Economy map
This page collects every number that costs you FOXSY, time or a daily allowance, in one table. The values are the mainnet values at launch. Where a paid shortcut exists, the last column says what it buys and the floor that money never crosses. Below the table you will find worked paths (how long and how much from A to B) and a short guide to which path fits which kind of manager.
Every FOXSY value is a whole number of FOXSY. Every duration is in days or hours. Daily allowances reset at a fixed 14:00 UTC, not on a rolling 24 hour window.
The table
Section titled “The table”| Parameter | Value | What it does | How it behaves | Paid shortcut and its floor |
|---|---|---|---|---|
| Registration fee | 5,000 FOXSY | One-time payment that creates your team and mints your starter squad | Paid once per wallet. The relayer pays the network fee for this transaction. One wallet gets one starter squad, enforced on chain | None. Every manager pays the same fee |
| Starter squad | 18 players: 10 Common, 4 Uncommon, 2 Rare, 1 Epic, 1 Legendary | The roster you receive at registration | Spread as 2 GK, 6 DEF, 6 MID, 4 FWD. Each position gets one Rare or better plus one Uncommon; which position gets the Legendary is random | None. Extra players come from the Common pack, the marketplace or fusion |
| Common pack | 2,500 FOXSY for 5 Common players | The only shop item that adds cards to your roster | At most 2 packs per wallet per rolling 7 days. Positions drawn like a starter squad (2 GK, 6 DEF, 6 MID, 4 FWD of 18), uniform within a position. Drawn from the pre-minted Common pool; sold out when fewer than 5 are free. Delivered by the game server about a minute after payment. The cards arrive with 0 competitive matches and no cooldown | This row is the shortcut. Floor: 2 packs a week, whatever you spend |
| Stat caps by rarity | Common 30, Uncommon 55, Rare 75, Epic 90, Legendary 100 per stat | The ceiling training can reach on each of the 7 stats | XP earned on a capped stat is discarded. Only fusion raises the ceiling | None |
| Casual plus ranked matches per day | 5 | The matches you may start yourself per day, casual and ranked combined | Being drawn in as someone’s ranked opponent does not count. Tournament and 1v1 games do not count either | Not for sale |
| Match cooldown | 30 seconds after any match; 15 minutes after a ranked game | Pacing between the matches you start | The ranked cooldown counts from your last ranked game, started or drawn into | Not for sale |
| XP-eligible matches per player per day | 3 | How many matches a day a player card can earn attribute XP in | A fourth competitive match that day still counts for ELO, career stats and the fusion counter. It awards no XP | Not for sale |
| What counts as competitive | Silver or Gold tournament matches, 1v1 challenges, ranked while ranked XP is on (off at launch) | The matches that award XP and move the on-chain fusion counter | A real opponent and a paid seat. Casual games against the AI never count. Bronze tournaments never count | Fusion match waiver (see fusion row) |
| XP per match | Up to 900 XP spread over the 7 stats | Attribute XP a starter earns from one competitive match | Nine match actions (distance, dribbles, goals, passes, shots, completed passes, tackles, interceptions, saves) each score 0 to 100 against a normaliser and the scores are distributed to stats. The normalisers are set so a median performance scores about half of each term | XP booster doubles it (next row) |
| XP booster | 2,000 FOXSY, 2x XP, 24 hours | Doubles training XP and match XP for one day | One active at a time. Buying again restarts the 24 hour clock. Featured tournament rewards (2x for 48 h to the winner, 1.5x for 24 h to the runner-up) do not stack with it; the highest single multiplier applies | This row is the shortcut. No floor |
| XP per stat bump | 2,000 XP | XP a stat meter needs before the stat goes up by 1 | Surplus carries into the next meter, unless the bump lands on the rarity cap | None |
| Player level | level = floor(sqrt(total XP / 200)), max 100 | The level shown on the card, grown from lifetime XP | Cosmetic and career-only; stats are driven by the per-stat meters | None |
| Training, free sessions | 5 per day per wallet | Sessions you can run without paying | Each session adds 20 XP times condition / 100 to one stat of one player. Resets at 14:00 UTC | Paid training slots (next row) |
