Because what we found digging into Clash.gg’s systems is genuinely insane — and the triple-green roulette glitch is only the tip of the iceberg.
This isn’t conspiracy.
This isn’t salt.
This is their own code, their own systems, and their own explanations revealing how outcomes can be influenced.
Let’s break it down for the average player who just wants to gamble without getting scammed.
Part 1: The Triple Green Incident That Started It All
A few days ago, Clash had a triple green on Roulette — except something impossible happened:
Triple green hit…
but nobody got paid.
The wheel just kept spinning.
They later claimed “technical glitch”, but here’s the problem:
If you use Random.org (as they claim) and a provably fair system…
there is no such thing as an undefined outcome.
A seed generates an outcome.
Always.
For triple green to “hit” but the game to silently continue, it means:
⚠️ The Random.org result got overridden
or
⚠️ Their internal system generated a hidden outcome that didn’t match the public-facing one
Either way, something was off — so we started digging.
And that’s where the real bombshell dropped.
Part 2: Their Own “Provably Fair” Code Exposes the Whole Scheme
Clash.gg lets users “verify” battles using their public code.
Great, right?
Well… not so great when the verifier exposes exactly how outcomes can be manipulated.
Here’s how battle rolls are generated:
seed = ${serverSeed}:${round+1}:${slot}; rollNumber = seedrandom(seed)(); ticket = ~~(rollNumber * 100000); Let me translate that for normal people:
Every outcome is based solely on the serverSeed
Clash chooses the serverSeed
Clash chooses the round
Clash chooses the slot numbers
Slot number determines who wins
There is NO client seed.
There is NO entropy from players.
There is NO commit‑reveal system.
Which means:
“Provably fair” isn’t real — the house controls everything.
Part 3: Why This Is a Disaster (Explained Simply)
Here’s how the system works, simplified:
Slot → RNG → Winner
And Clash controls both slot assignment and the seed that generates the RNG.
That means they can do things like:
✅ Seed Cycling
Generate seeds privately until they get rolls they want.
✅ Slot Fixing
Put bots or users into the slot with the “winning” RNG.
✅ Post‑Roll Reassignment
Shuffle players after seeing the results (easy when the server generates everything).
✅ Predictable Tie Outcomes
The tie ticket is generated only from the serverSeed — no nonce, no randomness — meaning the site can precompute every possible tie result offline.
There is nothing fair about this.
This is server-side determinism, not crypto fairness.
Part 4: The Tie-Ticket Smoking Gun
Their tie ticket is generated literally like this:
seedrandom(serverSeed) That’s it.
No round number.
No slot.
No salt.
Nothing.
Meaning Clash can:
✔ pre-generate millions of possible serverSeeds
✔ check which tie outcomes they produce
✔ pick the one the house wants
✔ then publish it as “fair” after the battle
This is pre-roll manipulation by design.
No legitimate provably fair system works like this.
Not a single one.
Part 5: And Now Back to Triple Green…
When a roulette result comes from two conflicting systems:
Random.org (their external claim) Their own internal seed‑based system …you get exactly what we saw:
triple green visual result
but
❌ no payout
❌ wheel continues
❌ no logged win
❌ admins scrambling with excuses
Why?
Because two systems disagreed.
And the house’s system won.
That’s why the triple green didn’t pay —
their internal system produced a different outcome than Random.org.
Which means Random.org is just window dressing, not the real determining factor.
Final Verdict: This Isn’t “Provably Fair” — It’s Provably Rigged
This isn’t a bug.
This isn’t user error.
This isn’t a misunderstanding.
Their system is built in a way that gives them absolute control:
They pick the seed. They assign the slots. They generate all RNG in-house. They can precompute outcomes. They can cycle seeds until the house wins. They can override external randomness. They can fix battles, doubles, ties, roulettes — everything. And when it fails, you get “triple green with no payout” glitches.
This isn’t provably fair.
This is provably manipulable.
And now the world gets to see it.
️♂️ And Here’s the Wildest Part — This Exact Scam Was Exposed Years Ago
What makes all of this even worse is that this isn’t new.
