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Home/Games/Super Color Game/Live Stats

Super Color Game Live Stats & Results: Reading the Tracker Across 296,980 Rounds

By LiveCasinoData editorial team ยท Updated 2026-08-28 ยท 14 min read

Our Super Color Game tracker has stored 296,980 rounds from the results feed since 7 January 2026, about one every 40 seconds. Over the last 90 days the dice produced 55.54% all-different rounds, 41.75% doubles and 2.71% triples, against a theory of 55.56 / 41.67 / 2.78. A multiplied bet actually won in 15.34% of rounds, and 17 rounds paid the full 1,000x. Every widget on the page describes the past; none of them changes the next drop.

Key takeaways

  • The tracker at /games/super-color-game holds 296,980 rounds as of 2026-08-28, with 55,263 in the last 30 days and 111,850 in the last 90.
  • The multiplier column stores the highest multiplier on a bet spot that actually won, so it reads 1 in 84.66% of rounds even though every round offers between 1 and 13 multipliers.
  • Over 90 days each colour showed on a die between 16.43% and 16.88% of the time, against a theoretical 16.67%; the tracker's result column reflects feed display order, not colour frequency.
  • Triples arrived every 36.9 rounds on average with a longest gap of 430; rounds paying 100x or more arrived every 109 rounds with a longest gap of 870.
  • Rounds paying 1,000x happened 17 times in 90 days (0.015%), most recently Pink on 2026-08-27, and each needed a specific triple plus the top multiplier on that exact Triple spot.
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On this page
  1. Where does each Super Color Game round come from, and how fast does it land on the page?
  2. What sits inside one Super Color Game round record?
  3. Why does the multiplier column read 1 in 85% of rounds?
  4. Why does the tracker's result column say Yellow so often?
  5. How do doubles and triples show up on the live page?
  6. What do the multiplier statistics measure, offered versus paid?
  7. How long are the gaps between triples and 100x rounds?
  8. When is the Super Color Game table busiest?
  9. What are the gaps in our data?
  10. How do I use the Super Color Game tracker without fooling myself?
  11. Frequently asked questions

Live data: last 90 days of Super Color Game

Open the live tracker โ†’
Rounds (90d)
112,666
Rounds tracked in total
298,068
since 2026-01-07
Biggest multiplier
1,000x
Green, 2026-08-28
ResultObservedTheoreticalDifferenceAvg multiplierMax
Yellow35.44%16.67%+18.773.5x750x
White24.02%16.67%+7.354.6x1,000x
Pink15.75%16.67%-0.926.7x1,000x
Blue10.16%16.67%-6.519.8x1,000x
Green7.39%16.67%-9.2812.9x1,000x
Red7.24%16.67%-9.4314x1,000x

Source: LiveCasinoData tracker, refreshed every 10 minutes. Figures on the live page move as new rounds arrive.

Super Color Game is Evolution's three-dice take on the Filipino perya Color Game, launched on 14 May 2025, and our Super Color Game tracker has been storing every round from the results feed since 7 January 2026. As of 2026-08-28 that is 296,980 rounds. This page shows what a round looks like in our database, why the multiplier column reads 1 most of the time, why the result column is not a colour ranking, and how to read the double, triple, multiplier and drought panels. The main guide covers the game itself.

Where does each Super Color Game round come from, and how fast does it land on the page?

Every round arrives from the public results feed once the three dice have settled and the round is marked paid, usually within a few minutes of the live drop. There is no manual entry and no sampling: if the feed published it, we stored it.

The cadence is steady: settled time minus start time averages 40.0 seconds, roughly 15 of them open for betting. That is why 30 days produces 55,263 rounds and 90 days produces 111,850.

The collector runs continuously but not perfectly; the gaps are covered in the data-limits section below.

What sits inside one Super Color Game round record?

One row per round, holding the three colours, the multipliers that were on the board, which bets won, and a single "paid multiplier" figure that summarises the round.

The colours come through as a first, second and third entry plus a plain list. From that list we derive whether the round was a double (exactly one pair) or a triple (three the same). Rows written since 27 August 2026 also carry explicit double and triple flags, but the tracker recomputes both from the colour list for every row so old and new rounds are treated alike.

Then there is the multiplier board. Before the drop, the game attaches random multipliers to some of the 18 bet spots, and the feed lists every one with a spot code: S, D or T for Single, Double or Triple, then the colour, and for Singles whether it applies to a two-dice or three-dice hit. We keep the whole list, so the tracker knows what was offered as well as what paid.

