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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.

ParameterValueWhat it doesHow it behavesPaid shortcut and its floor
Registration fee5,000 FOXSYOne-time payment that creates your team and mints your starter squadPaid once per wallet. The relayer pays the network fee for this transaction. One wallet gets one starter squad, enforced on chainNone. Every manager pays the same fee
Starter squad18 players: 10 Common, 4 Uncommon, 2 Rare, 1 Epic, 1 LegendaryThe roster you receive at registrationSpread 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 randomNone. Extra players come from the Common pack, the marketplace or fusion
Common pack2,500 FOXSY for 5 Common playersThe only shop item that adds cards to your rosterAt 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 cooldownThis row is the shortcut. Floor: 2 packs a week, whatever you spend
Stat caps by rarityCommon 30, Uncommon 55, Rare 75, Epic 90, Legendary 100 per statThe ceiling training can reach on each of the 7 statsXP earned on a capped stat is discarded. Only fusion raises the ceilingNone
Casual plus ranked matches per day5The matches you may start yourself per day, casual and ranked combinedBeing drawn in as someone’s ranked opponent does not count. Tournament and 1v1 games do not count eitherNot for sale
Match cooldown30 seconds after any match; 15 minutes after a ranked gamePacing between the matches you startThe ranked cooldown counts from your last ranked game, started or drawn intoNot for sale
XP-eligible matches per player per day3How many matches a day a player card can earn attribute XP inA fourth competitive match that day still counts for ELO, career stats and the fusion counter. It awards no XPNot for sale
What counts as competitiveSilver 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 counterA real opponent and a paid seat. Casual games against the AI never count. Bronze tournaments never countFusion match waiver (see fusion row)
XP per matchUp to 900 XP spread over the 7 statsAttribute XP a starter earns from one competitive matchNine 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 termXP booster doubles it (next row)
XP booster2,000 FOXSY, 2x XP, 24 hoursDoubles training XP and match XP for one dayOne 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 appliesThis row is the shortcut. No floor
XP per stat bump2,000 XPXP a stat meter needs before the stat goes up by 1Surplus carries into the next meter, unless the bump lands on the rarity capNone
Player levellevel = floor(sqrt(total XP / 200)), max 100The level shown on the card, grown from lifetime XPCosmetic and career-only; stats are driven by the per-stat metersNone
Training, free sessions5 per day per walletSessions you can run without payingEach session adds 20 XP times condition / 100 to one stat of one player. Resets at 14:00 UTCPaid training slots (next row)
Training, paid slots20 FOXSY per slot, at most 10 used per day, up to 25 bought per transactionExtra sessions on top of the free 5Slots 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 boosterThis row is the shortcut. Floor: 10 paid sessions a day
Condition cost, training5 per sessionCondition a player loses per training sessionBase value until age 30, then ramps with age to 3x the base at 39: 15Condition recovery (below)
Condition cost, matches10 per tournament or 1v1 appearance; 5 per ranked or casual appearanceCondition each of the 11 starters loses per matchOnly 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/casualCondition recovery (below)
Condition regeneration48 points per day (2 per hour) until age 30, falling to 24 per day (1 per hour) at age 39Passive recovery, slower with ageA young player at 0 is back to 100 in about 2 days, a 39-year-old in about 4Condition recovery (next row)
Condition recovery100 FOXSY for a full 0 to 100 restore, pro-rated per missing pointInstantly restores a player’s conditionYou pay about 1 FOXSY per missing point; a player at 70 costs 30 FOXSY. Recover All sums every player below 100This row is the shortcut. No floor
Minimum field condition30A player below it is not match-fitCannot be fielded and cannot train. Tournament matches auto-substitute a fit bench player; fewer than 11 fit players forfeits 3-0Condition recovery brings a player back above it
Fusion inputs3 players of the same rarity, each with 20 competitive matchesWhat one fusion burnsInputs 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 counterFusion match waiver: 20 FOXSY per missing match, at most 15 per card, so 5 matches must really be played. Live from day one
Fusion feeCommon to Uncommon 100, Uncommon to Rare 200, Rare to Epic 400, Epic to Legendary 800 FOXSYThe fee paid with the three cardsRefunded with the cards if the fusion fails. Legendary cannot be fused furtherNone
Fusion card cooldown14 days per fused cardA fusion output waits before it can be an input againBelongs to the card and travels with it if sold. Does not block play, listing or your other fusionsFusion 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 spacing20 hours between two fusions of one walletPacing on the wallet, whatever the cardsCounts from your last successful fusionNot for sale
Marketplace listingReserve between 10,000 and 1,000,000 FOXSY; every sale is a 24 hour auctionHow you sell a playerListing 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 bidsNone. The 10,000 floor is enforced on chain
Listing gate20 competitive matches per card, at least 5 really playedWhat a card needs before it can be auctionedThe 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 unaffectedFusion match waiver: 20 FOXSY per match, at most 15 per card, so 5 matches must really be played. Live from day one
Marketplace fee10 percent of the winning bidPlatform fee on a completed salePaid by the seller out of the bid, only when the auction sellsNone
Relist cooldown48 hours after a saleA just-sold player cannot be auctioned againPer player, enforced on chainNot for sale
Creator royalty2.5 percent of a tournament or 1v1 prize poolPaid to the provider of the AI binary the matches ran onComes 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 royaltyNone
Transfer cooldown21 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 thatThe received player cannot play or be fusedOnly 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 seasonReduce 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 feeBronze free; Silver 1,000 to 4,999 FOXSY; Gold 5,000 FOXSY and upWhat a seat costs, chosen by the creator inside the tierPaid exactly, on chain, into a free seat. Refunded if you leave before the registration deadline or the tournament is cancelledNone. Bronze is the free tier
Tournament prize splitWinner 45, runner-up 30, third 15, platform fee 10 percent of the poolHow a Silver or Gold pool is paid outThe 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 poolNone
1v1 challengeSilver 1,000 to 4,999 or Gold 5,000 and up per side; winner 90 percent, platform 10 percentA one-match stake against one opponentBoth 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 deadlineNone
Tournaments you can run1 active as a player plus 1 active as organizer-onlyCreation capComplete or cancel before creating another. Admins are uncapped as organizersNot for sale
Sync fee10 FOXSY per playerWrites trained stats to the chain so they count in matchesSync All shows the total before you sign. Required before fusing or listing a player. Not required to playNone
Badge re-roll1,000 FOXSY after 3 free re-rollsA fresh AI-generated team badge from SettingsThe first badge during onboarding is always freeThis row is the shortcut
ELO leaguesBronze below 1,300; Silver 1,300; Gold 1,600; Platinum 2,000; Diamond 2,700Your league bracket, from your ELONew 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 directionNot for sale
ELO decayOn. After 10 idle days you lose 5 points per day, down to 1,200Keeps the leaderboard honestOnly 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 resultNot for sale
AgingMinted at 18; one in-game week per real day; ramp from age 30 to the peak at 39Older players lose more condition per match and per training while regenerating lessStats 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 daysCondition recovery keeps a veteran on the pitch. Age itself is not for sale
Onboarding EGLD bonus0.1 EGLD to each of the first 1,000 wallets that register with less than 0.01 EGLDCovers roughly 100 on-chain actions of gasThe 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 yourselfNone
Registration relayer3 attempts per wallet per 10 minutes; 5,000 relayed registrations per day platform-wideRate limits on the gas-free registrationPast the daily cap the app asks you to pay the registration gas yourselfNot for sale