| Training, paid slots | 20 FOXSY per slot, at most 10 used per day, up to 25 bought per transaction | Extra sessions on top of the free 5 | Slots are banked and never expire. Maximum 15 sessions a day (5 free plus 10 paid). Each slot gives the same 20 XP at full condition, 40 with a booster | This row is the shortcut. Floor: 10 paid sessions a day |
| Condition cost, training | 5 per session | Condition a player loses per training session | Base value until age 30, then ramps with age to 3x the base at 39: 15 | Condition recovery (below) |
| Condition cost, matches | 10 per tournament or 1v1 appearance; 5 per ranked or casual appearance | Condition each of the 11 starters loses per match | Only starters pay. In ranked only the side that started the match pays. Base values until age 30, then ramps with age to 3x the base at 39: 30 for tournament/1v1, 15 for ranked/casual | Condition recovery (below) |
| Condition regeneration | 48 points per day (2 per hour) until age 30, falling to 24 per day (1 per hour) at age 39 | Passive recovery, slower with age | A young player at 0 is back to 100 in about 2 days, a 39-year-old in about 4 | Condition recovery (next row) |
| Condition recovery | 100 FOXSY for a full 0 to 100 restore, pro-rated per missing point | Instantly restores a player’s condition | You pay about 1 FOXSY per missing point; a player at 70 costs 30 FOXSY. Recover All sums every player below 100 | This row is the shortcut. No floor |
| Minimum field condition | 30 | A player below it is not match-fit | Cannot be fielded and cannot train. Tournament matches auto-substitute a fit bench player; fewer than 11 fit players forfeits 3-0 | Condition recovery brings a player back above it |
| Fusion inputs | 3 players of the same rarity, each with 20 competitive matches | What one fusion burns | Inputs must be synced, in your wallet, not listed, not under a transfer cooldown. A fused player inherits the longest remaining transfer cooldown of its inputs. The contract reads the on-chain competitive counter | Fusion match waiver: 20 FOXSY per missing match, at most 15 per card, so 5 matches must really be played. Live from day one |
| Fusion fee | Common to Uncommon 100, Uncommon to Rare 200, Rare to Epic 400, Epic to Legendary 800 FOXSY | The fee paid with the three cards | Refunded with the cards if the fusion fails. Legendary cannot be fused further | None |
| Fusion card cooldown | 14 days per fused card | A fusion output waits before it can be an input again | Belongs to the card and travels with it if sold. Does not block play, listing or your other fusions | Fusion cooldown waiver: 75 FOXSY per day down to a 3-day floor, at most 11 days and 825 FOXSY per card. Live from day one |
| Fusion wallet spacing | 20 hours between two fusions of one wallet | Pacing on the wallet, whatever the cards | Counts from your last successful fusion | Not for sale |
| Marketplace listing | Reserve between 10,000 and 1,000,000 FOXSY; every sale is a 24 hour auction | How you sell a player | Listing costs nothing beyond gas. Bids start at the reserve and must beat the top bid by 5 percent. A bid in the last 300 seconds extends the auction by 300 seconds. Cancel only while there are no bids | None. The 10,000 floor is enforced on chain |
| Listing gate | 20 competitive matches per card, at least 5 really played | What a card needs before it can be auctioned | The same two gates as fusion. The fusion match waiver credit on the card counts (up to 15 matches). Cards out of a pack or a fusion start at 0. The contract refuses the listing otherwise; listings already open are unaffected | Fusion match waiver: 20 FOXSY per match, at most 15 per card, so 5 matches must really be played. Live from day one |
| Marketplace fee | 10 percent of the winning bid | Platform fee on a completed sale | Paid by the seller out of the bid, only when the auction sells | None |
| Relist cooldown | 48 hours after a sale | A just-sold player cannot be auctioned again | Per player, enforced on chain | Not for sale |
| Creator royalty | 2.5 percent of a tournament or 1v1 prize pool | Paid to the provider of the AI binary the matches ran on | Comes out of the 10 percent platform fee, in the same distribution transaction as the prizes. It never reduces a winner’s share. Capped on chain at 2.5 percent. Marketplace sales carry no royalty | None |
