Does Lucky Dice Really Pay

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Here, you're rewarded a certain number of tickets for each roll of the dice. The number of tickets you earn is according to the number on the dice. If you roll a 7, you'll earn 7 tickets. Increase Your Earning: If you select to do 3 rolls at a time this will increase your earning on the app. This app claims to pay you money for playing. The developer of Plinko Master has produced several online games such as Pony Go-an adventure game, Lucky Purser- Simulation and Lucky Dice – Boardgame, etc. Within just a few months, this application has managed to earn a cult following among gaming enthusiasts. It's completely free to join, and you can win gift cards, tokens to play more games, or cash. Cash prizes can range from $2 to $1,500, but just like with physical lottery tickets, there's no guarantee you'll win. If you do, those winnings are reflected in your account balance under the Wallet tab. Lucky dice as good luck charms to make money Lottery of money may not be played with dice, but many other games of chance are, so it's no wonder that dice became a symbol of good luck charms for you to attract money.

Most tasks pay between $4 and $12, and take about 10 to 15 minutes. You'll get paid immediately with PayPal upon acceptance of your completed task. Rewardable – Rewardable offers a number of ways to get money, but one of its most popular ways is providing feedback on retail stores.

Welcome to my Puppy Town app review!

Millions of people have been playing Puppy Town in hopes to cash out $100, win an iPhone 11 and other awesome prizes.

The app description claims that you can win money by merging dogs and building your puppy town.

I have seen many YouTubers reviewing this app as an amazing opportunity to make money online. But are they lying to their audience?

You are reading my post because you don't want to waste your time merging puppies just for fun. So, you need some answers!

Does Puppy Town pay? Is it worth spending hours on this game? Is it legit or fake?

Keep reading to find out!

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Puppy Town App Review

  • Name: Puppy Town – Merge & Win
  • Developer: MeetJoy Studio
  • Eligibility: Worldwide
  • Minimum Payout: $100
  • Price: Free
  • Overall Rating: 1.5 Stars

What is Puppy Town?

Puppy Town is an addictive merging game where players have to connect two puppies at the same level to unlock new dogs. The game was developed by MeetJoy Studio, and is available for Android and iOS devices.

Whenever two dogs merge, they are replaced by another breed that is one level above. Higher level dogs generate more virtual cash that you can use to shop for more digs.

Hfs disk support did not start. By unlocking a new level puppy you will also collect coins, which you can supposedly redeem for cash and gift cards.

As you are playing Puppy Town, you are forced to watch lots of ads, generating revenue for the app developer. Therefore, the longer you play the game, the more money they will make.

With over 10,000,000 installs, Puppy Town is currently the most popular merging game on Google Play.

In this blog, I have reviewed a couple of other similar apps, such as Dog Condo, and Doggy GO. They all give you this false expectation of making easy money, causing widespread frustration.

Does Puppy Town Pay Real Money?

It's very unlikely that Puppy Town will pay you. Maybe they reward a few lucky users just to legitimate the app, but there is no evidence of that.

Therefore, you should not expect to earn any money or iPhone 11 for using this app.

I had a look at many reviews on Google Play and was not impressed with the number of complaints.

After reviewing hundreds of apps, I got used to the tactics they use to maximize ad revenue and avoid payments.

This knife-throwing game is one of the rare ones that pay, but still, you must play it for 1 year to make a measly $5.

So, what should you expect from Puppy Town? Well, according to the game, players can redeem 10 coins for a US$10 Amazon gift card.

However, lots of people report that when they reach 9.5 – 9.7 coins, the app stops giving more coins. As a result, players get stuck and cannot cash out!

It breaks my heart every time I read this type of comments:

The same with puzzles!

You need 10 puzzles pieces to earn the iPhone, but you will never collect the last puzzle piece.

Some people claim that they cannot merge puppies at level 30, so they ca

n no longer collect more coins.

