Two circular digit tests
Before a draw choose a centre digit 0–9 and radius 0, 1 or 2. The game draws one equally likely number from 00–99. Both its tens and units must be within the selected circular digit radius. Circular distance is min(|digit-centre|,10-|digit-centre|), so 9 is one step from 0. Every covered number is shown before the stake is paid.
Wrapping around zero
Centre 0 and radius 1 accepts digits 9, 0 and 1. The complete nine covered numbers are 00, 01, 09, 10, 11, 19, 90, 91 and 99. A draw of 99 wins; 02 loses because its units digit is two steps from 0. Choosing another centre moves the covered square without changing its size or expected return.
Covered numbers and gross return
Radius 0 covers 1 number, radius 1 covers 9 and radius 2 covers 25 of the 100 possible numbers. Hit probability is respectively 1%, 9% or 25%. A hit returns stake×96/(2×radius+1)², including the stake; a miss returns zero. Gross multipliers are 96, 10⅔ and 3.84. Fractional carry avoids rounding loss across settled payouts.
Expected return and hit frequency
Exact expected return is 96% for every centre and radius: covered/100 multiplied by 96/covered equals 0.96. The return is an expectation, not a win frequency or session guarantee. Radius changes hit frequency and payout size, while a centre choice changes covered digits. No scheduled market, live lottery or external operator outcome is used.
Wallet and manual restoration
Settled balance and fractional payout carry persist in localStorage. Reloading during a round ends it without refunding its already deducted stake. Outside a round, refill restores 1000 coins when balance is below the smallest stake; it does not add 1000 or reset fractional carry. Hazard count, stake and refill are locked during play.
Frequently asked questions
Is this an operator website?
This independent KM 23 guide supplies its own free Digit Distance Register 2D demo. Operator identity, domains, licence, apps, payments, support and commercial game equivalence have not been independently verified. No operator account or commercial link is supplied here.
How are the digits tested?
Before a draw choose a centre digit 0–9 and radius 0, 1 or 2. The game draws one equally likely number from 00–99. Both its tens and units must be within the selected circular digit radius. Circular distance is min(|digit-centre|,10-|digit-centre|), so 9 is one step from 0. Every covered number is shown before the stake is paid.
What happens near zero?
Centre 0 and radius 1 accepts digits 9, 0 and 1. The complete nine covered numbers are 00, 01, 09, 10, 11, 19, 90, 91 and 99. A draw of 99 wins; 02 loses because its units digit is two steps from 0. Choosing another centre moves the covered square without changing its size or expected return.
What are the exact hit probabilities?
Radius 0 covers 1 number, radius 1 covers 9 and radius 2 covers 25 of the 100 possible numbers. Hit probability is respectively 1%, 9% or 25%. A hit returns stake×96/(2×radius+1)², including the stake; a miss returns zero. Gross multipliers are 96, 10⅔ and 3.84. Fractional carry avoids rounding loss across settled payouts.
Can I collect during a draw?
A draw deducts one selected stake and locks centre, radius, stake and refill until the result settles. There is no cashout during a draw. After settlement the result, covered ticket and gross return are shown. Reloading an unfinished draw ends it without refunding the deducted stake.
Explore the original free Digit Distance Register 2D demo.