| Transfer cooldown | 21 days (504 hours) after a wallet-to-wallet transfer of a card with at least 20 competitive matches; 63 days (1,512 hours) for a card moved before that | The received player cannot play or be fused | Only direct wallet-to-wallet transfers trigger it. The length is fixed on the card at the moment of the transfer. Marketplace buys, auction wins, fusion outputs and shop mints never carry it. The 63 days close the alt-wallet path: a second wallet’s untouched Legendary cannot be moved and played the same season | Reduce Cooldown: per day above the floor, by rarity: Common 25, Uncommon 75, Rare 200, Epic 500, Legendary 1,250 FOXSY (the 10 percent fee on the reference price spread over 20 days, the same rate for both lengths). Floor 3 days (72 hours). Full waiver of a fresh 21-day transfer: 18 days, from 450 (Common) to 22,500 (Legendary) FOXSY; of a fresh 63-day one: 60 days, from 1,500 to 75,000 FOXSY |
| Tournament seat fee | Bronze free; Silver 1,000 to 4,999 FOXSY; Gold 5,000 FOXSY and up | What a seat costs, chosen by the creator inside the tier | Paid exactly, on chain, into a free seat. Refunded if you leave before the registration deadline or the tournament is cancelled | None. Bronze is the free tier |
| Tournament prize split | Winner 45, runner-up 30, third 15, platform fee 10 percent of the pool | How a Silver or Gold pool is paid out | The pool is the seat fee times the teams that joined. Without a third-place finisher the 15 percent goes to the runner-up. No organizer share: an organizer-only host pays no seat and earns nothing from the pool | None |
| 1v1 challenge | Silver 1,000 to 4,999 or Gold 5,000 and up per side; winner 90 percent, platform 10 percent | A one-match stake against one opponent | Both sides pay the same fee. The loser gets nothing. One open or running challenge per wallet. Paid out about 180 seconds after the reveal. Unaccepted challenges refund in full at the deadline | None |
| Tournaments you can run | 1 active as a player plus 1 active as organizer-only | Creation cap | Complete or cancel before creating another. Admins are uncapped as organizers | Not for sale |
| Sync fee | 10 FOXSY per player | Writes trained stats to the chain so they count in matches | Sync All shows the total before you sign. Required before fusing or listing a player. Not required to play | None |
| Badge re-roll | 1,000 FOXSY after 3 free re-rolls | A fresh AI-generated team badge from Settings | The first badge during onboarding is always free | This row is the shortcut |
| ELO leagues | Bronze below 1,300; Silver 1,300; Gold 1,600; Platinum 2,000; Diamond 2,700 | Your league bracket, from your ELO | New teams start at 1,200. Ranked games move rating with K = 24, Silver tournaments and 1v1s with K = 12, Gold with K = 18. Bronze tournaments move no ELO. The bands are 300 to 700 points wide: Gold is a season of wins, Platinum about three in either direction | Not for sale |
| ELO decay | On. After 10 idle days you lose 5 points per day, down to 1,200 | Keeps the leaderboard honest | Only a ranked game against a real opponent or a revealed Silver or Gold tournament match resets the idle clock. With the leagues hundreds of points apart, decay costs rank inside a league long before it costs the league; the label follows the rating on your next result | Not for sale |
| Aging | Minted at 18; one in-game week per real day; ramp from age 30 to the peak at 39 | Older players lose more condition per match and per training while regenerating less | Stats never drop. Every condition cost climbs to 3x its base at 39: matches from 10 or 5 to 30 or 15, training from 5 to 15; regeneration falls from 48 to 24 a day. A 39-year-old plays three tournament matches from full, then rests about 4 days | Condition recovery keeps a veteran on the pitch. Age itself is not for sale |
| Onboarding EGLD bonus | 0.1 EGLD to each of the first 1,000 wallets that register with less than 0.01 EGLD | Covers roughly 100 on-chain actions of gas | The whole 100 EGLD reserve can go out on one day, so the first 1,000 wallets are paid whenever they arrive. After the 1,000 wallets you top up EGLD yourself | None |
| Registration relayer | 3 attempts per wallet per 10 minutes; 5,000 relayed registrations per day platform-wide | Rate limits on the gas-free registration | Past the daily cap the app asks you to pay the registration gas yourself | Not for sale |
How long and how much from A to B
Section titled “How long and how much from A to B”Each path is computed from the table above. The arithmetic sits in the last column so you can check it.