UPDATE (Nov 2020): Puppy Town has changed its reward system, which I will explain later in more detail. https://usref.over-blog.com/2021/02/samples-from-mars-vintage-synths-vol-1-download-free.html. Users are told they need to collect $100 to cash out or unlock a Lucky Puppy to earn dividends.

However, users are experiencing the same issue with diminishing rewards. It's always the same pattern!

You will unlock puppy levels quickly and see your cash balance grows quickly in the beginning. But as you get closer to $100, they will no longer give you cash rewards, and you will get stuck somewhere around $98 – $99.

Is Puppy Town Legit?

The way they are promoting this app would probably be considered false advertising in many countries.

Does Lucky Dice Really Payment

Now, the reason it may not be considered a fraud is the fact that Puppy Town's 'Terms of Use ' states the following:

'We reserve the absolute right, at any time, and at our sole discretion, to change, regulate, control modify, or eliminate virtual items as we deem fit, and we shall have no liability to you…'

You have no right, title or interest in or to any such Virtual items appearing in the services'

In other words, Puppy Town is not obligated to pay anyone.

Hundreds of other games also claim their rights to give you worthless virtual items such as tokens, virtual cash, coins, etc.

What blows my mind that there is no limit to what app developers can advertise about their games. They usually operate from Asian countries, thus bypassing strict advertising regulations abroad.

Also, note that they always advertise in other 'money-making' games, avoiding big tech platforms like Google, and Facebook.

That's the most important thing to know about the Puppy Town app. If you are curious about how it works, keep reading!

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How Does Puppy Town Work?

Installation

You can install Puppy Town on Google Play or App Store and start playing for free.

No registration is required. However, they will ask permission to make phone calls and access your device's location. Well, the good news is that you can deny this permission and proceed.

I understand that certain apps need our location to show us targeted advertising. But why would they want to make phone calls? That's very strange!

How to Play Puppy Town

Puppy Town has many features, but it's not very difficult to understand how it works.

Simply swipe to merge two puppies at the same level.

The puppies start at level 1, and after merging your first 2 puppies, you will jump to level 2.

Each dog in the 'town' generates virtual cash on autopilot, which you can use to buy more dogs in the shop. The higher their level, the more 'cash' they will earn.

Keep in mind that virtual cash can only be used to buy dogs in the game and cannot be converted to real money.

Whenever you unlock a new puppy, you will earn a specific amount of coins. The main goal is to grow Puppy levels and collect 10 coins.

It gets harder and harder to unlock new levels, so you should always buy dogs at higher levels in the shop to save time.

You can also play the Lucky Spin by checking in the app, watching video ads, or unlocking specific levels.

With the Lucky Spin, you can win iPhone 11 Pro Puzzles pieces. If you collect 10 of these puzzle pieces, you can supposedly redeem for an iPhone 11.

New Reward System

After 3 months since I published this review, Lucky Puppy has chanced the reward system.

I installed Puppy Town again and realized they removed the coin balance and the prize roulette. As a result, players can no longer redeem coins for gift cards or claim prizes.

Here is my updated Puppy Town review on YouTube:

As states in the 'Terms of Use', they can modify virtual items at any time, and so they did!

Now, they added the concept of Lucky Puppy and Fortune Puppy, which works similarly to this dog merging app.

It says if you merge two LV.50 puppies, you will have the chance to get a Lucky Puppy and earn dividends of up to 200 USD for 7 consecutive days.

The problem is that you may only get Fortune Puppies, which doesn't pay any dividends.

Puppy Town claims that you will get a Lucky Puppy by unlocking 5 Fortune Puppies. However, you may never win the 5th one regardless of how many LV 50 puppies you have!

Now, keep in mind that Puppy Town will only award 100 Lucky Puppies per day.

Therefore, it's almost impossible to collect Lucky Puppies considering there are millions of players.

Still, there is no way to confirm whether these 100 Lucky Puppies exist or not.

If you are one of the lucky ones to receive the dividends, they say you can withdraw the money to your PayPal account after filling in your details.

I have seen lots of people complaining they got stuck before reaching the minimum payout of $100. Which is not a surprise to me!

