The Country Race clock

The Country Race turns many one-minute Casino Rolls into a bigger country result. During the race, players bet, claim, mutate HashBeasts, and push country score. When the economy reaches its LP-burn boundary, countries settle as Climb, Hold, or Fall.

Country Race blueprint showing Casino Roll bets, claims, HashBeast mutations, LP burn boundary, rank movement, and Climb Hold Fall results
~4hrace lengthEight 30-minute price snapshots make one Country Race.
LP burnboundaryThe add-and-burn economy step marks where the race can close.
12countriesEvery country gets ranked against the previous race.
Climb / Hold / FallresultThe final move comes from rank movement.

How it works

A Country Race lasts roughly four hours: eight 30-minute price snapshots. The important boundary is the economy's LP add-and-burn step. That connects country wars to buybacks, permanent liquidity, and the wider MineBTC economy instead of letting the leaderboard float on its own.

  1. 1
    Start race

    Anyone can initialize the active Country Race before Casino Rolls feed into it.

  2. 2
    Casino Rolls run

    Each 60-second roll records country, move, weighted points, and SOL volume.

  3. 3
    Claims score

    Winning home-country claims can create HashBeast mutations and country score.

  4. 4
    LP burn closes

    The economy adds liquidity, burns LP, and captures the boundary roll.

  5. 5
    Settle race

    Final ranks lock, Climb/Hold/Fall resolves, and Country Race reward claims open.

Country score

Bets create Country Race exposure. Claims create most of the interesting pressure. A resolved win with an active HashBeast can roll XP, multiplier growth, mutation, country score, and MVP credit.

Home-country mutations count fully

If your active operator mutates on your own country, it counts toward country score, HashBeast rewards, and MVP credit.

Foreign wins count differently

A foreign-country win can move the visible board, but it only gives partial score and no home HashBeast or MVP credit.

Settled races stay final

Once a Country Race settles, late progression cannot rewrite rankings that already opened reward claims.

Climb / Hold / Fall

When the Country Race settles, each country's final rank is compared with its previous rank. Your own-country race exposure pays the base lane only if you called that final move correctly.

Climb

Rank improved

Your country finished higher than its prior-race rank.

Hold

Rank held

Your country held the same rank. The contract direction is Flat/Neutral.

Fall

Rank slipped

Your country finished lower than its prior-race rank.

Mutation pacing

Mutations are the strongest country-score events, so the contract paces them. The roll is shaped by correctness, active multiplier, country volume, per-round mutation pressure, and whether the race is ahead of or behind target.

Current tuning targets 12 mutations across roughly 240 Casino Rolls, with a 20% base chance, 0.25% floor, 25% cap, and pacing adjustments when the race is ahead or behind target.

Settlement

After the boundary roll is processed, anyone can settle the Country Race. Settlement computes final ranks, resolved directions, reward pools, MVPs, residuals, and SOL mirror rewards, then opens race claims.

Those settled ranks become the starting line for the next Country Race. The next race begins from real prior performance, so every country gets a fresh Climb / Hold / Fall target.

Each settled race is also a chapter of Hashiden, the AI live show: 42 races make a one-week season, and the beasts that earned events in the race become the chapter's cast.