Red and Green

RED & GREEN TERRITORY · A LIVING RECORD

The Frontier
Ledger

The Red & Green Living Whitepaper

THE NEW DIGITAL GOLD RUSHEST. ON THE DIGITAL FRONTIER

I · THE VISION

The New
Digital Gold Rush

Red & Green is a connected game world built around three different ways to compete, progress and take your place on a new digital frontier.

The frontier is not a collection of disconnected menus. The Mining Claim, The Saloon and The Exchange occupy the same town, each with its own purpose, atmosphere and strategic edge.

Players build crews, test their judgement, trade what they create and shape an economy that develops with the town. The world comes first. Every system must earn its place through play.

“Three paths. One connected world.”

II · THE TERRITORY

Three Paths

Each district offers a different kind of competition. Together they form one frontier economy.

III · HASHER MODE

THE MINING CLAIM

Build the crew.
Work the claim.

Hasher Mode is the foundation currently being built and tested. It is a weekly strategy game about constructing the right crew, choosing how to specialise it and managing the cost of every action.

1LeadFull weight
2SecondaryHalf weight
3TertiaryQuarter weight
EFFECTIVE CREW STAT(Lead + 0.5 × Secondary + 0.25 × Tertiary) ÷ 1.75

The calculation is applied independently to HP, STR and INT. Crew order is a strategic decision—not simply a ranking of the three strongest Hashers.

Hashers create the potential

Rarity defines a Hasher’s baseline potential and ceiling. Relatively narrow base-stat ranges keep crew construction meaningful without allowing one lucky roll to define an entire build.

Gear creates the role

Equipment is intended to specialise Hashers around HP, STR and INT. Relevant gear shields the Hasher from action stress while it has durability; without that protection, stress becomes temporary weekly fatigue.

The week creates the pressure

Time, working capacity, equipment condition and market decisions are connected. Players decide when to act, what to protect and when to convert production into value.

DEVELOPMENT NOTE · Detailed balance values remain subject to testing. The crew structure and strategic direction are established; unfinished effects will not be presented as final.

IV · VOLATILITY MODE

THE LOUDEST ROOM IN TOWN

The Saloon

The Saloon turns short bursts of market volatility into a competitive League. Players use in-game Cash and a limited Time Bank—never real-money wagers—to call whether a future candle closes GREEN or RED.

1Enter LeaguePay $10,000 in-game Cash and receive a fresh 60-minute Time Bank.
→
2Make the callChoose 1m, 5m or 15m, then call RED or GREEN.
→
3Call locksThe call locks 15 seconds before its target candle opens.
→
4Candle settlesCorrect returns time and scores. Incorrect loses time and resets the streak.

THE TIME BANK

The timeframe sets the cost.

Every entry begins with 60 minutes. A 1-minute call commits 1 minute, a 5-minute call commits 5, and a 15-minute call commits 15. Multiple future calls may be pending inside one entry when eligible.

WORKED CALL · FIVE-MINUTE CANDLE

Will the target
candle close GREEN?

60START
−
5COMMITTED
=
55AVAILABLE

GREEN means the authoritative close is above the open. RED means it is below the open.

IF THE CALL IS CORRECT

CORRECT

The five minutes return. At streak one, a 5m call scores its three base points.

55 + 560 min+3.0 points
IF THE CALL IS INCORRECT

WRONG

The five minutes remain spent, no points are awarded, and the streak resets.

55 + 055 min0 points · streak 0

ACTIVE SCORING RULES

Timeframe sets the base

A correct call scores the timeframe’s base points multiplied by the resulting win streak. The streak travels across timeframes.

1 MIN1minute cost · base point5 MIN3base points · 5m cost15 MIN8base points · 15m cost
POINTS FOR A CORRECT CALLBASE POINTS × RESULTING STREAK MULTIPLIER

CROSS-TIMEFRAME STREAK

Consecutive accuracy multiplies the base

The fifth consecutive correct call reaches the cap. Every correct call after that remains at 2.7× until an incorrect result resets the streak.

11.0×first correct21.2×second31.5×third41.9×fourth5+2.7×cap
FIVE-CALL EXAMPLE

Player scorecard

16.2 PTS · 45 MIN LEFT
CallFrameDirectionResult / streakBankPoints
11 minGREENCorrect · 160 → 601.0
25 minREDCorrect · 260 → 603.6
315 minGREENWrong · reset60 → 450
415 minREDCorrect · 145 → 458.0
55 minGREENCorrect · 245 → 453.6
$10,000 CASH

Entry fee paid in in-game Cash. Each entry begins with a fresh 60-minute bank.