Now that you know everything about Puppy Town, let's break down the pros and cons.

Pros and Cons

Pros

  • It's a fun and addictive game, at least in the beginning.
  • Excellent graphics.
  • It's available on Google and iOS.

Cons

  • Puppy Town doesn't let players reach $100, making it impossible to cash out.
  • They can change the reward system and requirements at any time.
  • The odds of winning a lucky puppy is incredibly low.
  • Ads will show other 'money-making' apps that don't pay.
  • There are many ads.
  • The game drains your battery really fast.

Conclusion

Puppy Town is another merging game that will likely make you watch a ton of ads in return for nothing!

In other words, it's a complete waste of time!

It's a shame how they advertise these games, giving people the false idea of making easy money just by merging dogs.

If developers are not willing to pay everyone, they should be more transparent and inform people about the odds of winning.

If they don't want to operate a sweepstakes app, then they should not advertise these games as an opportunity to win money.

Apps like Puppy Town are growing in numbers by the day, and the most powerful tool against these advertising machines is knowledge.

That's why I keep publishing new content, warning people about the latest distractions.

Verdict: Not Recommended!

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Final Word

Thanks for taking the time to visit my blog and read my Puppy Town review. I hope it was helpful!

If you have any questions about the game, feel free to leave us a comment below. Also, please share with us your results.

Did you reach $100 or received any dividends? If so, did the company pay you?

Peace!

Disclaimer

One of the most hotly debated topics among advantage gamblers is whether or not it is possible to influence the throw of the dice in craps. Personally, I'm still skeptical. I don't rule out the possibility, but I'm not convinced. Most casinos happily allow it. If I ran a casino, I would allow it too, because I think the number of people who can influence the dice (if any) is far outweighed by the number who think they can, but can't. Still some people I respect do believe in it, mainly Stanford Wong, who trained under Golden Touch Craps. My craps appendix 3 outlines evidence I have gathered. That said, everything else in this page is from the hypothetical perspective that the dice can be influenced. The purpose of this page is to quantify the player advantage, according to his skill level, and recommend the best dice settings.

How Dice Control Allegedly Works

Even the strongest believers in dice control will admit that most throws, even of the best shooters, are still random. However, it takes a small percentage only of precise throws to overcome the house edge. What is happening on these successful throws? There are two schools of thought, or types of shooters. Both types of shooters set the dice in a certain way, hoping to keep them on axis, and together in rotation, as if the dice were glued together. Two things can go wrong after the dice leave the shooter's hands, and that is what divides the two types of shooters.

The first type of shooter is what I'll call the 'correlation shooter.' The correlation shooter does no better than a random shooter at keeping the dice on axis. However, when the dice do stay on axis, the rotations of the two dice are correlated. For a random shooter, if the dice did stay on axis, there would be a 25% chance of their landing with the same faces together, as when the dice were in the shooter's hand. The correlation shooter hopes to increase this probability above 25%, by reducing the probability of the dreaded double-pitch throw. A double-pitch is when both dice stay on axis, but one die rotates 180 degrees more than the other. Likewise, a single-pitch is when both dice stay on axis, but one die rotates 90 degrees more or less than the other. Based on a careful reading of Wong on Dice, for purposes of this page, I assume the correlation shooter shoots randomly, except the probability of zero-pitch throws is a certain percentage higher than expectations, at the cost of an equal reduction in double-pitches. Wong never states this is exactly what happens with correlation shooters; it is my own simplified interpretation. To get specific results from my analysis, I had to put in some specific assumptions.

The second type of shooter is what I'll call the 'axis shooter.' Not only can the axis shooter keep the dice correlated when they do stay on axis, but he can keep them on axis more than the expected 44.44% of the time of a random shooter.

Stanford Wong writes in 'Wong on Dice' that most careful shooters he observed were not keeping both dice on axis more than the random expectations, but were achieving influence through correlation. Based on my faith in Wong, the following tables are all under the assumption of correlation shooting only.

