16.67% | +18.77 | 3.5x | 750x |
| White | 24.02% | 16.67% | +7.35 | 4.6x | 1,000x |
| Pink | 15.75% | 16.67% | -0.92 | 6.7x | 1,000x |
| Blue | 10.16% | 16.67% | -6.51 | 9.8x | 1,000x |
| Green | 7.39% | 16.67% | -9.28 | 12.9x | 1,000x |
| Red | 7.24% | 16.67% | -9.43 | 14x | 1,000x |
Source: LiveCasinoData tracker, refreshed every 10 minutes. Figures on the live page move as new rounds arrive.
Super Color Game has no bonus round. What it has instead is a random multiplier step that runs every single round: once bets are closed, some of the 18 bet spots light up with a multiplier between 4x and 1,000x, and then three giant dice are dropped. If a boosted spot wins, the multiplier replaces the base payout. Over the last 90 days our tracker logged 111,850 rounds of this Evolution dice show (296,980 since 2026-01-07), and a multiplied bet won in 15.34% of them. This page explains the mechanics and shows what those multipliers actually paid. For rules and bet spots, see the Super Color Game guide.
Why is there no bonus round in Super Color Game?
Because the game's volatility comes from multipliers, not from a side game. Evolution built Super Color Game on the Filipino Color Game, a fairground dice game with three six-colour dice. There is no wheel to spin into a bonus, no second screen and no bonus buy. Every round follows the same 40-second shape: about 15 seconds of betting, the multiplier reveal, the drop, the settlement.
That makes the multiplier step the whole story. The base payouts on their own return well under the published RTP; Evolution's random multipliers are what lift each of the three bet types to 95.54%-95.62%. Understanding when a multiplier can pay, and how rarely the big ones do, is more useful here than in most game shows, because there is nothing else to learn.
When are the multipliers assigned and can you bet on them?
The multipliers are assigned after the betting window closes and before the dice are released. You will see them appear on the boosted spots, so you know before the drop whether one of your bets is carrying a boost, but you cannot react to that information. Chips are locked.
This ordering matters for how people think about the game. In wheel shows like Crazy Time the Top Slot is spun in view before the main wheel, and players often talk about "chasing" a multiplier they can see. Super Color Game gives you the same view but takes away the chance to act on it. A multiplier on Triple Pink is worth nothing to a player with no chips on Triple Pink, and by the time it shows, that decision has already been made.
In our 90-day data each round carried between 1 and 13 multiplied spots, with an average of 4.62. Since there are 18 spots in total, a typical round boosts about a quarter of the board.
Which bet spots get multipliers and how big are they?
The size of a multiplier depends on the bet type and, for Single bets, on how many dice show the colour. Evolution publishes four ranges, and our tracker has observed exactly those ranges over 111,850 rounds.
| Bet type | Wins when | Base payout | Multiplier range (Evolution) | Median offered (90d) | Average offered (90d) |
|---|---|---|---|---|---|
| Single, colour on 1 die | Colour on at least one die | 1:1 | None | - | - |
| Single, colour on 2 dice | Colour on two dice | 2:1 | 4x-10x | 5x | 5.1x |
| Single, colour on 3 dice | Colour on all three dice | 3:1 | 10x-100x | 20x | 26x |
| Double | Colour on at least two dice | 8:1 | 15x-100x | 20x | 25x |
| Triple | Colour on all three dice | 150:1 | 200x-1,000x | 300x | 364x |
The one-die case deserves emphasis. A Single bet that is hit by a single die pays 1:1 and never receives a multiplier, whatever the board showed. So the "4x-10x" boost on a Single spot is really a boost on the double outcome for that colour, and the "10x-100x" boost only ever pays on a triple.
When a boosted spot wins, the multiplier pays that many times the stake in place of the base payout. A Double bet with a 20x multiplier returns 20x the stake, not 20 times the usual 8:1. That is why a 200x Triple multiplier is a real step up from the 150:1 base rather than a rounding of it.
