How it works
The whole model on one page — shown with the real screens you'll play on.
The game
Rock-paper-scissors, 1v1, for real money — in two modes: Best of 5 (the skill mode) or a single One throw.
Best of 5: each player has a 6-card pool (2✊ 2✋ 2✌) and orders 5 of them (leaving one out); first to 3 round-wins takes the pot, over 5 rounds. All 5 played with no one at 3 → most round-wins takes it; a true tie is a draw. One throw: a single simultaneous card — fast and pure luck, but it earns half the leaderboard points (Best of 5 pays full). Card counting only matters in Best of 5.
Two ways to play
Bring your own stake — you never see your opponent's. This is the actual screen you play on:
Order 5 of your 6 cards. Played round by round.
ShufflePre-order your cards, post to the pool, and leave. It resolves automatically when someone matches. This is the liquidity that lets others play instantly.
Tap Play now and pick one: Match live — real-time card-by-card vs an online player, nothing to preset; or Battle from orders — set your 5 cards and instantly take a standing bet. Either way, count cards and read the hand. The skill mode.
Whoever posts the larger order is the bigger bettor and earns a random ×1.0–2.0 on their leaderboard points that game — win or lose. The smaller bettor gets none. It only grows points, never who wins.
The pool shows how many orders are waiting in each mode — not who, and never the stake. Both sides are sealed before matching, so nobody can pick a soft opponent.
Where the money goes
The winner is paid from the pot — the platform takes a flat 6% rake and never takes a side of the bet.
The 6% rake — exactly where it goes
Rare big jackpot. 70% of the jackpot share.
Frequent small jackpot. 30% of the jackpot share.
Monthly leaderboard (60%), season pool (30%), daily tasks (10%). All flows back to players.
Operating revenue. Referral (up to 10% of rake) is paid from this share.
So of every pot: 2% feeds the jackpots, 1% funds the reward pools (leaderboard + season + tasks), and 3% is platform revenue — with referral paid out of that 3%. On a draw the 6% is still taken (no free games); the rest is split back. Any amount you bet above your opponent is refunded instantly at match time — never raked.
Why a low effective edge?
The rake is 6%, but roughly half of it flows back to players — 1% through the reward pools and 2% through the jackpots — leaving a ~3% effective edge as the real long-run cost of playing. Our model shows profit-per-player is roughly flat across the 5–9% nominal range; a higher edge just makes players quit sooner. 6% nominal keeps players surviving long while the platform's margin sits near its healthy peak.
Monte-Carlo, 6,000 runs per point. As the rake climbs, players quit sooner (green falls). Platform net weighted by retention (gold) plateaus across 5–9% — pushing higher barely earns more but bleeds players. 6% sits in that plateau while keeping the longest player lifetimes.
Real utility for memecoins
Any memecoin opens an arena. Four ways it wins:
Members duel with your token
Every game burns supply — real deflation
In-app buys create recurring demand
Rake feeds your token's MEGA + MINI pools
Two jackpots, every arena
Every pot puts 2% into the jackpots — split 1.4% into MEGA and 0.6% into MINI. Exactly what you see at the top of each arena:
Both are drawn with verifiable on-chain randomness (Chainlink VRF) and each pays out 80% of the pool, leaving a 20% seed so the headline number never resets to zero. Prizes are credited to your platform balance — withdraw to your own wallet anytime.
Two ticket types — how you get in
Every game you play gives both players +1 MEGA ticket. Not for sale. Drawn at each 3-month season's end: 10 winners, weighted by tickets, split by rank.
The bigger bettor in a match earns +1 MINI ticket, or buy them directly. Every game has a ~0.001% chance to fire a MINI draw of 5 winners: the triggering match's winner takes prize #1 and the loser #2 (in a draw, the bigger bettor is #1); the other 3 are drawn from ticket holders by VRF. Fewer than 5 holders → the unfilled prizes aren't paid, the guaranteed pair is unaffected. Miss? Tickets carry over and keep stacking.
How the MINI drop works
Random, not scheduled — every match rolls the dice. When it fires, both players of that match are guaranteed a top-2 place (winner #1, loser #2; in a draw the bigger bettor is #1) and three more winners are drawn from MINI-ticket holders. The longer nobody wins, the bigger the pool. Play more, hold more tickets, win more.
Each settled game has a ~0.001% chance to trigger a MINI drop for that pool.
Nobody wins, no one loses tickets. The pool and everyone's odds keep growing.
Chainlink VRF picks 5 winners (ticket-weighted). Pays 80%, then all MINI tickets reset — the race starts fresh.
Prize splits by rank
MEGA pays 10 places, MINI pays 5 — each rank takes a share of the 80% payout.
Buy MINI tickets — 40% flows back to the pools
Besides earning MINI tickets by betting big, you can buy MINI tickets directly (1 ticket = $1 of the arena's token). Every purchase is split — and a big chunk goes right back into the prizes you're playing for:
70% of the recycled 40%.
30% of the recycled 40%.
Swept to USDT treasury.
So of every $100 of tickets sold: $28 grows MEGA, $12 grows MINI, and $60 is platform revenue.
Why buying tickets can't be gamed
The draw is a ticket-weighted lottery, and only 40% of ticket spend re-enters the pool — so the expected value of a bought ticket is capped well below its price:
Let pool V, total tickets T, your tickets t, ticket price P = $1. A weighted draw returns you ≈ (t / T) · V.