Dice Settings

There are 84 distinct ways to set the dice. In my analysis for this page, I examined all 84 sets, and noted the best set for each bet. The following sets are the only ones that came up as the best for the bets studied. For practical purposes, the only sets you need to know are Hard Ways set #1 and Sevens set #1. The other sets are either equally as good in some situations, or optimal for bets you shouldn't be making, because better bets are available.

Dice Settings

Hard Ways Set #1:
This is the king of the dice sets. It is the best, or tied for best, for rolling any point before a 7.
Hard Ways Set #2:
This set is equally as good as the Hard Ways set #1 for rolling points of 4, 5, 9, and 10. It is also the best set on a come out roll for the don't pass bet.
Hard Ways Set #3:
This set is equally as good as the Hard Ways set #1 for rolling points of 5, 6, 8, and 9.
Sevens Set #1:
In my opinion, this set is the best for rolling sevens. It is the best set on the come out roll for pass line bets. It also tied for best for rolling a seven after a don't pass bet on points of 4, 5, 9, and 10.
Sevens Set #2:
This set is the best, or tied for best, for rolling a seven after a don't pass bet on all points.
Sevens Set #3:
This set is the best, or tied for best, for rolling sevens after making a don't pass bet on points of 5, 6, 8, and 9.

Skill Factor

The skill factor is defined as the percentage of double-pitch throws that the skillful shooter turns into zero-pitch throws. A skill factor of zero would apply to a random shooter, where the probability of both a zero-pitch and double-pitch throw are each (2/3) × (2/3) × (1/4) = 1/9 = 11.11%. A skill factor of 12%, for example, would move 12% of double-pitches into zero-pitches. In this case, the probability of a double-pitch would be 11.11% × 88% = 9.78%, and for a zero-pitch would be 11.11% × 112% = 12.44%. All other outcomes would be the same as that of a random shooter.

Rolls to Sevens Ratio

Most of the time the shooter is going to want to avoid sevens. By far, the most common metric for measuring dice control is the 'Sevens:Rolls Ratio,' or RSR. As defined in 'Wong on Dice,' the RSR is the ratio of rolls to sevens. I believe that acronym is a misnomer, because the rolls to sevens ratio should be abbreviated RSR. So, I am going to break with convention and call it that. For a random shooter, the probability of a seven is 1/6, so the RSR would be 6. A skillful shooter should be able to throw fewer sevens, and thus increase the RSR above 6. As a basis of comparison to other sources, I will include the RSR in my house edge tables. The RSR's mentioned in 'Wong on Dice' are usually in the range of 6.3 to 7.0.

Pass Line with 3-4-5X Odds

The following table shows the player advantage on the pass line bet, with 3-4-5X odds, according to skill factor. I measured the house edge two different ways. The column for the house edge with the Hard Way set (HW#1), is the house edge if the shooter always uses the Hard Way set #1, even on a come out roll. The column for the house edge with the Hard Way and Seven sets (HW#1 & 7#1) applies when the shooter uses the Seven set #1 on a come out roll, and the Hard Way set #1 otherwise. The reason for listing the house edge for the Hard Way set alone is that many shooters also make come bets, which would lose on a seven on a come out roll. I've observed some so-called skillful shooters using the Hard Way set on a come out roll, even with no come bets. I believe the reason for this is ease in record keeping.

Pass with 3-4-5X Odds

Skill FactorRSRPlayer Adv. — HW#1 SetPlayer Adv. — HW#1 & 7#1 Sets
0.006.000-0.374%-0.374%
0.016.0400.018%0.102%
0.026.0810.414%0.581%
0.036.1220.814%1.062%
0.046.1641.217%1.546%
0.056.2071.623%2.032%
0.066.2502.033%2.521%
0.076.2942.447%3.012%
0.086.3382.864%3.506%
0.096.3833.284%4.003%
0.106.4293.709%4.502%
0.116.4754.137%5.004%
0.126.5224.568%5.509%
0.136.5695.004%6.016%
0.146.6185.443%6.527%
0.156.6675.886%7.04%
0.166.7166.333%7.556%
0.176.7676.784%8.074%
0.186.8187.238%8.596%
0.196.8707.697%9.121%
0.206.9238.160%9.648%
0.216.9778.626%10.179%
0.227.0319.097%10.712%
0.237.0879.572%11.249%
0.247.14310.051%11.788%
0.257.20010.534%12.331%

