Handbook · 5 min read
The single zero, explained

Orbit Roulette uses the single-zero wheel: 37 pockets numbered 0 to 36. The numbers 1 to 36 are split evenly between red and black, and the zero is green. One spin picks one pocket, every pocket equally likely.
Inside and outside
Bets on single numbers are called inside bets. A straight-up number covers one pocket and returns 36 times the chip, the chip itself plus 35 more. Bets on the boxes around the numbers are outside bets: a dozen or a column covers twelve numbers and returns three times the chip, and red, black, odd, even, 1 to 18 and 19 to 36 each cover eighteen numbers and return twice the chip.
What the zero does
The zero belongs to none of the outside groups. It is neither red nor black, odd nor even, low nor high, and it sits in no dozen or column. When the ball lands on zero, every outside bet misses. That single pocket is the whole reason a wheel takes slightly more than it gives back: a straight-up number is one chance in 37 but returns as if it were one in 36.
Why systems do not work
Doubling after a miss, following hot numbers or waiting for a colour to be due all change how your stakes rise and fall, but none of them changes the chance of any pocket. The wheel has no memory. Your list of recent pockets on the game page is there for reference only; it has no bearing on the next spin.
Playing it for fun
Wide outside bets give long, gentle sessions. A spread of straight-up numbers gives rarer but larger returns. Neither is better; they simply feel different. Points have no cash value, and a reset to 10,000 is always free.