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READING

GUIDE · THE MANUAL

Six pages.

The same six pages the pool page opens as a manual, laid flat. Percentages below are the fee set as configured today; the pool page reads them live from the chain.

01

One pool per character, set and grade.

A playset holds every printing of one character from one expansion at one grade from one grader. The common and the grail share a pool. What keeps that fair is the next page.

02

Every card is weighed in at comps.

A unit is a fixed dollar slice of the pool, set when it opened. A card mints its comp divided by that, to six decimals: a card worth the unit is 1.000 units, a card worth ten times that is 10.000. The comp comes from a table published once a day and signed; every card's weight and day are listed in the inventory, so any weigh-in can be checked against the public table. A card with no comp that day cannot be deposited that day.

03

Put a card in; its units go on the curve, the claim goes to you.

Deposit a card and its weight in units is minted onto the curve for sale. You get the same number of shares: a claim on the pool's unsold units, its free SOL and its fees. Nobody seeds the pool with SOL — buyers bring the only SOL there is, and you are paid the moment a card leaves. If nobody ever buys, withdraw your shares as units and pull a card.

04

The curve sells and buys back.

Buying pushes the price up the curve; selling back walks it down. Only what was bought can be sold back, so the reserve only ever pays out what buyers paid in — solvent with no seed. Every buy and sell pays a 1% fee, 80% of it to shares and the rest to the house. The spread between what the curve charges for a unit and what the inventory is worth is the whole game.

05

Commit a budget of units; draw a card you can afford.

A pull is two transactions: commit a budget, and a few slots later anyone reveals the draw from that slot's hash — among the cards your budget fits, at exactly the drawn card's weight, the rest refunded. You pay what you draw, so a pull never takes value from the people who stayed; the lottery is in which card. A burned unit can never be sold back, and that is the moment SOL becomes free for shares. The house takes 0.5% of the weight.

06

Take a specific card for its weight plus a premium.

Any card, by name, for its weight plus 25%, burned — so every remaining unit is backed by a little more. The card's own depositor pays 10% instead: pawn a grail, let its units sell, buy them back later and reclaim it. Naming is safe for the pool because the grail costs its weight, not a common's. Redemption can never be paused; deposits can.

Terms used

Unit
the pool's fungible token; a fixed dollar slice of the pool set at creation, six decimals
Weight
how many units a card mints: its comp ÷ the unit, capped at 50
Weigh-in
the daily, signed comp table a deposit is priced by; the day is recorded on chain
Shares
a depositor's claim on unsold units, free SOL and 80% of swap fees; withdrawable any time, nothing vests
Curve
the pool's own market: linear on units sold, no seed, fees on every swap
Free SOL
the reserve minus what the curve owes to every holder who could sell back; it rises only when units burn
Pull
commit a budget, draw uniformly among the cards it fits, pay the drawn weight; anyone may reveal
Name
take one specific card for its weight plus 25% (10% for its own depositor), burned
House
the operator's cut: 0.5% of the weight on every pull and name, and 20% of swap fees
Orphaned fees
swap fees paid while nobody held shares — the only lamports the admin can withdraw
POOLS OPEN
CARDS HELD
UNITS IN EXISTENCE
SOL IN RESERVES