Don't Pass Line with Laying 3-4-5X Odds

Dice

The following table shows the player advantage on the don't pass line bet, with 3-4-5X odds, according to skill factor. As with the pass bet, I measured the house edge two different ways. The first applies if the shooter uses the Seven set #2 on every throw. The second applies if the shooter uses the Hard Way set #2 on the come out roll, and the Seven set #2 on all other throws. Comparing this table to the above table, the player advantage on the pass bet is greater with a skill factor of 0.01 or greater. So, this table is not of much practical value.

Does Lucky Dice Really Pays

Don't Pass, Laying 3-4-5X Odds

Skill FactorRSRPlayer Adv. — 7#2 SetPlayer Adv. — 7#2 & HW#2 Sets
0.006.000-0.274%-0.274%
0.016.0400.021%0.080%
0.026.0810.314%0.433%
0.036.1220.604%0.784%
0.046.1640.892%1.133%
0.056.2071.177%1.480%
0.066.2501.460%1.825%
0.076.2941.741%2.168%
0.086.3382.02%2.509%
0.096.3832.296%2.849%
0.106.4292.570%3.186%
0.116.4752.841%3.522%
0.126.5223.111%3.856%
0.136.5693.378%4.189%
0.146.6183.643%4.519%
0.156.6673.906%4.848%
0.166.7164.166%5.175%
0.176.7674.425%5.501%
0.186.8184.681%5.824%
0.196.8704.935%6.146%
0.206.9235.187%6.467%
0.216.9775.437%6.786%
0.227.0315.685%7.103%
0.237.0875.931%7.418%
0.247.1436.175%7.732%
0.257.2006.417%8.045%

Place and Buy Bets

The next table shows the house edge for placing the 5, 6, 8, and 9, and buying the 4 and 10. When buying the 4 and 10, it is under the rule of paying the commission always. As the table shows, the greatest advantages are on the 6 and 8. If the shooter always used the Hard Way set #1 on the pass line, and had a skill factor of 0.17 or greater, then his advantage would be greater placing the 6 and 8 than the pass line bet with 3-4-5X odds.

Place and Buy Bets

Skill FactorRSRBuy 4,10Place 5,9Place 6,8
0.006.000-2.439%-4.000%-1.515%
0.016.040-2.115%-3.614%-1.048%
0.026.081-1.793%-3.226%-0.579%
0.036.122-1.473%-2.834%-0.107%
0.046.164-1.155%-2.439%0.368%
0.056.207-0.840%-2.041%0.845%
0.066.25-0.526%-1.639%1.325%
0.076.294-0.215%-1.235%1.807%
0.086.3380.095%-0.826%2.292%
0.096.3830.403%-0.415%2.780%
0.106.4290.708%0.000%3.271%
0.116.4751.012%0.418%3.764%
0.126.5221.313%0.84%4.261%
0.136.5691.613%1.266%4.76%
0.146.6181.911%1.695%5.261%
0.156.6672.207%2.128%5.766%
0.166.7162.501%2.564%6.274%
0.176.7672.793%3.004%6.784%
0.186.8183.083%3.448%7.298%
0.196.8703.372%3.896%7.814%
0.206.9233.659%4.348%8.333%
0.216.9773.943%4.803%8.856%
0.227.0314.227%5.263%9.381%
0.237.0874.508%5.727%9.909%
0.247.1434.788%6.195%10.441%
0.257.2005.066%6.667%10.976%

Hop Bets

When I set out on this analysis I thought I would find that the advantage on hop bets was more than on the pass with odds. However, for the most part, it isn't. The only exception would be if your skill factor is at least 12%, and you are throwing at a table in the United Kingdom or Australia, where they pay 16 to 1 on easy hops, and 33 to 1 on hard hops.