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.

RouteDaysFOXSYArithmetic
Free: play the matches710020 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 fee21,00015 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 playincluded aboveat least 1,000 per seatCompetitive 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.

RouteDaysFOXSYArithmetic
Free: wait it out, play meanwhile140The 14-day card cooldown. The 20 matches fit inside it (7 days at 3 a day)
Paid: cooldown waiver plus match waiver31,12511 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 routesThe 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.

RouteDaysFOXSYArithmetic
Fusion fees, either route6,50027 x 100 + 9 x 200 + 3 x 400 + 1 x 800 = 2,700 + 1,800 + 1,200 + 800
Free: 14-day cooldowns63.76,500The 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 days35.238,67527 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 removes32.540 fusions need 39 spacing gaps: 39 x 20 h = 780 h = 32.5 days
Not counted: the matchesup to 36,00081 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.

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.

RouteDaysFOXSYArithmetic
The packs6042,50081 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 fusions32.5 at least6,50040 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, playedincludedseat feesEvery 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, waivedup to 36,000120 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 removes60The 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.

RouteDaysFOXSYArithmetic
Wallet-to-wallet transfer, wait, card with 20 competitive matches210The full 504-hour transfer cooldown before the card can play in the new wallet
Wallet-to-wallet transfer, wait, card under 20 competitive matches630The 1,512-hour cooldown of an unplayed card
Wallet-to-wallet transfer, Reduce Cooldown, card with 20 competitive matches322,50018 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 matches375,00060 days above the 3-day floor x 1,250 per day, the same rate
Sell it on the marketplace, buy it back110 percent of the priceA 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

30 days, one wallet, every session at full condition (20 XP each, 40 with a booster). A stat bump is 2,000 XP.

RouteSessionsXPFOXSYArithmetic
Free slots only1503,00005 x 30 = 150 sessions x 20 XP. About 1.5 stat bumps
All paid slots4509,0006,000(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 day1506,00060,000150 x 40 XP. Boosters: 30 x 2,000 = 60,000
All paid slots plus a booster every day45018,00066,000450 x 40 XP. 6,000 in slots plus 60,000 in boosters. About 9 bumps
Condition15 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.

ItemAmountArithmetic
Matches90 per starter3 x 30
Seat fees paid90,000 FOXSY90 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 result81,000 FOXSY back, 9,000 net cost90 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 starterup to 81,000 XP, about half at a median performance90 x 900. That is up to 40 stat bumps at 2,000 XP each; the normalisers put a median game at about half
Conditionsustainable3 x 10 = 30 per day against 48 regenerated

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.

RouteDaysFOXSYArithmetic
Alt wallet, wait635,000The second wallet’s Legendary has 0 competitive matches, so the transfer locks it for 63 days. The registration fee is the whole cost
Packs, waitabout 8310,7003 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 waiverabout 30about 36,050The 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 Cooldown3about 80,0005,000 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.

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.

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.

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.

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.

  • 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.