Field What it holds Example
colors The three upward faces Pink, Pink, Green
first / second / third Feed display order, not per-die Pink, Pink, Green
is_double / is_triple Derived from colors on every row double = true
lucky_numbers Every multiplier offered, with spot codes D_Pink 15x, T_Blue 300x, S_Green 5x
multiplier Highest multiplier on a spot that actually won 15
bonus_triggered multiplier greater than 1 true
bonus_type Label for the paying spot Double x15
created_at Settlement time, UTC 2026-08-27 14:12:40

Two fields do the heavy lifting on the live page: colors and multiplier. Both are easy to misread, so the next two sections take each in turn.

Why does the multiplier column read 1 in 85% of rounds?

Because it records the largest multiplier on a bet spot that won, not the largest multiplier on offer, and most rounds end with none of the multiplied spots winning.

Every round puts multipliers on the board: in 90 days of data between 1 and 13 spots carried one, averaging 4.62 per round, and the biggest is often a 300x or 500x Triple. If the column stored the biggest number displayed, it would show three figures almost every round and say nothing about what was paid.

Instead the rule is: look at the spots that won, take the largest multiplier among them, store that. A Single bet hit by one die never carries a multiplier, so a plain all-different round with no multiplied Double or Triple landing is stored as 1. A double whose Double spot had 15x is stored as 15. A triple whose Triple spot carried 400x is stored as 400, even if a 1,000x sat on a colour that did not come up.

The share of rounds where this value exceeds 1 is the tracker's "boosted round" rate: 15.34% over the last 90 days (17,158 rounds), 15.55% over the last 30, and between 14.9% and 15.7% in every month since January.

Read that way, the paid distribution describes how often the board's offers came true:

Paid multiplier Share of all 90-day rounds Which spot produces it
1x (no multiplied winner) 84.66% none
4x to 10x 4.02% Single, colour on two or three dice
15x 5.11% Double (or Single, three dice)
20x to 30x 3.88% Double
50x to 100x 1.58% Double (top of range) or Single three dice
200x to 500x 0.69% Triple
750x 0.04% Triple
1,000x 0.015% (17 rounds) Triple with the top multiplier

The 15x row is the commonest non-trivial value because 15x is the floor of the Double range and doubles happen in four rounds out of ten. The 4x to 10x band is small because a Single only draws a multiplier when its colour lands twice or three times, 7.41% of rounds for a given colour.

One warning. You cannot multiply these paid values by hit rates and call the result an RTP: the column tracks the top winning spot only, ignores stakes, and ignores the plain 1:1 and 8:1 payouts most winning bets collect. Evolution's published figures are 95.54% for Single, 95.61% for Double and 95.62% for Triple, and the RTP page explains how the multipliers lift each bet from its bare base return to those numbers.

Why does the tracker's result column say Yellow so often?

Because "result" stores the first colour in the feed's display order, and the feed lists colours in a fixed sequence rather than in the order the dice landed.

Across 90 days, position one is Yellow 35.4% of the time, White 24.0%, Pink 15.8%, Blue 10.2%, Green 7.4% and Red 7.2%. Position three is almost the mirror image: Green 35.1%, Red 23.9%, Blue 15.9%, Pink 10.1%, Yellow 7.6%, White 7.4%. Yellow is listed first whenever present, Green last. That is sorting, not luck.

Pool all three positions together and the skew vanishes: every colour sits between 16.4% and 16.9%. Counted properly, on dice rather than positions, each colour appeared between 16.43% and 16.88% of the time in 90 days against a theoretical 16.67%.

Any chart in which Yellow towers over Red is showing display order. The tracker's colour frequency panel is built from the full colour list to avoid that trap, and the strategy page has more on why "hot colour" thinking fails on dice that carry all six colours each.

How do doubles and triples show up on the live page?

As an outcome-mix panel with three bars and a per-colour breakdown, both computed from the colour list of every round in the selected window.

The theory is arithmetic on 216 equally likely combinations. The last 90 days, 111,850 rounds, came in at 55.54% all different, 41.75% doubles and 2.71% triples.

Outcome Combinations Theory Observed (90 days) Count
All three different 120 / 216 55.56% 55.54% 62,120
Double (one pair) 90 / 216 41.67% 41.75% 46,697
Triple 6 / 216 2.78% 2.71% 3,033

The triple count is the number players ask about most, so the panel breaks it out by colour. Pink led with 524, then Yellow 523, White 511, Red 510, Green 503 and Blue 462. Blue's shortfall looks like something until you note that a 1 in 216 event over 111,850 rounds scatters widely around its expected 518. Doubles per colour ran from 7,526 to 7,975, again a spread fair dice would produce.

