#game
10 APIs with this tag
Craps Odds API
Craps odds maths as an API, computed locally and deterministically and exactly — the dice probabilities behind the table, derived from the 36 ways two dice fall, not pulled from a chart. The come-out endpoint gives the come-out roll: the pass line wins on a 7 or 11 (8 of 36, 22.2 %), loses on craps 2, 3 or 12 (4 of 36, 11.1 %), and otherwise sets a point (24 of 36, 66.7 %). The point endpoint gives the odds of making a point before a seven — probability = ways(point) ÷ (ways(point) + 6) — so a 6 or 8 makes 45.5 % of the time and a 4 or 10 only 33.3 %, with the TRUE odds (2:1, 3:2, 6:5) the free odds bet behind the line pays at zero house edge. The bet endpoint gives the house edge of the main bets: the line bets at 1.41 % (pass) and 1.36 % (don't) and place 6/8 at 1.52 % are the table's best, while place 4/10 (6.67 %), the field and proposition bets like any seven (16.67 %) bleed you. Everything is computed locally and deterministically, so it is instant and exact. Ideal for craps and casino-game apps, gambling-education and odds tools, game-design back-ends, and probability teaching. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 compute endpoints. Educational — not betting advice; back the line with free odds.
api.oanor.com/craps-api
Lottery Odds API
Lottery combinatorics as an API, computed locally and deterministically and exactly — the real odds behind a ticket, the maths the jackpot poster never shows. The odds endpoint gives the jackpot odds of a pick-N game as the number of possible tickets, C(pool, picks), times the bonus-ball pool if there is one: a 6/49 game is 1 in 13,983,816, a 5/69-plus-1/26 Powerball-style game is 1 in 292,201,338, and every single line is equally unlikely. The match-odds endpoint gives the chance of matching exactly k of the main numbers — a prize tier — from the hypergeometric formula C(picks, k)·C(pool−picks, picks−k) ÷ C(pool, picks), so matching 3 of 6 in a 6/49 game is about 1 in 57. The expected-value endpoint turns a jackpot and ticket price into the expected value and the break-even jackpot (price × the odds), the threshold a jackpot must clear before a ticket is even theoretically worth it — before a shared jackpot, lump-sum and tax pull it back under. Everything is computed locally and deterministically, so it is instant and exact. Ideal for lottery and odds apps, gambling-education and responsible-play tools, probability teaching, and game back-ends. Pure local computation — no key, no third-party service, instant. Exact combinatorics. Live, nothing stored. 3 compute endpoints. Educational — not gambling advice; the odds are always against you.
api.oanor.com/lottery-api
Roulette Odds API
Roulette odds maths as an API, computed locally and deterministically and exactly — the payout, the true probability and the house edge behind every bet, the numbers a fair game tells you and a casino would rather you ignore. The payout endpoint gives a bet's payout, winning numbers, win probability and house edge for a European (single-zero) or American (double-zero) wheel: a straight-up number pays 35 to 1 but wins only 1 in 37, an edge of 2.70 % European or 5.26 % American, the same on almost every bet because the payout simply ignores the zeros. The expected-value endpoint turns a stake into its expected value — stake × (win probability × (payout + 1) − 1), always negative and equal to minus the stake times the house edge — so €10 on a single number on a European wheel is worth −€0.27 every spin. The martingale endpoint exposes the doubling system: total risked = base × (2^steps − 1), the bet that explodes after a losing streak, and the bust probability — proof on the maths that no progression beats the zero. Everything is computed locally and deterministically, so it is instant and exact. Ideal for casino-game and odds apps, gambling-education and responsible-play tools, game-design back-ends, and probability teaching. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 compute endpoints. Educational — not betting advice; the house always wins long-run.
api.oanor.com/roulette-api
Blackjack Strategy API
Blackjack maths as an API, computed locally and deterministically and exactly — the hand value, the textbook basic-strategy play and the dealer odds, the numbers that hold the house edge to half a percent. The hand-value endpoint scores a hand the way the table does: aces count 11 unless that busts, then 1, so it reports the best total, whether it is soft (an ace still counting 11, safe to hit) or hard, whether it busts, and whether two cards make a blackjack. The strategy endpoint gives the correct basic-strategy action — hit, stand, double or split — for any hand against the dealer's upcard, for the standard 4-to-8-deck game where the dealer stands on soft 17 with double-after-split allowed: 16 against a 10 hits, a pair of 8s always splits, soft 18 doubles against a 6 but hits against a 9, and 11 doubles against everything but an ace. The dealer-odds endpoint gives the dealer's bust probability by upcard — a 5 or 6 busts about 42 % of the time, an ace only 12 % — the reason you stand on stiffs against weak upcards. Everything is computed locally and deterministically, so it is instant and exact. Ideal for blackjack trainers and strategy apps, card-game and casino-game tools, learning aids, and game back-ends. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 compute endpoints. Educational — not betting advice; the house always keeps an edge.
api.oanor.com/blackjack-api
Canasta Scoring API
Canasta card-game scoring as an API, computed locally and deterministically and exactly — the point counting that makes Canasta famously fiddly, done for you. The card-value endpoint totals the point value of a hand or meld: a joker is 50, aces and twos 20, eights through kings 10, fours through sevens and black threes 5, and a red three a 100-point bonus card — so a joker, an ace, a king, a seven and a red three come to 185. The bonus endpoint adds the round bonuses: a natural (pure) canasta is 500, a mixed canasta 300, each red three 100 (all four double to 800), going out 100, and going out concealed a further 100 — two naturals, a mixed, three red threes and going out is 1,700. The hand-score endpoint nets it out: the card points you melded, plus the bonuses, minus the card points left stranded in your hand when the round ends. Everything is computed locally and deterministically, so it is instant and exact. Ideal for Canasta apps, online card-room scorekeepers, club and family game-night tools, and learning aids. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Classic Canasta values; rule variants differ.
