Game Markets docs · 12 of 16
Why it works this way
Each rule answers a real problem.
1. Keep is the default
Problem: changing what someone owns without asking is unfair. Choice: no share ever converts unless its holder chooses Convert. Kept Bought shares and Pack shares stay in the 20% weekly pool, unchanged.
2. 1 unit per share, first come, at most 1,000 per player
Problem: a unit count you can't predict is hard to plan around, and one large holder could take every early unit. Choice: each converted or upgraded share reserves exactly 1 unit while the game's 3,000 early units last, and one player can reserve at most 1,000 per game. You always know what you get.
3. The same 10,000 units for every game
Problem: if supply depends on early buying, early buyers can own almost everything. Choice: every game gets 10,000 units in fixed parts. Early units are at most 3,000 (30%), and the auction sells at least 3,000 to everyone else.
4. One earnings-based price for every game
Problem: a price picked by hand, or the same price for a busy game and a quiet one, is unfair to someone. Choice: each game's floor price per unit comes from its own revenue (the lower of its last 30 days and its last 90 days ÷ 3, with no single player counting for more than a quarter), with one rule for every game. The auction never sells below it, an upgrade costs half of it, and both are locked when the notice or auction starts. The $100 minimum raise is a separate rule, not a price.
5. Upgrades have a fee
Problem: an upgrade takes a unit that would otherwise be sold in the opening auction. Choice: it costs exactly half of what an auction buyer pays for that unit at the floor price. The WINR paid is burned.
6. A queue ranked by revenue
Problem: if someone picks which games get markets, people will ask why them. Choice: one public queue, ranked by the revenue that sets the price. A game joins once it has been live for 30 days. The creator's own bets and house bets don't count.
7. One price for everyone in the auction
Problem: in first-come sales, bots and insiders get in cheapest. Choice: total bids ÷ units on offer = one price every winner pays.
8. A minimum and full refunds
Problem: a market with almost no money behind it is easy to push around, and units sold below what the game earns are sold too cheaply. Choice: no unit is sold below the floor price, and if less than $100 is bid at or above it, nobody pays anything and the game tries again after 7 days. Units left unsold stay in the game's reserve.
9. Gradual unlocks
Problem: in many launches, the biggest holders sell on day one and the price collapses. Choice: auction units wait 14 days; early and creator units unlock a little each week after 30 days. Locked units keep earning.
10. JustBet Originals with no house advantage
Choice: Originals rank in the same queue. The house takes no creator units on them (those go to the auction), and the creator's share of trading fees is burned.
11. Per-unit limits instead of ID checks
Choice: the limits that matter are per unit or per market, so extra accounts gain nothing, and you keep your privacy.
12. Rules that hold still
Choice: any change to the rules is announced at least 14 days ahead and never applies to anything already done.
13. No promises
Choice: we show what happened (for example what was paid per share), never what will happen.