Use the per-colour figures when reading a drought. A triple of a particular colour is a 1 in 216 event, an expected wait of 216 rounds or about 2.4 hours; any triple is 1 in 36. Mixing the two up is the commonest way to misread the drought tracker.

What do the multiplier statistics measure, offered versus paid?

Two separate things, shown side by side: the multipliers the game put on the board, and the multipliers that were paid because the matching spot won.

The offered side comes from the full multiplier list in each record. Over 90 days the observed ranges matched what Evolution publishes to the number:

Spot type Published range Observed range Median offered Average offered
Single, colour on two dice 4x to 10x 4x to 10x 5x 5.1x
Single, colour on three dice 10x to 100x 10x to 100x 20x 26x
Double 15x to 100x 15x to 100x 20x 25x
Triple 200x to 1,000x 200x to 1,000x 300x 364x

The medians are the useful line: a typical Triple multiplier on the board is 300x, not 1,000x, and a typical Double multiplier is 20x.

The paid side is where the outcome enters. In double rounds, 33.3% had a multiplied winner: the median paid multiplier across all double rounds was 1x, the 90th percentile 20x, the maximum 100x, and the average 7.2x. In triple rounds, 53.5% had a multiplied winner, the 90th percentile was 400x, the maximum 1,000x, and the average across all triple rounds was 105x. Of the 3,033 triples, 830 paid 200x or more on the Triple bet.

Even when the rare outcome lands, a multiplier pays only about half the time on triples and a third of the time on doubles. That gap between offered and paid is this game's volatility in one sentence, and the multipliers and triples page goes through it spot by spot.

How long are the gaps between triples and 100x rounds?

Average 36.9 rounds between triples with a longest run of 430, and average 109 rounds between 100x-or-better rounds with a longest run of 870, over the last 90 days.

The drought tracker counts rounds since the last event of a chosen type. The 90-day window produced:

Event Chance per round Expected gap Observed average gap Longest observed gap
Any double or triple 44.44% 2.25 rounds 2.2 rounds 19 rounds
Any multiplied winner about 15% about 6.5 rounds 6.5 rounds 58 rounds
Any triple 2.78% 36 rounds 36.9 rounds 430 rounds
100x or more paid 0.91% about 109 rounds 109 rounds 870 rounds

The 430-round triple drought sounds like a malfunction and is not. The chance of 430 straight rounds without a triple is tiny, but a 90-day window has over a hundred thousand starting points, and somewhere among them a very long gap is close to certain. At 40 seconds a round, 430 rounds is just under five hours with nothing better than a double.

The 870-round gap without a 100x is the same effect at a lower rate. Rounds paying 100x or more numbered 1,023 in 90 days, 0.91% of the total, 500 of them in the last 30 days; 174 cleared 500x and 17 reached 1,000x.

The 1,000x rounds on the highest-results list spread evenly across colours: Pink on 27 August, Green on 16 August, White on 14 August, Blue on 13 August, Red on 8 August, Green on 7 August, Pink and Green on 31 July, White on 25 July, and Red on 20, 18 and 17 July. Each needed a triple in one colour and the 1,000x multiplier on that colour's Triple spot rather than any of the other five.

None of these gaps changes what happens next. A tracker reading 400 rounds since the last triple means the next one is exactly as likely as it was 400 rounds ago: 1 in 36 for any colour, 1 in 216 for the one you bet on. Our observatory tracks droughts across games precisely so that players can see how ordinary they are.

When is the Super Color Game table busiest?

Between 13:00 and 16:00 UTC, with a second peak around 10:00 UTC, over the last 30 days.

The hourly panel counts rounds by hour of settlement. Because the table runs around the clock at a near-constant 40 seconds per round, the counts are mostly flat, and the differences reflect feed and collector uptime more than table activity. Use the panel to line up a session you played, converting local time to UTC first, not as a guide to when the game "pays better". It pays the same at every hour, because the dice are the same dice.

What are the gaps in our data?

The tracker is a complete record of what the feed published, and the feed was not always available. Three limits apply.

First, coverage. The collector was offline from 30 June to 9 July 2026, and April through June are thinner than summer. A statistic drawn from a window spanning those dates rests on fewer rounds than the date range suggests, and a drought straddling the outage may be longer or shorter than reported, because rounds inside the gap were never seen.

