Weighted public reveals
Ball counts make it clear why one person is riskier than another, which is useful for lunch bets, penalty draws, bonus entries, or playful handicaps.
Set names, load ball counts, and let a physical chamber reveal one visible winner.
Use it for penalties, raffles, presenter picks, lunch bets, and any draw where everyone should feel the motion on screen.
Players
4
Total balls
20 / 200
Natural draw feel
More balls still mean more presence in the chamber, but the final release follows the live motion of the stage.
Direct route
Open this page directly in local development when you want a clean host-screen route.
4 / 20
Share
40.0%
Share
25.0%
Share
20.0%
Share
15.0%
Loading the chamber
Set names and ball counts, then start the draw.
MojoMini game guide
Use Ball Draw when the group wants more tension than a plain picker and a chamber reveal that feels physically alive. Add players, load extra balls for the people who should be more likely to lose or win, then let the drum, pins, and exit chute carry one final visible winner into view.
Best group size
2 to 20 participants
Setup time
About 1 minute
Decision style
One chamber-driven winner with visible weighting
Use when
Friends want suspense with believable physical motion
Ball counts make it clear why one person is riskier than another, which is useful for lunch bets, penalty draws, bonus entries, or playful handicaps.
The page is strongest when a shared screen matters, because the chamber, pin bounces, and final chute release create a cleaner reaction than a simple random list result.
A host can explain the setup quickly: more balls means more presence in the chamber. That keeps the draw easy to trust even when the reveal is intentionally dramatic.
Do not use a public weighted draw for outcomes that could embarrass someone or pressure a participant into something they did not agree to.
If everyone needs a separate destination or role, Ladder resolves the full map better than repeating Ball Draw several times.
Give people extra balls based on previous losses, skipped chores, or voluntary risk, then let the room watch one suspense reveal decide who pays this round.
Load names for who presents next, who takes the challenge, or who gets the bonus prompt. The weighted format is useful when some names should have more entries than others.
Use Ball Draw before a game or penalty block when the group wants a visible way to assign one unlucky target without debating the odds afterward.
Choose Ball Draw when the room wants weighted suspense with a physical chamber reveal. Choose Wheel when one quick visible pick matters more than the show of the reveal.
Ball Draw is for one weighted winner. Ladder is better when each participant needs a mapped role, order slot, or outcome in one reveal.
Ball Draw makes the odds explicit through ball counts. Balloon Roulette is stronger when the point is pass-the-risk tension rather than weighted probability.
A practical guide to wheel or ladder: which picker should you use?.
A practical guide to how to make a random wheel feel natural.
A practical guide to a 45-minute rotation that keeps a group moving.
Use this when the room needs one visible answer for who goes next, which dare lands, or what everyone does next.
Open it for team splits, role draws, turn order, or any reveal where everyone should get an answer in one pass.
Pass the risk around when you want a louder penalty round that gets funnier every extra second.