Rock Paper Scissors mini-game on Gift Club
    Updated October 2, 20267 min readNumbers checked against the game

    Rock Paper Scissors Online (2026)

    Rock Paper Scissors on Gift Club, Classic or Lizard Spock: a five-win multiplier ladder from 1.90× to 30.40×, why a tie costs nothing, and when to cash out.

    Win up to 30.40×Provably fairStars 1–1001 Spark a round
    Top payout
    30.40×
    Bet tiers
    1–100
    Mode
    Stars, or 1 Spark a round
    Category
    Casual

    Rock Paper Scissors on Gift Club is a streak game rather than a single call, and a Classic / Lizard Spock switch on the game page picks whether you throw three signs or five. Each round you throw against the house; a win doubles your multiplier and lets you go again, up to five wins and a 30.40× ceiling. A tie costs nothing — the round is simply replayed — and a loss ends the run.

    How to play Rock Paper Scissors

    1. 1
      Open Rock Paper Scissors in the Games hubLaunch Gift Club inside Telegram, open Games and pick Rock Paper Scissors.
    2. 2
      Pick Classic or Lizard SpockThe switch on the game page sets three signs (rock, paper, scissors) or five (adding lizard and Spock). Both modes pay the same ladder.
    3. 3
      Set your stakeSpark play costs Sparks, the currency the daily streak pays for free, and pays XP. Paid play accepts 1, 5, 10, 20, 50 or 100 Telegram Stars, or a Gram (formerly Toncoin) stake from 0.1 to 10.
    4. 4
      ThrowPick a sign. The house throw is drawn from the seeded round, so no sign is better than another. A tie replays the round for free.
    5. 5
      Win to climbA win advances you up the ladder: 1.90×, 3.80×, 7.60×, 15.20×, then 30.40× on the fifth win. A loss ends the run and the stake is gone.
    6. 6
      Collect or continueAfter each win you can collect the current multiplier or throw again. The fifth win pays out automatically at 30.40×.

    Rock Paper Scissors payouts

    The multiplier ladderEach win doubles the previous rung. Classic and Lizard Spock pay this same ladder, and in both modes it is set to a 95% return to player.
    WinsMultiplierReturn on 100Spark XP
    11.90×1902 XP
    23.80×3804 XP
    37.60×7608 XP
    415.20×1,52016 XP
    530.40×3,04032 XP
    Verify any roundEach round resolves against a seed committed before you played. Paste the revealed seed into our checker and it recomputes the result.
    Open the checker

    Rock Paper Scissors pros and cons

    Pros

    • A tie costs nothing: the round is replayed and your rung stays where it was
    • Doubling ladder reaches 30.40× in only five wins
    • Classic or Lizard Spock on one switch, with the same ladder either way
    • You can collect after any win, so the exit point is yours
    • Spark play runs the same ladder, paying up to 32 XP for a five-win run
    • Accepts Gram as well as Stars
    • Provably fair, with the house throw committed before you pick

    Cons

    • Everything you have climbed is at risk again on the next throw, so long runs are genuinely rare
    • No skill component at all — the house throw is random in either mode, so reading an opponent is impossible
    • Classic ties more often, so a run can take a while to resolve

    Classic or Lizard Spock

    The switch on the game page picks the sign set. Classic is the game everyone knows: rock crushes scissors, scissors cuts paper, paper covers rock. Lizard Spock adds two signs, and with them every sign beats exactly two others and loses to exactly two. These are the ten rules:

    WinnerActionLoser
    ScissorscutsPaper
    PapercoversRock
    RockcrushesLizard
    LizardpoisonsSpock
    SpocksmashesScissors
    ScissorsdecapitatesLizard
    LizardeatsPaper
    PaperdisprovesSpock
    SpockvaporisesRock
    RockcrushesScissors

    Everything else is identical: the same stakes, the same ladder rung for rung, the same tie rule and the same cash-out. What the extra signs change is how often a throw comes back as a tie. Five signs mean fewer ties, so a run reaches each decision in fewer throws. The Lizard Spock rules article has the diagram and the history of the variant.

    A tie replays the round

    A tie does not end anything. The round is replayed for free: your rung stays where it was, nothing is paid, nothing is lost, and you throw again. Only a loss, collecting, or the fifth win ends a run.

    A tie before your first win simply means the run has not started yet — the stake is still in play at the bottom of the ladder.

    When to collect

    As in Minefield and Mines Tower, the ladder is priced so that no rung is a better place to stop than another: each doubling of the multiplier is matched by the risk of losing what you hold. Ties do not shift that balance, since they add nothing and take nothing, and it holds the same way in both modes.

    In practice that makes the third and fourth rungs the interesting decisions. Reaching 7.60× on a 100-Star stake means 760 Stars in hand; throwing again puts all of it at risk for a shot at 1,520. Whether that is a good trade depends entirely on whether you are playing for a number or for a session, and no table can answer it for you. What helps is deciding the rung before you start rather than in the moment.

    Is there any skill in it?

    None. Against a human opponent Rock Paper Scissors is a genuine game of pattern-reading — people are famously bad at being random. Against a seeded draw there is nothing to read. Every sign, lizard and Spock included, is exactly as good as any other every round, and any sequence you play produces the same distribution of results.

    If you want a game where you are actually playing against a person, that is PvP Minefield, where the opponent is another player working the same board.

    Is Rock Paper Scissors provably fair?

    Yes. The house throw for each round comes from a server seed committed to by hash before you make your choice, and revealed afterwards for verification. The house cannot see your throw and respond to it — its throw was already determined by the seed.

    Rock Paper Scissors FAQ

    What happens on a tie in Rock Paper Scissors?

    The round is replayed for free. Your rung stays where it was, nothing is paid and nothing is lost, and you throw again. It works the same way in Classic and Lizard Spock.

    What is the maximum win in Rock Paper Scissors?

    30.40×, paid automatically on the fifth win. At the 100-Star maximum bet that is 3,040 Stars, and at the top 10-GRAM Gram stake it is 304. The ladder doubles with each win: 1.90×, 3.80×, 7.60×, 15.20×, 30.40×.

    Can I play Rock Paper Scissors Lizard Spock on Gift Club?

    Yes. A Classic / Lizard Spock switch on the game page picks three signs or five. Both modes pay the same ladder, from 1.90× to 30.40×; five signs only mean fewer ties.

    Is there a strategy for Rock Paper Scissors on Telegram?

    Not for the throw itself — the house choice is drawn from a seeded round, so every sign is equally good in either mode. The only real decision is when to collect, and the sensible approach is to pick a target rung before the run starts rather than deciding in the moment.

    How much XP does Rock Paper Scissors pay in Spark mode?

    The Spark ladder pays 2, 4, 8, 16 and 32 XP for the first to fifth win, in both modes and with the same tie rule as the Stars game. Spark play costs Sparks, which the daily streak pays for free.

    Can I bet Gram on Rock Paper Scissors?

    Yes. Rock Paper Scissors accepts Gram stakes from 0.1 to 10 alongside the 1 to 100 Star tiers, in Classic and Lizard Spock alike. A Gram run pays Gram at the same multipliers, and a single Gram win is capped at 1,000.

    Play within your limits. Paid rounds cost Telegram Stars or Gram, and every game on Gift Club is built so the house keeps a margin — over enough rounds the maths runs against you, by design. Stars cannot be converted back into money. Treat paid play as entertainment you have budgeted for, set a limit before you start, and play Spark rounds whenever you just want to play. Gift Club is 18+.

    Spark round

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    In-app Stars can't be redeemed or withdrawn. 18+.