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Game MarketsWhy it works this way

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 unit floor comes from its own last 30 days of revenue, with one rule for every game. It sets the auction minimum (at least $100), the upgrade price is half the auction minimum per unit, and both are locked when the notice or auction starts.

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 auction’s minimum. 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 last 30 days of revenue. 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: if total bids stay under $100 or the unit floor × the units on offer, whichever is higher, nobody pays anything.

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), house accounts can’t bid, 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.

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