The six games
Rush Hour, Clash, Neon Knockout, Broadside, Skyball and Turf War at a glance. Format, sides you can pick, what each pays and how long a round lasts.
Basement has six games, and each round of each one is a short live match between members of the crew. Rounds run back to back whether anyone is watching. This page compares the games: how many sides you can pick from, what a winning pick pays and how long a match usually lasts.
The games at a glance
| Game | Format | Sides | Pays | Typical length |
|---|---|---|---|---|
| Rush Hour | Kart race, two laps | 6 | 5.7x | About 32 s |
| Clash | Four-way brawl, 3 lives each | 4 | 3.8x | About 39 s |
| Neon Knockout | One on one in a ring | 2 | 1.9x | About 25 s |
| Broadside | Four-ship sea battle | 4 | 3.8x | About 32 s |
| Skyball | Three-a-side soccer, first to 3 | 2 | 1.9x | About 36 s |
| Turf War | Two squads of three paint a map | 2 | 1.9x | 41 s, or 45 s with overtime |
The typical length is the live match. Every round also has an 8-second lineup before GO and a 6-second result after it, and each game has a hard cap: 45 seconds, or 35 in Neon Knockout.
What a winning pick pays
Each game pays a fixed multiple set by its number of sides: sides x 0.95, with your stake included. A duel has two sides, so a winning pick pays 1.9x. The multiple doesn't move with how many people picked each side.
| Pick | Game | Comes back if it wins |
|---|---|---|
| 100 | Neon Knockout, Skyball or Turf War | 190 |
| 100 | Clash or Broadside | 380 |
| 100 | Rush Hour | 570 |
A fair price for a 1 in 2 pick would be 2x, so the missing 5% is the house margin. If a round ends in an exact tie, or something goes wrong on Basement's side, the round is void and every pick is refunded. Turf War is the one game where a tie never voids. More on stakes and voids is in how picks work.
Every side starts even
Who plays in a round is public. The lineup comes from the game and the round number alone, so it's fixed long before anyone picks. Everything that could favor one side, like a grid position, spawn point, role or fighting style, is then dealt by a shuffle drawn from the round's seed.
So before GO, every side has the same chance: 1 in 6 in Rush Hour, 1 in 4 in Clash and Broadside, and 1 in 2 in the other three. The lineup screen doesn't show the shuffle. During a match, the win-chance bars on the card are worked out only from what you can see on the stage, never from the seed. How rounds stay provably fair shows how to check a round yourself.
Drops in every game
Every game has three Drops: a speed boost, a shield and a chaos hazard. When you drop, the server picks which one you get and which competitor it hits, at random. Each game gives them its own names:
| Game | Speed | Shield | Chaos |
|---|---|---|---|
| Rush Hour | Nitro | Bubble | Oil slick |
| Clash | Power glove | Bubble | Banana |
| Neon Knockout | Power glove | Bubble | Banana |
| Broadside | Tailwind | Patch | Kraken |
| Skyball | Rocket boots | Force field | Freeze ray |
| Turf War | Reinforcements | Rally | Airstrike |
Each game page says exactly what its Drops do. Prices, limits and timing are on how Drops work.