Second, the multiplier column stores the top winning spot only, with no record of stakes or operator payout caps, so the tracker publishes hit rates and distributions but never derives a return figure from them. For the return, the RTP monitor compares observed behaviour with Evolution's published 95.54% to 95.62%, and the fairness index puts the game alongside other titles.

Third, the multiplier rule. On 27 August 2026 every historic row was recomputed under the current rule, top winning spot or 1, and the monthly boosted-round rate, steady between 14.9% and 15.7% since January, is the check that the recomputation was consistent. The feed also reports outcomes, not wagers, so nothing on the page tells you what other players did. The tracker is a record of the dice, and the dice alone decide whether a bet won.

How do I use the Super Color Game tracker without fooling myself?

Use it to set expectations before a session, not to choose bets during one.

Worth a minute before you play: the outcome mix, which says a Single bet wins 42.13% of rounds and a Double bet 7.41%, and the drought table, which says a 216-round wait for a specific triple is the average, not the worst case. Knowing that ten losing Singles in a row happens 0.42% of the time, and thirty losing Doubles in a row 9.9% of the time, is the difference between budgeting a session and chasing one.

Treat the per-colour counts and the results strip as entertainment. A colour that showed on eleven of the last thirty dice has a 1 in 6 chance on the next, the same as one that has not shown at all. Multipliers are placed after betting closes, so knowing which spots tend to carry big numbers gives you no way to bet on them. The how-to-play page explains that timing, and Lightning Dice works the same way if you want a comparison with another three-dice Evolution table.

The house edge sits in every spot. At 95.54% to 95.62% the game keeps a little over four units in a hundred over the long run whatever the widgets say. Set a budget before the first drop, treat the 1,000x as the roughly 1 in 6,500-round event it has been in our data, and stop when the budget is gone.

Frequently asked questions

What is the Super Color Game result right now?

The results strip at the top of /games/super-color-game lists the newest rounds first, each showing the three colours that came up, whether the round was a double or triple, and the highest multiplier that paid on a winning spot. New rounds land within minutes of the dice settling. A fixed answer cannot be printed here because the page keeps moving; the leftmost entry on the strip is always the latest drop.

How often do triples come up in Super Color Game?

A triple of any colour has a 6 in 216 chance, or 2.78% per round, which is one every 36 rounds on average. Over the last 90 days our tracker logged 3,033 triples in 111,850 rounds, a rate of 2.71%. The average gap was 36.9 rounds and the longest run without any triple was 430 rounds. A triple of one particular colour is six times rarer at 1 in 216.

What is the highest multiplier ever hit on Super Color Game?

The largest multiplier the game can pay is 1,000x the stake, and it requires a triple plus the maximum multiplier sitting on that colour's Triple spot. Our tracker recorded 17 such rounds in the last 90 days, including Pink on 2026-08-27, Green on 2026-08-16, White on 2026-08-14, Blue on 2026-08-13 and Red on 2026-08-08. Red also paid 1,000x three times between 17 and 20 July 2026.

Which colour comes up most in Super Color Game?

None of them, over any window large enough to matter. Each die carries all six colours, so every colour has a 1 in 6 chance on every die. Across 90 days each colour appeared on a die between 16.43% and 16.88% of the time. If a stats page shows Yellow far ahead, it is reading the feed's display order, in which Yellow is listed first 35.4% of the time, rather than the actual dice.

Does the Super Color Game tracker show multipliers before the drop?

No. The tracker records rounds after they settle, so it shows which multipliers were offered and which one paid, not the board for the round in progress. In the game itself the multipliers appear after betting closes and before the dice fall, so you cannot react to them either way. Our data shows 1 to 13 spots carried a multiplier per round, averaging 4.62, and one paid out in 15.34% of rounds.

Published 2026-08-28 ยท Last substantive update 2026-08-28. Figures marked as observed come from our own tracker and change as rounds arrive; theoretical figures come from the provider's published rules. 18+. Gambling involves risk; play only with licensed operators.

DISCLAIMER: LiveCasinoData.com provides statistical information for educational and entertainment purposes only. We do not guarantee the accuracy, completeness, or reliability of any data presented. Past results do not predict future outcomes. Gambling involves risk - never bet more than you can afford to lose. This website is not affiliated with, endorsed by, or connected to any casino operator or game provider. All game names and trademarks are property of their respective owners. You must be 18+ (or legal gambling age in your jurisdiction) to access this site.

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