SEQUENTIAL RE-ENTRY

A player may begin another entry only after the current entry is complete—never concurrently.

BEST ENTRY COUNTS

The leaderboard represents each player by their best completed entry.

SETTLED SCORE ONLY

Pending and settling calls do not count. Settlement follows the authoritative candle close.

LIVE RULESET · These values reflect the implemented League mechanics: 1m / 5m / 15m calls, a 60-minute Time Bank, 15-second call lock, cross-timeframe streaks and capped 2.7× scoring.

V · TRADER MODE

The Exchange

WHERE THE WIRE NEVER SLEEPS

Trader Mode is planned as competitive paper trading: player-versus-player market battles influenced by real-world assets, without requiring players to risk real capital inside the game.

DISCIPLINE A strong decision is more than a lucky direction.

TIMING Entry, exit and patience form part of the contest.

DECISION-MAKING The Exchange is designed to reward a repeatable process over noise.

The Exchange is a game mode. It does not provide investment advice, execute real trades or promise financial returns.

VI · THE FRONTIER ECONOMY

What one path creates,
another may value.

The economy connects play, ownership and specialisation without requiring every activity to happen in the same mode.

BUILDHashers, crews and working capacity
→
EQUIPGear, specialisation and durability
→
COMPETEWeekly play and mode progression
→
TRADEUseful assets between players

Player assets

The marketplace is intended to support Hashers, gear, cosmetics and collectibles.

Useful demand

Assets should hold value because players use, specialise, repair, replace or collect them—not simply because more are issued.

Measured launch

The initial marketplace direction is fixed-price and off-chain-first. Auctions, offers and other formats belong to later testing rather than the first release.

ONE ECONOMY · THREE KINDS OF PLAYER

Value travels across town

Rewards created through Hasher Mode are intended to become useful beyond the Mining Claim. As the other districts open, parts of that value may support participation, progression, equipment, competition or other useful activity in the Saloon and The Exchange.

The precise uses will be introduced only as each mode is built and tested. The principle is already clear: a player should strengthen the wider Red & Green economy regardless of which path they prefer.

Mining ClaimCreates rewards
and assets
↔The SaloonUses shared
game utility
↔The ExchangeUses shared
game utility
RESTRICTED ASSET SUPPLY

New Hashers, gear and other assets will not be issued without limit. Supply is deliberately controlled rather than allowed to expand automatically.

TEAM-MONITORED ISSUANCE

The team monitors player activity, circulating inventory and real demand before changing how quickly new assets enter the game.

SHARED GAMEPLAY UTILITY

Gameplay tokens are intended to be useful across all three modes, creating demand from builders, volatility players and traders—not only one type of participant.

CURBING HYPERINFLATION

Issuance, sinks and asset utility are reviewed together. The aim is a stronger long-term economy, not growth driven by endlessly increasing supply.

ECONOMY NOTE · This chapter describes the intended economic design. Exact token uses, issuance rates and supply controls will be documented only after the connected modes have been tested.

VII · TOKENOMICS

The Currency
of the Frontier

The connected economy is being designed alongside the game—not ahead of it. Detailed supply, distribution, utility and emission information will be published only after the three modes and their economic needs have been tested.

TOTAL SUPPLY████████GAMEPLAY REWARDS████████ECONOMIC SINKS████████MODE UTILITY████████DISTRIBUTION████████RELEASE SCHEDULE████████
COMINGSOONAFTER GAMEPLAY TESTING

No token supply, allocation or launch commitment should be inferred until the completed Tokenomics chapter is published.

VIII · THE ROAD AHEAD

Building the Frontier

The roadmap is organised around working milestones rather than promises tied to dates. Each stage must be playable and testable before the town expands.

  1. 01
    Establish the Claim

    Complete the playable Hasher core: crews, the weekly loop and meaningful decisions.

  2. 02
    Build the Settlement

    Connect inventory, equipment, durability and the player marketplace.

  3. 03
    Open the Territory

    Run broader player testing, tune balance and prove that the economy supports the game.

  4. 04
    Connect the Rails

    Validate ownership and settlement integrations on Solana devnet using test assets.

  5. 05
    Open the Saloon

    Expand Volatility Mode from its working session loop into a tested competitive league.

  6. 06
    Ring the Exchange Bell

    Develop and test Trader Mode’s market-driven player-versus-player competition.

  7. 07
    Expand the Frontier

    Connect the three paths into the full Red & Green world and prepare the proven product for launch.