api.oanor.com/canasta-api
Cornhole Scoring API
Cornhole (bag-toss) scoring as an API, computed locally and deterministically and exactly — the points behind a game of bags, from cancellation scoring to the win and the stats. The round endpoint scores a single round with cancellation rules: a bag on the board is 1 point, in the hole is 3, and only the higher player scores, and only the difference — so a player who lands 1 on the board and 2 in the hole (7) against an opponent's 2 on and 1 in (5) nets 2 points, and a tied round scores nothing. The game endpoint applies a round's points to a running total with the win rule — official ACL play is first to 21 or more at the end of an inning with no bust, while backyard 'exact 21' rules bust a player who goes over back to 15 or 11 — and reports the new score, whether the game is won, and the points still needed. The ppr endpoint gives the headline cornhole stats: points per round (PPR) = total points ÷ rounds, plus the in-the-hole percentage from bags in the hole over bags thrown — 84 points across 20 rounds is a 4.2 PPR, and 30 of 80 bags in the hole is 37.5 %. Everything is computed locally and deterministically, so it is instant and exact. Ideal for cornhole and lawn-game apps, league and tournament scorekeepers, bracket and stats tools, and backyard game-night sites. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Standard ACL rules; house rules vary.
api.oanor.com/cornhole-api
Dominoes Scoring API
Dominoes scoring as an API, computed locally and deterministically and exactly — the points behind a game of bones, whether you play Block, Draw or All Fives. The score endpoint gives the winner's points at the end of a hand: when a player dominoes or the game blocks, the winner takes the total pip count left in the opponents' hands — pass each opponent's remaining pips and it sums them, optionally rounding to the nearest five as many house rules do, so 12, 8 and 23 left on the table is 43, or 45 rounded. The fives endpoint scores All Fives (Muggins): a play scores whenever the open ends of the layout add up to a multiple of five, and you score that sum — open ends of 3 and 2 make 5 for five points, 5-5-5 across a spinner makes 15, while a 6 scores nothing. The set endpoint gives the statistics of a double-N set: a double-six has (6+1)(6+2)/2 = 28 tiles and 168 total pips, a double-nine has 55 tiles and 495 pips, with the heaviest tile and its pip value. Everything is computed locally and deterministically, so it is instant and exact. Ideal for dominoes apps, online and club scorekeepers, game-night and tournament tools, and learning aids. Pure local computation — no key, no third-party service, instant. Exact integer maths. Live, nothing stored. 3 compute endpoints. Standard Western dominoes; regional variants score differently.
api.oanor.com/dominoes-api
Mahjong Scoring API
Riichi (Japanese) mahjong scoring as an API, computed locally and deterministically and exactly — the points a winning hand pays, straight from the scoring table, not a lookup you have to memorise. The score endpoint turns han and fu into the payment using base = fu × 2^(2 + han): a ron pays base × 4 (a dealer ron × 6) rounded up to the nearest 100, while a tsumo splits base × 2 from the dealer and base × 1 from each non-dealer (a dealer tsumo takes base × 2 from all three) — so a non-dealer 3 han 30 fu ron is 3,900, a 4 han 30 fu is 7,700, and a non-dealer mangan ron is 8,000. The limit endpoint classifies a hand: mangan (5 han, or 3–4 han where the fu pushes the base to 2,000), haneman (6–7), baiman (8–10), sanbaiman (11–12) and yakuman (13+), with the base points behind each. The honba endpoint adds the table bonuses — 300 per honba counter and 1,000 per riichi stick — on top of the won hand. Everything is computed locally and deterministically, so it is instant and exact. Ideal for mahjong apps, online-table and scorekeeper tools, club and tournament software, and learning aids. Pure local computation — no key, no third-party service, instant. Exact scoring-table maths. Live, nothing stored. 3 compute endpoints. Japanese riichi rules; other variants (MCR, Hong Kong) score differently.
api.oanor.com/mahjong-api
Poker API
A complete Texas Hold’em toolkit in one fast, fully-local API. Calculate win, tie and equity probabilities for your hole cards against any number of opponents (1–9) on any board — pre-flop, flop, turn or river — using a Monte Carlo simulation with adjustable accuracy. Evaluate the best five-card hand from any five to seven cards and get its rank and tiebreakers, or describe a hand in plain language. Cards use the familiar notation (As, Td, 9h, 2c) and every endpoint works by GET or JSON POST. Pure server-side compute with no third-party upstream, so responses are instant and the service is always available. Ideal for poker trainers and study tools, game developers, hand-history trackers and odds widgets.
api.oanor.com/poker-api
Sudoku API
Generate, solve and validate Sudoku puzzles through a fast, fully-local API. Create fresh puzzles at four difficulty levels (easy, medium, hard, expert), each guaranteed to have exactly one solution, returned as both an 81-character string and a 9x9 grid alongside the full solution. Solve any valid puzzle with a backtracking engine that also reports whether the solution is unique, and validate a grid to detect rule conflicts and completeness. Inputs accept an 81-character string (0 or . for blanks) or a 9x9 array, by GET or JSON POST. Pure server-side compute with no third-party upstream, so responses are instant and the service is always available. Ideal for puzzle apps and games, newspapers and printables, tutors and training-data generation.
api.oanor.com/sudoku-api