RED & GREEN TERRITORY · A LIVING RECORD
The Frontier
Ledger
The Red & Green Living Whitepaper
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.
Build a three-Hasher crew, manage the working week and turn equipment, time and endurance into production.
STAKE THE CLAIM →THE SALOONVolatilityRead the room, submit a position before the round locks and see how the market settles.
ENTER THE SALOON →THE EXCHANGETraderCompete through paper-trading battles shaped by real-world market movement, timing and discipline.
READ THE WIRE →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.
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.
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.
Will the target
candle close GREEN?
GREEN means the authoritative close is above the open. RED means it is below the open.
CORRECT
The five minutes return. At streak one, a 5m call scores its three base points.
WRONG
The five minutes remain spent, no points are awarded, and the streak resets.
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.
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.
Time Bank movement
Correct calls return only their own committed time. After the incorrect 15m call, later wins hold the balance at 45 rather than restoring the lost 15 minutes.
Player scorecard
Entry fee paid in in-game Cash. Each entry begins with a fresh 60-minute bank.
A player may begin another entry only after the current entry is complete—never concurrently.
The leaderboard represents each player by their best completed entry.
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.
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.
New Hashers, gear and other assets will not be issued without limit. Supply is deliberately controlled rather than allowed to expand automatically.
The team monitors player activity, circulating inventory and real demand before changing how quickly new assets enter the game.
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.
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.
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.
- 01Establish the Claim
Complete the playable Hasher core: crews, the weekly loop and meaningful decisions.
- 02Build the Settlement
Connect inventory, equipment, durability and the player marketplace.
- 03Open the Territory
Run broader player testing, tune balance and prove that the economy supports the game.
- 04Connect the Rails
Validate ownership and settlement integrations on Solana devnet using test assets.
- 05Open the Saloon
Expand Volatility Mode from its working session loop into a tested competitive league.
- 06Ring the Exchange Bell
Develop and test Trader Mode’s market-driven player-versus-player competition.
- 07Expand the Frontier
Connect the three paths into the full Red & Green world and prepare the proven product for launch.
