Overview
By game
Accrual: Winnings = everything won on tickets sold in this period, collected or not — this is what GGR and Hold % are built from. For cash that actually left the drawer, see Paid out and the By Shop tab.
Live jackpots
Hourly pulse (today)
Turnover by shop
Shops
Cash basis — a ticket counts on the day the money left the drawer, not the day it was sold. Profit = Turnover − Paid out and can be negative (a shop that only cashed older tickets). Open winnings = won here and still claimable. Unclaimed = the payment window has closed, so a manager must enable payment before the customer can be paid. Both are outstanding liability, not a cost yet. Margin % is a cash margin — it is not the same as the gaming Hold % on Overview.
Player screens — who is online
Picking a game applies the status to that game’s screen — “offline” + “Roulette 2” answers which shops have roulette 2 down. With every game the status applies to the PC itself. Shops are filtered, never their PCs, so a shop that matches still shows all of its machines rather than a partial list that reads as the whole truth.
Green = connected right now · Red = known screen that is NOT connected · Grey = this shop has never run a player. Auto-refreshes every 20s.
PCs left on overnight
The exception being recorded is a PC being ON between midnight and 06:00 (UTC = Ghana local, no offset). LEFT ON = seen during the night. shut down = absent at night but seen during the day, i.e. correct. NOT REPORTING = absent at night and all day — that is a broken screen, not a compliant one. NO DATA = the sampler took no samples in that window; it is never shown as 0%.
Which shops keep leaving PCs on
● = left on that night · · = off (or only a late close) · ? = no samples for that night, never counted as good behaviour. Strip runs oldest to newest; hover a mark for the date and the exact coverage.
Overtime
Monthly payroll email
Overtime staff roster
Shop locations
Shop inspections
Time in shop
Daily turnover vs payouts
Daily hold %
Biggest tickets in range
Find the ticket
If you have the serial, use it — that is a direct lookup and it ignores every filter below, so the day, shop and game do not have to be right. Only when the serial is unknown (a cashier who never saw the ticket cannot quote it) search by what they DO know — round, shop, game, day — and pick it out by the Selection column.
Cancelling
A cancellation takes the ticket out of the book, and on an already-settled round it is reversed out of the closed ledger too. It can be undone — Reverse puts it back, exactly, ledger included. What cannot be undone is cancelling a ticket that was already paid, and the server refuses that outright.
Find a round
A winning ticket locks itself once its round is more than two hours old, so it can no longer be paid at the counter. Re-enabling is an override: it is recorded against your name, and it only ever applies to a ticket that is locked and unpaid.
Tickets
Live rounds
Close ends betting and runs the draw immediately — it settles every ticket in that round. It is not a pause. Open is safe to press: if a round is already open it says so and changes nothing.
Locked payouts
Payouts lock automatically once a round is more than two hours old. Lifting that lock now lives on Payments, where the tickets are listed first — the same override used to sit here behind a typed round number, which meant enabling payouts on a round without ever seeing what was in it.
Release bands — global pots
A pot is released once it reaches a hidden target drawn inside its band. Both ends are required and must satisfy 0 < min ≤ max — unlike stake limits there is no “inherit”. Nothing is sent while you type; each row is saved with its own button.
Granted jackpots
By shop
Shop pots
One band, applied to all 186 shop pots for this game. Global pots are not touched.
One-time jackpot
A designation forces the next qualifying ticket at one shop to win that game’s global pot. It does nothing until a second owner approves it — the server refuses to let the person who created it also arm it, and this screen will not offer you the button on your own designation. Approving is itself raised as an alert.
Only one live designation per pot can exist at a time. A blacklisted shop cannot receive one.
Every grant, newest first
What an alert rule actually does
When a bet is placed whose stake reaches the threshold, the server writes an entry into the audit trail. That entry is what feeds Recent alerts and the phone app’s alert feed. Nothing is emailed and no message is sent.
Who sees an alert is decided by shop assignment — a manager sees alerts for their own shops, IT sees all of them. The Note field below is stored with the rule and copied onto each alert it raises; it does not deliver anything to anyone and it does not control who can see it. The old Back Office called that field “Recipients”, which promised a delivery that has never existed.
The training shop raises no alerts.
Add a rule
Rules
Limits for one game at a time
Company default
Every shop without its own setting for this game follows this. Changing it moves every inheriting shop at once, and touches no shop that has its own limits.
How a limit resolves
A terminal asks three sources in order and stops at the first answer. Effective in the table below is that answer — it is the only number a cashier will ever meet.
| 1 · Shop override | set on the row below, per game |
| 2 · Company default | the form on the left |
| 3 · Server fallback | used only if neither is set |
Each side resolves on its own. An empty box means inherit that side — a shop can pin a maximum of 2,000 and still follow the company minimum. That is why both override boxes read inherit when empty rather than showing a zero, and why clearing a box is not the same as typing the default into it.
Per shop
Rewrite every shop
This writes an override onto all shops for this game. It does not change the company default, and it replaces whatever each shop had — a shop that was deliberately set to 5,000 ends up wherever this puts it. Editing 186 shops one at a time is not a realistic way to roll out a change, which is why this exists; it is also why it asks first.
Add a shop
The code is what gets painted on the building and what a manager says out loud. Keep it three characters, zero-padded — 028, not 28. Every real code is exactly three, and that is the only thing stopping a code being mistaken for an internal id.
Shops
Blocked stops the shop trading. Global jackpot off means the shop can never WIN the global jackpot — its tickets still contribute to it. Changes save the moment you toggle them; if a save fails the switch goes back to where it was.
Users
Create user
Selected user
Shops this manager can see
Reports show ONLY the ticked shops — never company totals.
Vacation cover — one manager temporarily takes another's shops
The stand-in keeps his own shops and ALSO sees the covered manager's shops — reports AND alerts, portal + back office + mobile app, instantly. No end date = until revoked. Nothing is copied: revoke (or expiry) ends it on the spot.