What are the odds a multiplied bet actually wins?
A multiplier only pays if the dice deliver the outcome the boosted spot needs, and those outcomes are fixed by the dice. Three fair six-colour dice produce 216 equally likely combinations. For any one chosen colour:
| Outcome for one colour | Combinations | Probability per round |
|---|---|---|
| Colour on exactly 1 die | 75 of 216 | 34.72% |
| Colour on exactly 2 dice | 15 of 216 | 6.94% |
| Colour on all 3 dice | 1 of 216 | 0.46% |
| At least once (Single wins) | 91 of 216 | 42.13% |
| At least twice (Double wins) | 16 of 216 | 7.41% |
Put a multiplier next to those figures and the picture is clear. A 4x-10x boost on Single Blue needs Blue on two dice, a 6.94% event. A 15x-100x boost on Double Blue needs at least two Blue dice, 7.41%. A 200x-1,000x boost on Triple Blue needs the 1 in 216 shot. Multipliers do not change any of these odds; they change only what the outcome pays if it happens.
Across the whole board the numbers add up to a multiplied win in 15.34% of rounds over 90 days, or one round in about 6.5. The last 30 days ran at 15.55% (8,595 of 55,266 rounds). The longest stretch without any boosted winner was 58 rounds, a little under 40 minutes of play.
How do doubles and triples unlock the multipliers?
Every multiplier in this game is tied to a repeated colour. A round where all three dice show different colours (55.56% of rounds by theory, 55.54% in our 90 days) can only pay 1:1 on Single bets, and none of those wins carry a multiplier. The boosts start to matter when the dice repeat.
Rounds with exactly one pair, a double, are 41.67% of rounds (observed 41.75%). In those rounds a Single bet on the paired colour pays 2:1 or its 4x-10x multiplier, and a Double bet pays 8:1 or its 15x-100x multiplier. In our data 33.3% of double rounds had at least one multiplied winner. Averaged across every double round, including the two thirds that paid no multiplier, the top paid multiplier was 7.2x; the 90th percentile was 20x and the maximum 100x.
Triples, all three dice the same colour, are 6 of 216 rounds or 2.78% (observed 2.71%, 3,033 triples in 90 days). They unlock everything at once: Single at 3:1 or 10x-100x, Double at 8:1 or 15x-100x, Triple at 150:1 or 200x-1,000x. In our data 53.5% of triple rounds had a multiplied winner, the average top paid multiplier across all triple rounds was 105x, the 90th percentile was 400x and the maximum was 1,000x. Of the 3,033 triples, 830 paid 200x or more on the Triple bet.
The per-colour triple counts over 90 days were Pink 524, Yellow 523, White 511, Red 510, Green 503 and Blue 462. Each colour is 1/6 on every die, and those counts are the normal scatter around a theoretical share of about 505 each, not a sign that Pink is generous or Blue is stingy.
What multipliers did our tracker actually see paid?
The headline: 84.66% of rounds paid no multiplier at all. The remaining 15.34% break down into a short tail of small Single boosts, a broad middle of Double boosts, and a thin tail of Triple boosts.
Our multiplier column records the highest multiplier on a spot that actually won in that round, so the table below is the distribution of that top paid figure across all 111,850 rounds.
| Paid multiplier (top winning spot) | Share of all rounds (90d) | Typical source |
|---|---|---|
| 1x (no multiplied winner) | 84.66% | All-different rounds, or double/triple rounds where no boosted spot won |
| 4x | 1.95% | Single, two dice |
| 5x | 1.12% | Single, two dice |
| 7x | 0.56% | Single, two dice |
| 10x | 0.39% | Single, two dice or three dice |
| 15x | 5.11% | Double |
| 20x | 2.56% | Double, or Single on a triple |
| 30x | 1.32% | Double |
| 50x | 0.88% | Double or Single on a triple |
| 75x | 0.53% | Double |
| 100x | 0.17% | Double or Single on a triple |
| 200x | 0.23% | Triple |
| 300x | 0.20% | Triple |
| 400x | 0.16% | Triple |
| 500x | 0.10% | Triple |
| 750x | 0.04% | Triple |
| 1,000x | 0.015% | Triple (17 rounds) |
The 15x row is the single most common boosted result, at 5.11% of all rounds. That is the low end of the Double range landing on a paired colour, and it is what most "multiplier wins" in this game look like. Everything from 200x upward combined is 0.75% of rounds, roughly one round in 133.