(a) Starter squad to your first Uncommon by fusion
Section titled “(a) Starter squad to your first Uncommon by fusion”Three of your ten Commons, each to 20 competitive matches, then one fusion.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Free: play the matches | 7 | 100 | 20 matches at 3 XP-eligible matches a day = 6 full days plus 2 matches on day 7. All three Commons start in the same eleven, so they finish together. Fusion fee 100 |
| Fully paid: match waivers plus the fee | 2 | 1,000 | 15 waived matches per card at 20 = 300, times 3 cards = 900. The 5 real matches per card take 2 days at 3 a day. Fusion fee 100 |
| What the matches cost to play | included above | at least 1,000 per seat | Competitive matches come from paid seats: a Silver seat is at least 1,000 FOXSY. A round robin with 20 teams gives 19 matches for one seat; a 1v1 gives one. Prizes flow back from the same pool (see path g) |
The fusion counter itself has no daily cap, only the XP has one, so a manager who fits more tournament games into a day finishes sooner. Condition then sets the pace: 10 per match, 48 back per day. A player must stay above 30 to be fielded.
(b) A fresh fused card back into the next fusion
Section titled “(b) A fresh fused card back into the next fusion”The output of a fusion starts at 0 competitive matches and carries its own 14-day cooldown.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Free: wait it out, play meanwhile | 14 | 0 | The 14-day card cooldown. The 20 matches fit inside it (7 days at 3 a day) |
| Paid: cooldown waiver plus match waiver | 3 | 1,125 | 11 days waived at 75 = 825, down to the 3-day floor. 15 matches waived at 20 = 300. The 5 real matches take 2 days, inside the 3 |
| Both routes | The 20-hour wallet spacing since your last fusion also has to be over; it fits inside either route |
(c) Common to Legendary by fusion, one lineage
Section titled “(c) Common to Legendary by fusion, one lineage”81 Commons become 27 Uncommons, then 9 Rares, then 3 Epics, then 1 Legendary: 40 fusions. This path counts the wallet spacing, the per-rung card cooldowns and the fusion fees. It does not count the 20 competitive matches every input needs.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Fusion fees, either route | 6,500 | 27 x 100 + 9 x 200 + 3 x 400 + 1 x 800 = 2,700 + 1,800 + 1,200 + 800 | |
| Free: 14-day cooldowns | 63.7 | 6,500 | The 27 Common fusions run back to back: 26 gaps x 20 h = 520 h. The last Uncommon, the last Rare and the last Epic each wait 14 days before feeding the next rung: 520 h + 3 x 336 h = 1,528 h = 63.7 days. The other fusions fit inside those waits |
| Fully paid: every fused card waived to 3 days | 35.2 | 38,675 | 27 Common plus 9 Uncommon fusions back to back: 35 gaps x 20 h = 700 h to the last Rare. Then 3 days to the last Epic and 3 more to the Legendary: 700 h + 144 h = 844 h = 35.2 days. Waivers: 39 fused cards x 11 days x 75 = 32,175, plus the 6,500 in fees |
| Floor that no money removes | 32.5 | 40 fusions need 39 spacing gaps: 39 x 20 h = 780 h = 32.5 days | |
| Not counted: the matches | up to 36,000 | 81 Commons plus 39 fused cards = 120 inputs x 20 matches. Fully waived that is 120 x 15 x 20 = 36,000 FOXSY, with 5 real matches per card still to play |
In the fully paid route the early Uncommons sit idle for more than 14 days anyway, so a careful manager waives only the cards on the critical path and pays less than 32,175. The realistic path mixes marketplace purchases at higher rarities with your own fusions.
