Games4Funds
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GAMES4FUNDS
Play Games. Find Surprises. Unlock Rewards.
Welcome to Games4Funds, where every game brings a new opportunity to play, discover specialty coins, collect points, and explore exclusive subscriber experiences.
Your Games. Your Rewards.
Choose your games, uncover surprises, and discover the different ways to participate in the Games4Funds experience.
Coins to Play
Purchase game coins and use them to play available games. When you win, eligible winnings can be used for more games or requested for withdrawal, subject to applicable terms.
Winnings & Rewards
Keep the excitement going by using eligible winnings to participate in more games, or request a withdrawal. Check the applicable game rules and withdrawal terms for details.
Monthly Membership
Become a subscriber to access exclusive games, special draws, subscriber-only activities, and additional ways to explore the Games4Funds community.
Specialty Coin Surprises
Some games feature rare specialty coins and tiles. Discover a special symbol, collect eligible rewards, and find out what surprises await in your game.
Unlock More Possibilities
Go Beyond the Game
A Games4Funds monthly subscription opens the door to additional experiences designed for players who want more ways to discover, collect, and participate.
Subscribers Only
The Subscriber's Scavenger Hunt
Keep your eyes open! Specialty coins and collectible tiles may be hidden throughout designated subscriber games.
Uncover them, build your collection, and claim eligible special prizes according to the scavenger hunt rules.
Every discovery could bring you one step closer to completing your collection.
🎮 Play for Fun. Keep Collecting.
Used all your game coins? You can still enjoy designated Play for Fun games. Earn points, collect eligible scavenger tiles, and work toward rewards in the Points Store. Play for fun is about keeping the experience going and giving your collected points a purpose.
LUCKY DICE
Six dice • Three rolls • Win prizes!
Press ROLL DICE to start.
CHARITY LOTTERY CALCULATOR
Theoretical price: $10 per paid play
Net balance = total spent minus cash prizes awarded.
PRIZE BOARD
YOUR WINNINGS
- No prizes won yet.
TRIPLE COIN SHOWDOWN
Three coins. Unexpected surprises. Will you strike gold?
Scratch each coin to reveal Heads, Tails, or a specialty coin. Specialty coins do not count as Heads or Tails. Some bring instant prizes!
Scratch to Reveal!
Scratch each coin to reveal your result.
REGULAR PRIZES
SPECIALTY COINS
Each coin has a 49.5% chance of Heads, a 49.5% chance of Tails, and a 1% combined chance of a specialty coin. Specialty coins do not count as Heads or Tails. Cash and gift-card prizes can stack with a regular combination prize, except when a Game Over coin ends the round.
CHARITY CALCULATOR
Track play contributions and prize costs during this page visit. Totals reset when the page is refreshed.
Gift-card costs are counted at face value. Net before expenses is contributions collected minus cash prizes and gift-card costs. Actual results vary.
Start a new game, then reveal the top card from each deck.
- You and the opponent each start with a separate, shuffled standard 52-card deck. No jokers.
- Reveal one card from each deck per draw. A higher rank wins the round.
- Aces are high: A, K, Q, J, 10 down to 2. Suits do not affect rank.
- If ranks tie, reveal another pair. Keep all revealed cards in the showdown until a higher rank wins.
- The winner takes every card revealed in that round into their discard pile.
- When the decks are exhausted, the player with more collected cards wins.
CRAZY COUNTDOWN
HOW TO PLAY · DECK OF DOOM RULES
- Start with 7 cards. Clear your hand to advance from Level 8 down to Level 1.
- Play a card matching the top discard card by suit or rank.
- Your current countdown rank is wild. At Level 1, Aces are wild.
- If you have no playable cards, draw one. If it is playable, you may play it immediately.
- Deck hazards: drawing Q♠ adds 5 extra cards; drawing 2♠ adds 4; drawing any other Two adds 2. The hazard card itself also stays in your hand.
- Hazards activate when drawn from the deck, not when played from your hand. This makes the deck your opponent.
- When you empty your hand, advance one level and receive a fresh hand of 7 cards. Level 1 is your final challenge.
- When the draw pile runs out, the discard pile is shuffled to make a new draw pile, leaving the top card in place.
- Win by clearing your hand at Level 1. The deck wins if you reach a position where no cards can be drawn or played.
♠ CRAZY COUNTDOWN ♥
The Table
Your hand begins with exactly 8 cards. If you have no legal move, click the deck to draw until you have a playable card. After finalizing your discard, click the deck to make the deck's move.
Your Hand
Select one legal card, a matching pair, or a special card followed by its required extra cards. Extra special cards do not activate their effects.
Your Countdown
Start at Level 8. When your entire hand is discarded, move down one level and pick up that level's number of cards. Complete Level 1 (Ace) to win, provided the deck has not finished playing.
Scavenger Hunt
Game History
Rules of Crazy Countdown
Deck: Three standard decks of 52 cards, shuffled together, plus four special scavenger-hunt jokers: Star, Horseshoe, Lucky Clover and Crown. Total: 160 cards.Starting hand: The player is dealt exactly 8 cards and starts at Level 8. One card is then flipped from the top of the deck to start the discard pile. The player takes the first turn.
Deck levels: The deck starts at Level 1. After every 52 cards played by the deck, it advances to Level 2, then Level 3 after 104 cards. The opening card counts as the first deck card played.
Discarding: The player discards once per turn. A card must match the top discard by suit OR rank. A pair consists of two cards of the same rank, regardless of suit, and can be played when at least one card in the pair is a legal match.
Removed cards: Discarded cards are removed from play and cannot be played again.
Special cards: Queen of Spades = 5 extra cards; 2 of Spades = 4; 2 of Hearts = 2; Jack of Hearts = 1; Jack of Spades = 1. Select the special card and then the required number of additional cards. Additional cards may be any cards. Only the selected primary special activates its penalty.
Not enough cards: If the player has fewer cards available than the special requires, the entire hand is discarded and the player advances to the next level.
Deck penalties: If the deck plays a special card, the player must pick up the listed number of cards. If the deck's special follows a special played by the player, the penalties are combined, up to a maximum of 10 cards. Click the deck to make the deck's move and resolve the pickup.
Jokers: If a joker is dealt to the player, its scavenger tile is collected and a replacement card is dealt. If the deck plays a joker, the player receives no prize but may play any card on the next turn.
Cannot play: Click the deck repeatedly to draw until you have a playable card. You must then play; you cannot pass while holding a legal play.
Winning: After clearing each level, move down one level and pick up that number of cards (7, 6, 5, and so on). Reach Level 1 and discard the final card before the deck runs out of cards to win.