Rounds paying 100x or more numbered 1,023 over 90 days, 0.91% of rounds, with 500 of them in the last 30 days. The average gap between 100x+ rounds was 109 rounds and the longest was 870 rounds, close to ten hours of continuous play. Rounds at 500x or more: 174. Rounds at the 1,000x cap: 17.
What is the biggest Super Color Game multiplier win?
1,000x the stake, and it requires two independent things to line up: a Triple bet on a colour that then shows on all three dice (1 in 216), and the top 1,000x multiplier sitting on that exact Triple spot when the multipliers are assigned. The client also shows a max win figure of 999:1, which is the same payout expressed as profit on the stake.
Our tracker recorded 17 rounds at 1,000x in the last 90 days, with a cluster in the recent weeks:
- Pink on 2026-08-27
- Green on 2026-08-16
- White on 2026-08-14
- Blue on 2026-08-13
- Red on 2026-08-08 and Green on 2026-08-07
- Pink and Green on 2026-07-31
- White on 2026-07-25
- Red on 2026-07-20, 2026-07-18 and 2026-07-17
Every colour appears in that list. The three Red hits in four days in July are the kind of cluster a random process throws up from time to time; they say nothing about Red's chances on the next drop, which stay at 1/6 per die. Payout caps per player per round are set by the operator, so a very large stake at 1,000x may be limited by the table's rules.
How long are the droughts between triples and big multipliers?
The expected gap between any two triples is 36 rounds, and our 90-day average was 36.9. The longest observed run without any triple was 430 rounds, about 4.8 hours at 40 seconds a round. For a triple of one specific colour the expected wait is 216 rounds, roughly 2.4 hours, and the chance of going 216 rounds without it is 36.8%. A 430-round wait for a particular colour's triple has a 13.6% probability, so it is uncommon but nowhere near impossible.
Doubles are far kinder. The average gap between rounds with any double or triple was 2.2 rounds and the longest run of all-different results was 19 rounds. For a Double bet on one colour, expected wait is 13.5 rounds, and there is a 9.9% chance of 30 straight losing rounds.
Big multipliers stretch these gaps further because the boost has to be on the winning spot. The 109-round average gap between 100x+ rounds, and the 870-round maximum, are what a Triple or high-Double bettor should expect to sit through. The drought tracker on the live page shows the current count since the last triple and the last 100x+ round, and the live stats guide explains how to read it.
Do the multipliers change the RTP of each bet?
Yes, and they are the only reason the three bets pay close to the same. Without multipliers the base payouts would return about 92.1% on Single, 66.7% on Double and 69.9% on Triple. Evolution's published theoretical RTP figures with the random multipliers included are 95.54% for Single, 95.61% for Double and 95.62% for Triple, an optimal 95.62% for the game.
Those base figures are not the game's RTP and should not be read as one. They show something else: how much of a Double or Triple bet's return arrives through multipliers. About 29 points of Double's 95.61% and about 26 points of Triple's 95.62% come from boosted wins. Single, by contrast, gets most of its return from plain 1:1 and 2:1 hits and only about 3.4 points from multipliers. That is the practical difference between the three bets: near-identical RTP, very different dependence on rare events. The full breakdown, with house edge and volatility per bet, is on the RTP page, and the strategy page covers what that means for bankroll.
One caution about our own data. The multiplier column holds the top winning spot only, and we do not know how players spread their bets, so nothing on this page should be turned into an observed RTP. The site-wide RTP monitor uses the appropriate method for each game.