(d) Common pack to your first Legendary
Section titled “(d) Common pack to your first Legendary”The 81 Commons of path (c) bought as Common packs, 5 cards for 2,500 FOXSY at most twice a week. The fusions run at the 20-hour spacing while the packs keep arriving.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| The packs | 60 | 42,500 | 81 Commons need 17 packs (85 cards, 4 spare) at 2,500 = 42,500. At 2 packs a week the 17th pack lands after 8.5 weeks, about 60 days |
| The fusions | 32.5 at least | 6,500 | 40 fusions need 39 spacing gaps: 39 x 20 h = 780 h = 32.5 days, about 33 days. Fees 27 x 100 + 9 x 200 + 3 x 400 + 1 x 800 = 6,500. The Common fusions start with the first packs, so most of the spacing runs inside the 8.5 weeks; the last rungs then follow path (c) |
| The matches, played | included | seat fees | Every input needs 20 competitive matches and pack cards arrive at 0: 81 Commons plus 39 fused cards = 120 inputs x 20 matches. The fusion counter has no daily cap, only XP has one, so a card plays as often as you can field it |
| The matches, waived | up to 36,000 | 120 x 15 x 20 = 36,000 if every card is waived to the 5-match floor. Waiving only the last matches of the cards on the critical path costs a fraction of that | |
| Floor that no money removes | 60 | The 2-packs-a-week cap: 17 packs take 8.5 weeks whatever you spend. The 39 spacing gaps fit inside them |
Extend it to a full Legendary XI and the simulation gives the shape of the game: a manager who buys at the cap and waives everything is bound by the pack cap and the spacing and needs about 17 months. A daily player who plays every match needs about 32 months; the match waiver on the last matches of each card, about 22,000 FOXSY a year, brings that down to about 22 months.
(e) Moving a Legendary between your own wallets
Section titled “(e) Moving a Legendary between your own wallets”The card’s competitive matches at the moment of the transfer decide the length: 21 days at 20 or more, 63 days under that.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Wallet-to-wallet transfer, wait, card with 20 competitive matches | 21 | 0 | The full 504-hour transfer cooldown before the card can play in the new wallet |
| Wallet-to-wallet transfer, wait, card under 20 competitive matches | 63 | 0 | The 1,512-hour cooldown of an unplayed card |
| Wallet-to-wallet transfer, Reduce Cooldown, card with 20 competitive matches | 3 | 22,500 | 18 days above the 3-day floor x 1,250 per day. The rate is the 10 percent marketplace fee on the 250,000 FOXSY Legendary reference price spread over 20 days |
| Wallet-to-wallet transfer, Reduce Cooldown, card under 20 competitive matches | 3 | 75,000 | 60 days above the 3-day floor x 1,250 per day, the same rate |
| Sell it on the marketplace, buy it back | 1 | 10 percent of the price | A 24-hour auction, then the 10 percent fee on the winning bid: 1,000 FOXSY at the 10,000 floor, 25,000 at the 250,000 reference price. The buyer gets the card with no transfer cooldown. Anyone can outbid your other wallet. The card cannot be listed again for 48 hours. The card needs 20 competitive matches to be listed at all |
(f) One month of training
Section titled “(f) One month of training”30 days, one wallet, every session at full condition (20 XP each, 40 with a booster). A stat bump is 2,000 XP.
| Route | Sessions | XP | FOXSY | Arithmetic |
|---|---|---|---|---|
| Free slots only | 150 | 3,000 | 0 | 5 x 30 = 150 sessions x 20 XP. About 1.5 stat bumps |
| All paid slots | 450 | 9,000 | 6,000 | (5 + 10) x 30 = 450 sessions x 20 XP. Slots: 10 x 30 x 20 = 6,000. About 4.5 bumps |
| Free slots plus a booster every day | 150 | 6,000 | 60,000 | 150 x 40 XP. Boosters: 30 x 2,000 = 60,000 |
| All paid slots plus a booster every day | 450 | 18,000 | 66,000 | 450 x 40 XP. 6,000 in slots plus 60,000 in boosters. About 9 bumps |
| Condition | 15 sessions a day cost 75 condition against 48 regenerated, so spread the sessions across the squad or add recovery at about 1 FOXSY per point |
(g) A month of competitive play at the caps
Section titled “(g) A month of competitive play at the caps”30 days at 3 competitive matches a day for your starters, the XP cap. Seats priced at the cheapest competitive seat, the 1,000 FOXSY Silver minimum, one match per seat as in a 1v1. An average result means you win back your share of the pool: 90 percent of what everyone staked returns to the players.