Under the UK/Australian rules, my advice on setting for the hop bets is to set anything, and then make hop bets on each of the different combinations showing on the adjacent faces. For example, with Hard Ways set #1, bet on 2-2, 3-3, 4-4, and 5-5. With Sevens Set #1 bet on 1-6 and 2-5.

Hop Bets

Skill FactorRSREasy Hop 15 to 1Easy Hop 16 to 1Hard Hop 30 to 1Hard Hop 31 to 1Hard Hop 32 to 1Hard Hop 33 to 1
0.006.00-11.111%-5.556%-13.889%-11.111%-8.333%-5.556%
0.016.04-10.222%-4.611%-13.028%-10.222%-7.417%-4.611%
0.026.08-9.333%-3.667%-12.167%-9.333%-6.500%-3.667%
0.036.12-8.444%-2.722%-11.306%-8.444%-5.583%-2.722%
0.046.16-7.556%-1.778%-10.444%-7.556%-4.667%-1.778%
0.056.21-6.667%-0.833%-9.583%-6.667%-3.750%-0.833%
0.066.25-5.778%0.111%-8.722%-5.778%-2.833%0.111%
0.076.29-4.889%1.056%-7.861%-4.889%-1.917%1.056%
0.086.34-4.000%2.000%-7.000%-4.000%-1.000%2.000%
0.096.38-3.111%2.944%-6.139%-3.111%-0.083%2.944%
0.106.43-2.222%3.889%-5.278%-2.222%0.833%3.889%
0.116.47-1.333%4.833%-4.417%-1.333%1.75%4.833%
0.126.52-0.444%5.778%-3.556%-0.444%2.667%5.778%
0.136.570.444%6.722%-2.694%0.444%3.583%6.722%
0.146.621.333%7.667%-1.833%1.333%4.500%7.667%
0.156.672.222%8.611%-0.972%2.222%5.417%8.611%
0.166.723.111%9.556%-0.111%3.111%6.333%9.556%
0.176.774.000%10.500%0.750%4.000%7.25%10.500%
0.186.824.889%11.444%1.611%4.889%8.167%11.444%
0.196.875.778%12.389%2.472%5.778%9.083%12.389%
0.206.926.667%13.333%3.333%6.667%10.000%13.333%
0.216.987.556%14.278%4.194%7.556%10.917%14.278%
0.227.038.444%15.222%5.056%8.444%11.833%15.222%
0.237.099.333%16.167%5.917%9.333%12.750%16.167%
0.247.1410.222%17.111%6.778%10.222%13.667%17.111%
0.257.2011.111%18.056%7.639%11.111%14.583%18.056%

Links

Books:

Does Lucky Dice Really Paypal

  • Wong on Dice, by Stanford Wong.
  • Golden Touch Dice Control Revolution!, by Frank Scoblete.
  • Get the Edge at Craps, by Sharpshooter.
Personal lessons:
  • Golden Touch Craps

Internal Links

  • How the house edge for each bet is derived, in brief.
  • The house edge of all the major bets on both a per-bet made and per-roll basis
  • Dice Control Experiments. The results of two experiments on skillful dice throwing.
  • Dice Control Advantage. The player advantage, assuming he can influence the dice.
  • Craps variants. Alternative rules and bets such as the Fire Bet, Crapless Craps, and Card Craps.
  • California craps. How craps is played in California using playing cards.
  • Play Craps. Craps game using cards at the Viejas casino in San Diego.
  • Number of Rolls Table. Probability of a shooter lasting 1 to 200 rolls before a seven-out.
  • Ask the Wizard. See craps questions I've answered about:
  • Simple Craps game. My simple Java craps game.

External Links

  • Las Vegas craps survey — The max odds bet allowed at each casino.

Written by: Michael Shackleford



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