- If V comes only from tickets: V ≈ 0.4 · T · PEV = 0.4 · t · P
- You paidt · P
- Your expected loss (house edge)60%
Rake and sponsor money add to V, nudging EV up — but to capture it you must own most of T, and buying your way to ~100% of tickets costs about 2.5× the whole pool (you pay P per ticket while only 0.4·P re-enters). Dominating is strongly negative-EV; the platform is net-positive at every purchase size. Same red line as our per-game rake: every incentive feeds the pool and the treasury, never drains them.
Rewards — paid from the rake, never printed
The 1% reward pool from every rake is split three ways — funded by real play, never minted. Each pool is kept per token: a USDT-arena rake funds a USDT reward pool, a meme-arena rake funds that meme's pool, and every payout is made in that pool's own token — no forced conversion, no FX risk.
Two boards, split 50 / 50: the MMR board (pure skill, ranked by rating) and the Wager board (volume — matched stake's USDT value × 100 × win 1.0 / loss 0.2 / draw 0.5, bigger bettor ×1.0–2.0). A One throw match earns half the wager points — Best of 5 pays full, to reward real play over coin-flips. Each board's Top 10 split by rank [30/18/12/10/8/6/5/4/4/3%], paid at month end in each pool's own token.
A 3-month total from every game you play (win, lose or draw). Top 10 by season points split the pool at season end; totals soft-carry into the next season.
Complete daily tasks + keep a login streak. The pool is split by how many tasks you finished that month — the more active you are, the bigger your share.
Every payout comes from the pool that real rake already funded — the platform never prints tokens or pays from its own pocket, so the reward system can never run a deficit. Referral (below) is separate, paid from the platform's own 3% share.
You post $100, your opponent posts $20. You match at $20 (the lower amount — your extra $80 is refunded, never at risk), and because your order was larger you're the bigger bettor. Base = $20 × 100 = 2,000; this game rolls a ×1.7 multiplier (yours only):
The multiplier only touches points, never the payout or who wins. Its expected value rises with the matched bet, with no tier cliff — so the incentive is always to bet bigger. A draw still rakes 6% and still scores, so wash-trading only feeds the platform.
Referral — tiered, up to 10%
Your rate scales with how many friends you've brought. It's a cut of the rake they generate (the 6%), paid from the platform's own share — so it's always sustainable, and referring yourself is always a net loss.
The 6% rake, split — with referral
Every pot is raked 6%. Nothing is stacked on top — jackpots, reward pools and referral all come out of that one 6%:
- Winner paid94%
- → MEGA jackpot1.4%
- → MINI jackpot0.6%
- → Reward pools1.0%
- → Platform3.0%
- → Referrer (Diamond 10% of rake)0.6%
- → Platform net2.4%
Referral is 2–10% of the rake by tier, paid from the platform's 3% — never stacked on the player. Most sit at Bronze (2% of rake ≈ 0.12% of pot), so the platform keeps ~2.9%. Even a Diamond referrer's share is a fraction of the friend's own 6% rake — self-referral never pays. The 1% reward pool + 2% jackpot mean roughly half the rake flows back to players; the platform's durable margin is the remaining ~2.4–2.9%.
Provably fair
How off-chain settlement stays honest
Matching and rounds run off-chain for instant, gas-free play — so the trust question is: can the result be faked? It can't, and here's the exact chain of evidence:
Each move is submitted first as a SHA-256 hash of (move + secret salt). Only after both players have committed does either side reveal. The server checks every reveal against its earlier hash — a mismatch is rejected, so no one can change a move after seeing the opponent's.
Who wins each round is pure rock-paper-scissors math on the revealed moves — no server randomness. Every commit, reveal, salt and settlement is stored, so any game can be independently recomputed and audited after the fact.
Timeouts never forfeit money: if a player disconnects, the server plays a random remaining card from their own hand and the game finishes normally. The stake stays in play until a real result is reached — it is never confiscated. Every balance change is double-entry: a ledger row is written for each credit and debit, and the solvency invariant (next section) cross-checks the total against the on-chain vault.
What MMR is
MMR (matchmaking rating) is your skill score — a standard Elo rating, the same system chess and competitive games use. Everyone starts at 1000. After each match:
Beat a stronger opponent and you gain more; lose to a weaker one and you drop more. It does two jobs: it matches you against similar skill (protecting newcomers from sharks) and it's the skill axis of the leaderboard — the MMR board ranks by it directly, and it's the competitive half of what makes a good player stand out. MMR never touches your money or who wins a round; it only reflects results.
How your money moves
Three stages keep play instant while the money stays on-chain and yours to withdraw.
Send USDT or a memecoin to the escrow vault. It's credited to your in-game balance after on-chain confirmations.
Matching, moves and settlement happen instantly off-chain — no gas, no signing every round. Balances are the single source of truth.
Cash out to your own wallet with a signed voucher. Per-tx and daily limits, new-account cooldown, and a solvency check gate every payout.
A solvency invariant runs continuously: on-chain vault balance must always cover off-chain liabilities (balances + jackpots + pending withdrawals). If it can't, withdrawals auto-pause. Amounts don't match → nothing pays out.
Roadmap
Risks & disclaimer
This is a game of chance with a skill element. Over time, players collectively lose the ~3% effective edge — never wager more than you can afford to lose.
Memecoin arenas carry the price risk of the underlying token; jackpots are denominated in that token (USDT-equivalent shown for reference). Smart-contract, bridge and regulatory risks are real. Availability may be restricted in some regions.
Nothing here is investment advice. The platform issues no security or governance token; there is no promise of financial return. Play responsibly.
A game of chance with a skill element; over time players collectively lose the ~3% effective edge. Play responsibly.
