Lottery and scratchers: prizes, redemption and used tickets
Buy lottery tickets, follow the weekly draw, compare every scratcher prize and redeem winnings. Learn what to do with losing tickets and how to earn the coin.
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Get and identify the tickets
Lottery, scratchers and prizes
The tall red-and-white paper is a weekly Lottery Ticket. The square card is a Scratcher Ticket; a stack contains five cards. Read the name before buying, then take ownership through the counter trade.
| Ticket | Base value in Credits | Use |
|---|---|---|
| Lottery Ticket | 25 | Wait for the weekly draw |
| Scratcher Ticket | 20 | Open and scratch three symbol areas |
| Stack of Scratcher Tickets (5) | 100 | Activate once to unpack five cards |
The normal representative schedule and weekly draw unlock on day 15. Gambling Addiction unlocks them from the start. Scratchers obtained through other routes can already be played before day 15. The representative visits on Thursdays: first day 18 normally, or day 4 with the addiction. Finish the dialogue to see ten weekly tickets and five scratchers. Buying a weekly ticket through the ordinary trade replenishes one, so ten is the starting display, not a purchase limit. The five scratchers do not replenish this way.
| Other source | What to look for |
|---|---|
| Scavenger seller | Can bring one scratcher; the normal introductory visits on days 3 and 7 already use this seller. A whole-batch purchase has a 15–25% discount. |
| Food barter | Switch to the third offer: give one Food item for two scratchers. The ordinary introduction is day 6; later barter visits can offer it too. |
| Black-market thief | Can sell a five-card stack. Check its stolen-goods marking before buying; the stack needs unpacking. |
| Dumping Ground and debris piles | Searching rubbish and clearing debris can produce single cards among the finds. These are chance finds, not a guaranteed card per search. |
| Evidence crate | Can contain one scratcher. The box’s fill, space and luck determine whether it appears. |
| Eleanor’s fifth visit | In non-Endless story, after helping Eleanor and while she is not arrested. Usually day 31; after the uncle-report branch, five days after her warning visit. Her recovered goods can include a card. |
| Secret Admirer | One possible opening gift with this trait; priority gifts such as injury treatment are handled first. |
| Gambling Addiction start | Starts with one owned scratcher and the coin. |
Activate an owned five-card stack to unpack it. Leave space in that inventory for the five individual cards. Each card is used separately.
Weekly lottery: edition, numbers and draw
Each weekly ticket already has six different numbers from 01 to 49 and an edition number. Hover over it to check both. Matches count by number, regardless of order. Buy the current edition before its draw and keep the ticket in an owned inventory; home storage participates too.
The draw resolves when you sleep on Friday night: normally day 19 first, or day 5 with Gambling Addiction. Saturday morning is day 20 or day 6 respectively; that newspaper reports the result. Reading or receiving the newspaper is not required for the draw. Hovering the ticket colors matches green and misses red. A winner takes its prize value; a loser becomes an Old Lottery Ticket. The next edition then begins. Confirmed winning tickets can be kept and redeemed later; an unprocessed ticket from the wrong edition does not enter a later draw.
Every weekly lottery prize
| Matching numbers | Prize in Credits |
|---|---|
| 6 | 1,000,000 |
| 5 | 100,000 |
| 4 | 2,500 |
| 3 | 300 |
| 2 | 35 |
| 0 or 1 | 0; becomes an Old Lottery Ticket |
The newspaper’s “at least 3” wording misses the two-match prize. Two matching numbers pay 35 Credits in the current game. See the event catalogue for the report and other calendar reminders.
Scratch a card and read its reward
Double-click an owned card to open it, or use Read in its context menu. Follow your activation setting if you changed the default. Hold the left mouse button and rub each covered area until its symbol is fully revealed. The strongest completed pattern pays the prize below; pairs can be in any two positions, and a triple replaces the pair prize rather than adding both.
