A game coin trades like every eleos coin, through any router, with its tax in HYPE. One game is fixed at launch, and everyone who trades the coin plays it.
The pot is HYPE: a share of the tax fills it, winners collect it, and what a game burns buys the coin back. A game can never stop a trade or touch coins nobody put in.
Offeringdrand
Burn coins as an offering. Win the whole pot.
- The game's share of every buy (3 % by default) fills the pot.
- Once a day a wallet may make an offering: its coins burn at once, a drand round 30 seconds ahead decides.
- Chance = what the burned coins are worth / (2 x pot), at most 25 %. A winner takes the whole pot.
Last dancedrand
The music stops at a random minute. Recent buyers split the pot.
- The game's share of every buy (2 % by default) fills the pot. A round runs 1 to 6 hours.
- From the first hour on, every 10 minutes a drand round decides whether the music stops (1 in 12).
- When it stops, coins bought in the 10 minutes before (still held) split half the pot, at most 20 % of that per wallet, claimed within 24 hours.
Highest
Bid coins for the pot. Second place pays too.
- The game's share of every buy (2 % by default) fills the pot. The first bid opens an auction of 24 hours.
- Every new bid must be 5 % above the highest and goes into custody; a late bid adds 5 minutes (at most an hour).
- The highest bid wins the pot in HYPE and burns; the second bid burns too; everyone else takes theirs back.
Mercy
When the dev sells, holders who buy get paid.
- The game's share of every buy (3 % by default) fills the pot.
- Every sell of DEV coins, from any wallet, opens a window of 10 minutes.
- In the window every buy gets 30 % of what it is worth out of the pot, only wallets that held before, at most half of what they held.