| Item | Amount | Arithmetic |
|---|---|---|
| Matches | 90 per starter | 3 x 30 |
| Seat fees paid | 90,000 FOXSY | 90 x 1,000. A tournament seat buys several matches (up to 19 in a 20-team round robin), so the real seat bill per match is lower |
| Expected prize flow at an average result | 81,000 FOXSY back, 9,000 net cost | 90 percent of 90,000 returns as prizes; the 10 percent fee is the cost, 2,250 of which is the creator royalty (2.5 percent of the pool) |
| XP earned per starter | up to 81,000 XP, about half at a median performance | 90 x 900. That is up to 40 stat bumps at 2,000 XP each; the normalisers put a median game at about half |
| Condition | sustainable | 3 x 10 = 30 per day against 48 regenerated |
(h) One Legendary from a fresh squad
Section titled “(h) One Legendary from a fresh squad”The starter squad carries one Legendary. Four ways to a second one, from the day the squad lands. The alt-wallet routes register a second wallet (5,000 FOXSY, its own starter Legendary) and move that card. The pack routes build it: the fresh squad already holds 1 Epic, 2 Rares, 4 Uncommons and 10 Commons, so the missing inputs are 2 Epics from 6 Rares, 4 of them from 12 Uncommons, 8 of them from 24 Commons, 14 of which come from 3 packs. That is 15 fusions (8 Common, 4 Uncommon, 2 Rare, 1 Epic; fees 800 + 800 + 800 + 800 = 3,200) and 45 inputs with 20 competitive matches each.
| Route | Days | FOXSY | Arithmetic |
|---|---|---|---|
| Alt wallet, wait | 63 | 5,000 | The second wallet’s Legendary has 0 competitive matches, so the transfer locks it for 63 days. The registration fee is the whole cost |
| Packs, wait | about 83 | 10,700 | 3 packs at 2,500 = 7,500 plus 3,200 in fusion fees. The third pack lands on day 7 and its cards play 20 matches in 7 days; the 8 Common fusions take 6 days of wallet spacing; each of the three fused rungs then waits its 14-day card cooldown and plays 20 matches in 7 days: 7 + 7 + 6 + 3 x 21 = 83 |
| Packs, every waiver | about 30 | about 36,050 | The 10,700 above, plus 45 inputs x 15 waived matches x 20 = 13,500, plus 14 fused inputs x 11 waived days x 75 = 11,550, plus about 300 of sync fees at 10 per card. Days: 7 for the packs, 2 for the 5 real matches per card, 14 spacing gaps x 20 h = 12, three 3-day floors = 9 |
| Alt wallet, Reduce Cooldown | 3 | about 80,000 | 5,000 for the second wallet plus 60 days above the 3-day floor x 1,250 = 75,000 |
The alt wallet is the fast route only for a manager who pays about 80,000 FOXSY for it; at 5,000 it is the slow one. Packs plus fusion sit in between on both axes, which is the shape the 63-day rule is there to give.
Which manager are you?
Section titled “Which manager are you?”The daily competitor
Section titled “The daily competitor”Time-rich, budget-light. You log in every day and you like to earn it.
- Play the free 5 casual and ranked games for the leaderboard and use Bronze tournaments to learn without stakes.
- Take the 5 free training sessions every day and sync before matches that matter (10 FOXSY per player).
- Reach fusion by playing: 20 competitive matches per card at 3 a day is one week, then a 100 FOXSY fee. Rotate your 18 so nobody drops below 30 condition.
- Grow the roster with the Common pack when you need inputs: 2,500 FOXSY for 5 Commons, at most 2 packs a week, the same cap every wallet has.
