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

GameFormatSidesPaysTypical length
Rush HourKart race, two laps65.7xAbout 32 s
ClashFour-way brawl, 3 lives each43.8xAbout 39 s
Neon KnockoutOne on one in a ring21.9xAbout 25 s
BroadsideFour-ship sea battle43.8xAbout 32 s
SkyballThree-a-side soccer, first to 321.9xAbout 36 s
Turf WarTwo squads of three paint a map21.9x41 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.

PickGameComes back if it wins
100Neon Knockout, Skyball or Turf War190
100Clash or Broadside380
100Rush Hour570

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:

GameSpeedShieldChaos
Rush HourNitroBubbleOil slick
ClashPower gloveBubbleBanana
Neon KnockoutPower gloveBubbleBanana
BroadsideTailwindPatchKraken
SkyballRocket bootsForce fieldFreeze ray
Turf WarReinforcementsRallyAirstrike

Each game page says exactly what its Drops do. Prices, limits and timing are on how Drops work.

Pick a game

Rush Hour

Six karts, two laps, pays 5.7x.

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Clash

Four brawlers, three lives each, pays 3.8x.

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Neon Knockout

One on one in a ring, pays 1.9x.

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Broadside

Four galleons, last afloat, pays 3.8x.

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Skyball

Three a side, first to 3, pays 1.9x.

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Turf War

Two squads paint the map, pays 1.9x.

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