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GAMEPLAYS

FAST-PARITY

1. Grid Layout: The game features a grid of colored tiles, and each level starts with a randomized arrangement of these tiles.

2. Color Matching: Players must quickly identify and tap on pairs of tiles with the same color to eliminate them from the grid.

3. Parity Challenge: The catch is that the game includes a "parity" factor. The total number of each color on the grid might be odd, making it impossible to match all colors directly. To solve this, players need to strategically eliminate tiles to ensure that the total count of each color becomes even.

4. Time Limit: To add urgency, each level has a time limit. Players must clear the grid before time runs out. Matching tiles and resolving parity issues adds more time to the clock, while incorrect moves deduct time.

5. Power-ups: As players progress through levels, they unlock power-ups such as time extensions, hints, and color-swapping tools to aid them in solving the puzzles.

6. Challenging Levels: The game becomes progressively more difficult, with larger grid sizes, faster time limits, and more complex parity challenges.

7. Leaderboards: Fast Parity includes a global leaderboard, encouraging players to compete for the fastest clear times and the highest scores.

8. Visuals and Sound: The game features a sleek, futuristic design with vibrant colors. The background music and sound effects enhance the overall gaming experience, creating an immersive atmosphere

DICE

Setup: Each player starts with an initial score of 0. A standard six-sided die is used, with each face painted a different color (red, blue, green, yellow, purple, and orange). Turn Sequence: Players take turns being the "roller" and the "guesser."

Rolling the Dice: The roller shakes the dice and rolls it, revealing the color on the face of the die. Guessing the Color: The guesser, without seeing the result, must guess the color of the rolled die before it is revealed.

Scoring: If the guess is correct, the player earns points based on the difficulty of the color: Red or Blue: 1 point Green or Yellow: 2 points Purple or Orange: 3 points If the guess is incorrect, the player loses a certain number of points: Incorrect guess: -1 point

Special Rounds: Every few rounds, introduce special rounds with additional features, such as double points, skip a turn, or swap scores with another player.

Winning the Game: The game continues for a set number of rounds or until a player reaches a predetermined score threshold.

Optional Rule: Players can use tokens to make special moves, such as asking for a clue or forcing an opponent to change their guess.

Fun Twist: To add excitement, consider incorporating a "Wildcard" face on the die. If rolled, players can choose any color, but they risk losing more points if they guess incorrectly.

Final Round: In the last round, players double their scores, making it a strategic finale.

Winner Declaration: The player with the highest total score at the end of the game is declared the Dice Color Challenge champion.

PARITY

Level 1: Introduction to Parity - The player starts with a simple 3x3 grid with nodes of different colors.
- The goal is to connect nodes of the same color by swapping them horizontally or vertically.

- The player completes the level when all nodes are paired, creating a balanced and harmonious grid.

Level 2: Introducing Obstacles - The grid expands to 4x4, and obstacles like barriers and blockers are introduced.
- Players must navigate around obstacles, carefully planning their moves to achieve parity.
- New features like teleporters and switches add complexity, requiring thoughtful strategy to solve the puzzle.

Level 3: Time Pressure - The grid remains at 4x4, but a timer is added to increase the challenge.
- Players must complete the level within a specified time limit while still overcoming obstacles.
- Time-based bonuses and power-ups, like time extenders or faster node swapping, are introduced.

Level 4: Dynamic Grids - The grids become dynamic, changing shape and size periodically during gameplay.
- Players must adapt quickly to the evolving grid, adjusting their strategy on the fly.
- Dynamic elements like moving platforms and rotating sections create an engaging and dynamic gameplay experience.

Level 5: Gravity Manipulation - A gravity mechanic is introduced, allowing nodes to fall in a specific direction.
- Players must now consider the direction of gravity when planning their moves.
- Anti-gravity nodes and gravity switches add an extra layer of complexity, requiring a deep understanding of the game's mechanics.

Level 6: Multiplayer Challenge - Players can compete against each other in a split-screen mode or online.
- The goal is to solve puzzles faster than opponents, with the ability to hinder their progress using special power-ups.
- The multiplayer mode adds a competitive edge, enhancing the social aspect of the game.

Final Level: Epic Parity - The final level combines all the elements introduced throughout the game.
- A large, dynamic grid with obstacles, time pressure, and gravity manipulation awaits the player.
- Success requires mastering all aspects of the game, showcasing the player's skill and strategic thinking.

JET

On the display, we observe the plane soaring into the distance. While in flight, the numbers on its left rapidly change. These numbers represent the multiplier that will be applied to your bet in the upcoming rounds.

Assuming the role of an air traffic controller, your flight control board is equipped with two prominent buttons. These buttons serve the purpose of confirming bets and initiating a cashout. The magnitude and automation of the bet or cashout can be adjusted using nearby functionalities.

It's crucial to cash out your bets before the plane exits the screen. Failure to press "Cash Out" in time before the plane departs results in a lost round, leading to the forfeiture of the bet amount. If successfully executed, the multiplier at the moment of pressing "Cash Out" is applied to the corresponding bet or bets placed.

ANDAR BAHAR

1. Setup: -A standard deck of 52 cards is used.
- Players place their bets on either "Andar" (left) or "Bahar" (right).

2. Dealing: - The dealer places one card face-up at the center of the table, known as the "joker card."
- Players make their initial bets.

3. Andar-Bahar Rounds: - The dealer then starts dealing cards alternately on the Andar and Bahar sides, starting from the joker card.
- The game continues until a card matching the joker's value appears.

4. Betting: - Players can place additional bets after each card is dealt, depending on where they believe the matching card will show up.

5. Outcome: - If the matching card appears on the side where a player has bet (Andar or Bahar), they win.
- If the card appears on the opposite side, they lose.

6. Payouts: - Payouts are based on the number of cards dealt before the matching card appears.
- The fewer cards dealt, the higher the payout.

7. Special Scenarios: - If the matching card is the first card dealt after the joker, it's considered a draw, and bets are returned.

8. Winning and Collecting: - Players collect their winnings after the round concludes.
- The game can continue with new rounds.

Strategy Tips: - Players often rely on intuition, luck, and patterns they perceive during gameplay.

End Game: - Players can choose to leave the game at any time, and the winnings are accumulated or lost accordingly.

MINESWEEPER

Starting Grid: The game begins with a grid of covered squares. Some squares contain hidden mines, while others are safe.

First Move: The player makes the first move by clicking on a covered square. This square is revealed, and if it contains a mine, the game ends immediately. If it's a safe square, a number is displayed, indicating the number of adjacent squares containing mines.

Reveal and Flag: The player can continue revealing safe squares by clicking on them. If a revealed square has a "0" displayed, all adjacent safe squares are automatically revealed. To help the player, they can also flag suspected mine locations by right-clicking on a covered square.

Numbers and Strategy: The numbers on revealed squares indicate how many mines are adjacent to that square. Players can use this information to deduce the locations of mines and make strategic moves. For instance, if a square has a "1" next to it, there is one mine in an adjacent square.

Winning: The game is won when all safe squares are revealed, and all mines are correctly flagged. A victory message appears, and the player's time is recorded.

Losing: The game ends if the player reveals a square containing a mine. In this case, a detonation animation occurs, and the player has the option to restart the game.

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