- Your one shortcut is the match waiver on a card’s last matches, when it is enabled: a card at 15 of 20 finishes for 100 FOXSY instead of two more days of seats. About 22,000 FOXSY a year spent that way brings a full Legendary XI from about 32 months to about 22. Every other floor is your normal pace.
What you pay, what you get: seat fees that mostly return as prizes, a few hundred FOXSY a month in sync and fusion fees, packs when you want inputs faster than the market sells them. You get a squad that improves a rung every couple of weeks.
The busy regular
Section titled “The busy regular”Limited evenings, some budget. You cannot play every day, so you buy back the days you miss.
- Buy the 2,000 FOXSY booster at the start of a long session and stack paid training slots under it (20 FOXSY each, 10 a day): 40 XP a session instead of 20.
- Use the match waiver on the last few matches only, when it is enabled: a card at 15 of 20 costs 100 FOXSY to finish, not 300.
- Use the cooldown waiver only when a triplet is ready and one card is the holdout: 75 FOXSY per day, never below 3 days.
- Skip Reduce Cooldown by buying on the marketplace instead of receiving transfers; auction wins are playable at once.
What you pay, what you get: 2,000 to 2,200 FOXSY per boosted training day (the booster alone up to the booster plus all 10 slots) and a few thousand per finished fusion, in exchange for progress on the days you are not online.
The collector and trader
Section titled “The collector and trader”You build value in cards and move them.
- Every sale is a 24-hour auction with a 10,000 FOXSY reserve floor and a 10 percent fee on the winning bid. Bids climb by at least 5 percent and the last 300 seconds extend on every bid.
- A player you win at auction has no transfer cooldown. A player sent wallet-to-wallet waits 21 days, 63 if it had fewer than 20 competitive matches when it moved, unless you pay the rarity price per day down to 3 days.
- The waiver is priced at the marketplace fee on the card’s reference price spread over 20 days, so a private transfer plus a full waiver costs about what a sale at the reference price would, three times that for a card under 20 competitive matches. The market stays the cheap path by design.
- A card can be auctioned only with 20 competitive matches, 5 of them really played, the same gate fusion has. Pack cards and fusion outputs start at 0, so a fresh card is never a same-day flip.
- Fused cards keep their cooldown and any waived-match credit when sold; price them accordingly. Sync before listing: bidders see on-chain stats only.
- A just-sold card cannot be relisted for 48 hours, so flipping is slow by design.
What you pay, what you get: 10 percent of every sale with no royalty on marketplace trades. You get a market where nobody can wash a card through a friend’s wallet cheaper than through you.
The organizer
Section titled “The organizer”You create the events other managers play in.
- Silver seats run from 1,000 to 4,999 FOXSY, Gold from 5,000 up. The pool is the seat fee times the teams that actually join and it pays 45 / 30 / 15 to the podium with 10 percent to the platform.
- Hosting is free: an organizer-only host takes no seat and pays no fee. There is no organizer share of the pool; your return is the community, the private invite-only events and the Hall of Fame record.
- 2.5 percent of every pool goes to the creator of the AI binary the matches ran on, out of the platform fee. If you build a binary, that royalty is yours. See the Developers Hub.
- One active tournament as a player plus one as organizer-only at a time; plan the calendar so your events do not overlap.
What you pay, what you get: nothing beyond your own seat if you play, in exchange for a full field, a prize pool your community funds and your name on the events.
What money cannot buy
Section titled “What money cannot buy”- The floors. 3 days of every fused card’s cooldown, 5 real competitive matches per fusion input or listed card, 3 days of every transfer cooldown, the 20-hour wallet spacing between fusions and the 2 Common packs a week.
- The daily caps. 5 casual and ranked games you start, 3 XP-eligible matches per player, 5 free plus 10 paid training sessions, all resetting at 14:00 UTC.
- Aging. Every player is 18 at mint and grows a week older every day. From 30 the condition bill rises with every season, the natural recovery slows and nothing reverses it. Paid recovery keeps a veteran playing; it does not make them younger.
- Ranked pacing. 30 seconds between matches, 15 minutes between ranked games and a rating that decays after 10 idle days.
See also Fusion, Shop, Marketplace, Tournaments, Training and Player Aging.