The five food symbols are:
Nutrifruit,
Galaxy Blend,
Cat Chocolate Bar,
Peat,
Soda.
| Revealed pattern | Prize in Credits |
|---|---|
| Three Nutrifruit | 350 |
| Three of any other symbol | 75 |
| Two Nutrifruit | 30 |
| Two of any other symbol | 10 |
| Three different symbols | 0 |
After revealing all three areas, close the card and activate it again to collect a win. The prize replaces the ticket’s old item value; it is not added to the purchase value.
Turn a winning ticket into cash
| Method | Action and result |
|---|---|
| Individual redemption | Activate an owned winning weekly ticket, or a fully scratched winning card. It disappears and its current prize goes straight into cash. The default shortcut is double-click. |
| Lottery Representative | Offer a winning ticket on the trading counter during the visit. This is a sale; read the final quote before confirming. |
| Commissary batch action | Visit the Commissary, open Trade and choose “Redeem All Eligible Lottery”. It consumes all owned tickets already marked as winners, including those at home, and adds their current values to cash. |
There is also an early-cashout choice at the Commissary. Two fully revealed matching areas already mark a card as a winner. Batch redemption can cash that card at its current pair prize before you reveal the third area. The card disappears, so this gives up its remaining three-of-a-kind chance. Individual activation waits for all three areas to be revealed.
Lottery winnings add cash. Food Stamp redemption adds a separate shopping balance. The Commissary page explains the destination and its controls.
Sell or clear losing tickets
Old Lottery Ticket
A losing weekly ticket changes to the worn paper shown here. Keep winners separate from these low-value old tickets.
The ordinary Merchant, the shop’s bulk buyer, can buy a losing Old Lottery Ticket. Its base value is 1 Credit; the merchant’s discount and actual trade conditions determine the quote. This is ordinary resale, with no lottery prize attached. A scratched losing card has value 0, so clearing it frees space. Successfully redeemed tickets are consumed and leave no paper to sell.
Before selling a bundle, hover each weekly ticket and separate winners from old paper. Redeem the winners first, then offer the remaining old tickets to the Merchant or discard them.
Earn and carry the Gambler’s Coin
Gambler’s Coin
The game counts each new scratcher when you first start rubbing it. Opening a card without scratching does not count; fully finishing it is a separate counter. After starting ten different new cards, the next shop opening awards the coin once. Gambling Addiction starts with the coin and uses up that one-time reward. Leave clear space on the front counter before the morning opening to receive it.
Carrying the owned coin adds 5 luck and multiplies scratch radius by 1.33. Put it in a pocket or a container in the carried inventory; leaving it in home storage does not activate the carrying bonus. Its tooltip shows cards started and the average prize across finished cards. That average is gross winnings, before ticket costs. Multiple coins do not stack the bonus.
Luck and compulsory purchases
Luck affects weekly draw selection and scratcher symbols at specific times. Plan the bonus before generating or opening tickets; once one scratcher symbol area is fully revealed, the whole card’s results stay fixed. The Liquid Luck guide gives the stored-luck rules, sleep timing and probability tables.
With Gambling Addiction, a seller placing a non-owned ticket on the counter can force a purchase. Barter visits are excluded. Weekly tickets have one counter; individual scratchers and stacks share another, reset for each visitor. The first in each group is compulsory if you can afford it. Later checks follow the table; after five purchases in that group, it stops. Fixed charges are 25 per weekly ticket, 20 per card and 100 per stack. Forced purchases do not replenish the representative’s weekly stock.
| Already bought in that group | Cash required for another attempt | Chance to buy |
|---|---|---|
| 0 | At least the fixed price | 100% |
| 1 | At least 2× the fixed price | 50% |
| 2 | At least 5× the fixed price | 40% |
| 3 | At least 10× the fixed price | 30% |
| 4 | At least 25× the fixed price | 20% |
An owned Synaprest injector removes one random current addiction. If gambling is your only addiction, it removes that one. Curing it before day 15 removes the early representative/draw unlock; existing scratchers can still be played. The starting-trait page explains the initial choice.
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