CloverPit Beginner's Guide: How to Beat the Devil at His Own Slot Machine
Welcome to the only game where you can go into crippling debt to a demonic entity one spin at a time. Don't worry, the system is rigged... but I'm here to teach you how to rig it back.
So, you've stumbled into CloverPit. On the surface, it looks like a simple, stylish roguelike slot machine game. You spin, you get symbols, you win money, you pay off your ever-increasing debt to a shadowy entity on the phone. Simple, right? Wrong. This game is a complex, terrifying clockwork of hidden mechanics, secret probabilities, and systems designed to make you feel like you're losing your mind.
It’s not just about pulling a lever and praying. The game is a dense web of weighted symbol drops, scheduled lucky spins, and secret triggers that determine your fate. I’ve gone through the code, run the numbers, and lost more runs than I care to admit to figure out how it all works. This isn't a strategy guide that will tell you which Charms to pick; this is a deep dive into the guts of the machine. This is how you stop playing the game and start playing the system.
The Basics: The Slots are Weighted
First things first, the symbols are not random. Each one has a "weight" that determines its chance of appearing. The starting weights are heavily skewed towards lower-value symbols.
Lemon & Cherry: 1.3 weight each (~19.4% chance)
Clover & Bell: 1.0 weight each (~14.9% chance)
Diamond & Treasure: 0.8 weight each (~11.9% chance)
Seven: 0.5 weight (~7.5% chance)
When you get a phone call that says a symbol will "manifest more often (+1)," it adds a flat 0.8 to that symbol's weight. This has diminishing returns. The first time you boost Sevens, their chance jumps by nearly 10%. By the tenth time, you're only getting a measly 2.4% increase. Keep this in mind when making your choices.
"Luck" is a Lie (Sort Of)
The most misunderstood mechanic in the game is Luck. It's not just a vague stat. It's a brute-force system. Each point of Luck forces one symbol on the reels to change to a specific, matching symbol.
With 7 Luck, you are guaranteed at least 7 matching symbols.
With 10 Luck, you are guaranteed a winning combination (unless a 666 roll overrides it).
With 15+ Luck, you are guaranteed a jackpot (again, unless 666 says no).
The game decides which symbol to force based on the standard weights, so boosting the weight of Sevens makes high-luck spins much more likely to result in a jackpot.
Spontaneous Luck: When the Game Helps You Out
On top of the Luck you get from Charms, the game will randomly grant you "Spontaneous Luck" boosts. These aren't random at all; they follow a strict schedule. Knowing this schedule is the key to gaming the system.
During the First Debt (Initial Luck Spins - ILS): The game pre-selects one of five possible sequences for your lucky spins. Your job is to figure out which one you're on. The sequences are determined by which spin number gets the first boost (sparks fly from the machine).
Sequence 1: Starts on spin 3
Sequence 2: Starts on spin 2
Sequence 3: Starts on spin 5
Sequence 4: Starts on spin 4
Sequence 5: Also starts on spin 3 (check the second lucky spin to confirm; it's either 9 or 10)
Once you know your sequence, you know exactly when your next +4 to +8 Luck boost is coming.
After the First Debt (Occasional Luck Spins - OLS): The system changes. The next lucky spin happens every 5-6 spins during the second debt, 6-7 during the third, and so on. You can predict if it's 5 or 6 spins away. If it doesn't happen on the 5th spin, it's guaranteed on the 6th.
Rubber-Banding: If you go four spins in a row without winning anything, the game takes pity on you and gives you a +5 Luck boost. Each additional losing spin after that adds one more than the last boost. This also creates sparks, so be careful not to confuse it with a scheduled ILS or OLS!
Knowing when these boosts are coming is your greatest weapon. You can time the use of Charms like the Rotated Hamsa to land on a scheduled lucky spin for a massive payout.
The Devil's Cut: Understanding 666 Rolls
No matter how much Luck you stack, you can never escape the Devil. Sixes are rolled after everything else and will override any other result. Their probabilities are fixed:
Triple Six: The chance is listed in-game, but it's capped at 30%.
Double Six: 6% chance.
Single Six: 7.5% chance.
These checks run in order. The game rolls for a triple six first. If that fails, it rolls for a double, and so on. This means you have about a 14.4% chance of seeing some kind of six on any given spin with a base 1.5% Triple Six chance. You cannot prevent this. You can only pray.
A Call from the Beyond: Phone Calls Explained
The phone isn't just for getting your next impossible debt payment. It offers powerful, permanent upgrades. The options you get are based on rarity, from Common to Legendary.
Sometimes, the options will be red. This is an "Evil Call." These are not random. An Evil Call is triggered if you either rolled a 666 in the previous round, or if the 666 mechanic was unlocked at the start of the current deadline. You can use this to your advantage to manipulate which type of call you get.
Here are the possible options you can get from each type of call:
The Secrets: Holy Calls and 999
SPOILERS AHEAD
Normal Phone Call Options
Ability Name | Ability Description | Rarity |
---|---|---|
Please don't throw my stuff away! | Increase Charm space by 1, permanently. | UNCOMMON |
I can't quit now! | Double Jackpot's value. | COMMON |
Can I borrow some green? | +5 Clover Tickets. | COMMON |
Can I eat something? | Lucky Charms at the store are discounted by 2 Coins until the next Restock. | COMMON |
This time I'm betting on... | Add a random Trait (Florid, Avid, Ambitious, Obsessive, Gambler, Speculative) to an equipped Charm. | RARE-LEGENDARY |
Can you give me some Energy Drinks? | Restore all Charges on Red Button Charms. | COMMON |
Life gave me lemons... etc. | Increase the manifestation weight (+1) of a specific symbol, permanently. | COMMON-ULTRA RARE |
I need supplements! etc. | Double the value of a pair of symbols, or triple the value of Sevens. | COMMON-UNCOMMON |
I'm thinking of some strategies! | Increase the value of small patterns (3 or less symbols) or large patterns (4+ symbols) by their base value. | UNCOMMON |
Evil Phone Call Options
Ability Name | Ability Description | Rarity |
---|---|---|
I love shiny stuff! | Apply a random Trait to all Charms in the Store, then apply the Devious Trait to an equipped Charm. | ULTRA RARE |
I like Cryptic values! | Double your Clover Tickets. Set your coins to 0. | COMMON |
I don't care about the price! | Make 2 random Charms in the store free. Set your Tickets to 0. | COMMON |
My head hurts! | Activate all other current phone abilities. Then apply the Devious Trait to an equipped Charm. | ULTRA RARE |
Give me back my money! | Double your coins. Set your Tickets to 0. | COMMON |
There's nothing to eat but mould... | Halve the base chance of a pair of symbols appearing, permanently. Then apply the Devious Trait. | UNCOMMON-ULTRA RARE |
Just as there is a dark path with 666, there is a path of light. Unlocking the secret 999 ending works similarly to the 666 mechanic. Achieving it can trigger "Holy Calls," which offer their own unique and powerful set of rewards. For a full breakdown of how to achieve this, check out our CloverPit 999 Ending Guide.
With this knowledge, you're no longer just a hopeless gambler, nah , you now are the auditor. You can see the schedules, you know the weights, and you can make informed decisions. The game is still a brutal, unforgiving beast, but at least now, you can see the strings. Good luck. You're going to need it.