Years ago, leaked internal documents from RustClash (their other site, run by the same owner — Hobbes) exposed the exact same manipulation techniques:
server‑seed‑only RNG slot manipulation forced outcomes house‑favored sequences the ability to precompute rolls before players ever wager Multiple insiders confirmed the same thing:
Back then, people dismissed it as “old drama” or “random haters”.
But here we are in 2025 — the exact same system, the exact same vulnerabilities, the exact same patterns.
They didn’t fix it.
They didn’t change it.
They just rebuilt the same exploitative engine, slapped “Random.org API” on their homepage, and hoped no one looked closer.
And then November 29th, 2025 happened…
The Triple Green That Never Existed
Hundreds of players watched triple green land — clear as day — and the pot didn’t pay.
No result ID.
No seed.
No hash.
No round history.
No Random.org log.
Just… nothing.
The wheel rolled like it never happened.
This is exactly the kind of contradiction you see when:
the visual client result doesn’t match the internal server-side outcome generator In other words:
their internal system overrode it.
Just like the RustClash leak warned years earlier.
This Isn’t “Maybe Something Sketchy” Anymore
This is the same owner, the same system, the same manipulations, and now undeniable proof:
Their verifier uses server-only seeds Their RNG uses slot-based deterministic outcomes They control all entropy They can precompute every battle They can cycle seeds They can assign slots to bots They can override Random.org They can hide outcomes (like triple green) We aren’t in speculation territory anymore.
This is not “theoretical rigging”.
This is mechanically riggable by design, and their own code confirms it.
Hobbes has rebuilt the exact same scam engine from RustClash — and scaled it.
They call it “provably fair” because the frontend looks clean.
But the backend is a black box where the house holds every lever.
If you gamble here, you are not gambling.
You are participating in a scripted outcome generator where the house decides when you win — if ever.
You’ve been warned. Spread the word. People deserve to know what Hobbes and crew are doing.
Alright, buckle up.
Because what we found digging into Clash.gg’s systems is genuinely insane — and the triple-green roulette glitch is only the tip of the iceberg.
This isn’t conspiracy.
This isn’t salt.
This is their own code, their own systems, and their own explanations revealing how outcomes can be influenced.
Let’s break it down for the average player who just wants to gamble without getting scammed.
Part 1: The Triple Green Incident That Started It All
A few days ago, Clash had a triple green on Roulette — except something impossible happened:
Triple green hit…
but nobody got paid.
The wheel just kept spinning.
They later claimed “technical glitch”, but here’s the problem:
If you use Random.org (as they claim) and a provably fair system…
there is no such thing as an undefined outcome.
A seed generates an outcome.
Always.
For triple green to “hit” but the game to silently continue, it means:
⚠️ The Random.org result got overridden
or
⚠️ Their internal system generated a hidden outcome that didn’t match the public-facing one
Either way, something was off — so we started digging.
And that’s where the real bombshell dropped.
Part 2: Their Own “Provably Fair” Code Exposes the Whole Scheme
Clash.gg lets users “verify” battles using their public code.
Great, right?
Well… not so great when the verifier exposes exactly how outcomes can be manipulated.
Here’s how battle rolls are generated:
seed = ${serverSeed}:${round+1}:${slot};
rollNumber = seedrandom(seed)();
ticket = ~~(rollNumber * 100000);
Let me translate that for normal people:
Every outcome is based solely on the serverSeed
Clash chooses the serverSeed
Clash chooses the round
Clash chooses the slot numbers
Slot number determines who wins
There is NO client seed.
There is NO entropy from players.
There is NO commit‑reveal system.
Which means:
“Provably fair” isn’t real — the house controls everything.
Part 3: Why This Is a Disaster (Explained Simply)
Here’s how the system works, simplified:
Slot → RNG → Winner
And Clash controls both slot assignment and the seed that generates the RNG.
That means they can do things like:
✅ Seed Cycling
Generate seeds privately until they get rolls they want.
✅ Slot Fixing
Put bots or users into the slot with the “winning” RNG.