Common misconceptions about Super Color Game multipliers
The multipliers shown on the board are not the payout. A round can show 13 boosted spots, including a 1,000x Triple, and still pay every winner at base odds because the dice went elsewhere. Our tracker's "multiplier" figure for a round is what the top winning spot paid, which is why 84.66% of rounds sit at 1x even though every round offers boosts.
A boosted colour is not more likely to land. The multipliers are attached to bet spots; the dice are physical and independent, and each colour keeps its 1/6 chance per die. Over 90 days each colour showed on a die between 16.43% and 16.88% of the time against a theoretical 16.67%.
"Yellow is the most common colour" is a reading error, not a fact. The result feed lists the three dice in a display order that puts Yellow first far more often than the others, and some stats pages copy that order as if it were a frequency. Counted properly across all three dice, every colour is within half a point of 16.67%.
A long triple drought does not make a triple due. The dice have no memory; after 430 rounds without a triple the chance on the next drop was still 6 in 216. The reverse holds too: three Red 1,000x rounds in a week do not make Red cold. If a chase is starting to feel like a plan, the responsible gambling observatory has tools for setting limits before the session, not during it.
Where the numbers on this page come from
Multiplier ranges, base payouts and theoretical RTP figures (95.54%, 95.61%, 95.62%) are from Evolution's official game rules as shown in the game client help; the launch date of 14 May 2025 is from Evolution's press release. Observed hit rates, the paid multiplier distribution, drought lengths and dated 1,000x rounds come from the LiveCasinoData Super Color Game tracker, which has logged 296,980 rounds since 2026-01-07, with 90-day and 30-day figures as of 2026-08-27. The scraper was offline between 2026-06-30 and 2026-07-09, so that stretch is thinly covered. Observed figures change as rounds arrive; the live page always holds the current values. Readers who like this format may also want the Lightning Dice guide, Evolution's other three-dice show with pre-drop multipliers.
Frequently asked questions
Does Super Color Game have a bonus round?
No. Super Color Game is a straight dice drop with no side game, wheel or bonus screen. Its bonus feature is the set of random multipliers that appear on some of the 18 bet spots after betting closes and before the three dice are released. Single spots can carry 4x-10x or 10x-100x, Double spots 15x-100x and Triple spots 200x-1,000x. The multiplier pays only if that specific spot wins the round.
How often do Super Color Game multipliers pay?
Multipliers are offered every round, on between 1 and 13 spots, but they only pay when the boosted spot wins. Over the last 90 days our tracker logged 111,850 rounds and a multiplied bet won in 15.34% of them (17,158 rounds). In the last 30 days the rate was 15.55%. The average gap between such rounds was 6.5 rounds and the longest gap was 58 rounds.
What is the biggest multiplier in Super Color Game?
1,000x the stake, available only on a Triple bet that carries the top multiplier and then wins with all three dice showing that colour. The client also displays a max win of 999:1. Our tracker recorded 17 rounds paying 1,000x in the last 90 days, the most recent on Pink on 2026-08-27, with earlier hits on Green (2026-08-16), White (2026-08-14) and Blue (2026-08-13).
How often does a triple come in Super Color Game?
Any triple (all three dice the same colour) has a 6 in 216 chance, or 2.78% per round, about once every 36 rounds. Our last 90 days measured 2.71% (3,033 triples in 111,850 rounds), with an average gap of 36.9 rounds and a longest gap of 430 rounds. A triple of one specific colour is 1 in 216 per round, or 0.46%, an expected wait of 216 rounds.
Can you see the multipliers before betting in Super Color Game?
You can see them, but not before betting. The sequence is: betting window of about 15 seconds, bets close, multipliers are assigned and shown on the boosted spots, then the host releases the dice. There is no way to move or add chips once the multipliers are visible. Where you placed your bets during the open window decides whether a multiplier can ever apply to you.