✅ Post‑Roll Reassignment
Shuffle players after seeing the results (easy when the server generates everything).
✅ Predictable Tie Outcomes
The tie ticket is generated only from the serverSeed — no nonce, no randomness — meaning the site can precompute every possible tie result offline.
There is nothing fair about this.
This is server-side determinism, not crypto fairness.
Part 4: The Tie-Ticket Smoking Gun
Their tie ticket is generated literally like this:
seedrandom(serverSeed)
That’s it.
No round number.
No slot.
No salt.
Nothing.
Meaning Clash can:
✔ pre-generate millions of possible serverSeeds
✔ check which tie outcomes they produce
✔ pick the one the house wants
✔ then publish it as “fair” after the battle
This is pre-roll manipulation by design.
No legitimate provably fair system works like this.
Not a single one.
Part 5: And Now Back to Triple Green…
When a roulette result comes from two conflicting systems:
Random.org (their external claim)
Their own internal seed‑based system
…you get exactly what we saw:
triple green visual result
but
❌ no payout
❌ wheel continues
❌ no logged win
❌ admins scrambling with excuses
Why?
Because two systems disagreed.
And the house’s system won.
That’s why the triple green didn’t pay —
their internal system produced a different outcome than Random.org.
Which means Random.org is just window dressing, not the real determining factor.
Final Verdict: This Isn’t “Provably Fair” — It’s Provably Rigged
This isn’t a bug.
This isn’t user error.
This isn’t a misunderstanding.
Their system is built in a way that gives them absolute control:
They pick the seed.
They assign the slots.
They generate all RNG in-house.
They can precompute outcomes.
They can cycle seeds until the house wins.
They can override external randomness.
They can fix battles, doubles, ties, roulettes — everything.
And when it fails, you get “triple green with no payout” glitches.
This isn’t provably fair.
This is provably manipulable.
And now the world gets to see it.
️♂️ And Here’s the Wildest Part — This Exact Scam Was Exposed Years Ago
What makes all of this even worse is that this isn’t new.
Years ago, leaked internal documents from RustClash (their other site, run by the same owner — Hobbes) exposed the exact same manipulation techniques:
server‑seed‑only RNG
slot manipulation
forced outcomes
house‑favored sequences
the ability to precompute rolls before players ever wager
Multiple insiders confirmed the same thing:
Back then, people dismissed it as “old drama” or “random haters”.
But here we are in 2025 — the exact same system, the exact same vulnerabilities, the exact same patterns.
They didn’t fix it.
They didn’t change it.
They just rebuilt the same exploitative engine, slapped “Random.org API” on their homepage, and hoped no one looked closer.
And then November 29th, 2025 happened…
The Triple Green That Never Existed
Hundreds of players watched triple green land — clear as day — and the pot didn’t pay.
No result ID.
No seed.
No hash.
No round history.
No Random.org log.
Just… nothing.
The wheel rolled like it never happened.
This is exactly the kind of contradiction you see when:
the visual client result doesn’t match
the internal server-side outcome generator
In other words:
their internal system overrode it.
Just like the RustClash leak warned years earlier.
This Isn’t “Maybe Something Sketchy” Anymore
This is the same owner, the same system, the same manipulations, and now undeniable proof:
Their verifier uses server-only seeds
Their RNG uses slot-based deterministic outcomes
They control all entropy
They can precompute every battle
They can cycle seeds
They can assign slots to bots
They can override Random.org
They can hide outcomes (like triple green)
We aren’t in speculation territory anymore.
This is not “theoretical rigging”.
This is mechanically riggable by design, and their own code confirms it.
Hobbes has rebuilt the exact same scam engine from RustClash — and scaled it.
They call it “provably fair” because the frontend looks clean.
But the backend is a black box where the house holds every lever.
If you gamble here, you are not gambling.
You are participating in a scripted outcome generator where the house decides when you win — if ever.
You’ve been warned. Spread the word. People deserve to know what Hobbes and crew are doing.
Thanks for this. Can you maybe link to an article?