SERVER 01SYNC…PING --

// SYSTEM MANUAL

CHESSHOOD DOCS

How the machine works: the rules, the numbers, and the guarantees. Everything on this page describes the system as deployed; the numbers are read from the same constants the game server runs on.

01 ARCHITECTURE

CHESSHOOD is a client-server game. The browser renders; the server decides. Every move you make is a REQUEST: the server checks that the game exists, that you are in it, that it is your turn, that the move is legal, and that your clock has not run out, before anything happens.

The client is never trusted with results, clocks, ratings, or rewards. If your browser lies, the server shrugs.

State that matters (identities, ratings, finished games, epoch scores, reward records, audit log) is persisted server-side. Live game state is held in memory during play and archived at game end.

02 THE GAME

One time control: 8+0 blitz. 8 minutes per player, no increment.

Full chess rules, enforced by the server's rules engine: legal moves only, check, checkmate, stalemate, castling, en passant, promotion (your choice of piece), threefold repetition, the fifty-move rule, and insufficient material.

Clocks are server-owned. Your display interpolates; the server's clock decides flags.

03 TWO LANES

PRACTICE: play HOODBOT, the house AI, any time, free. Practice games are unrated and earn nothing: no Elo, no epoch score, no pot. HOODBOT declines draw offers and shows no mercy.

RANKED: 1v1 against real players through the FIFO queue. Ranked games move your Elo and earn epoch score. When $CHESS launches, ranked claim eligibility is gated to holders (see CLAIMS).

04 RATING

Standard Elo. Everyone starts at 1200. K-factor 32: an even matchup moves 16 points per decisive game; upsets move more, expected results move less. Draws against equal opposition move nothing. Ratings never fall below 100.

Every result is applied exactly once, server-side, in the same transaction that archives the game.

05 EPOCH SCORE

Ranked games earn epoch score, and HOW a game ends matters. Finishing the job over the board pays the most; wins handed to you by clock or walkout pay less. Losing still pays a little: playing beats not playing.

RESULTEPOCH SCORE
Win by checkmate100
Win by resignation80
Win on time (opponent flags)70
Win by walkout (opponent gone 45s)50
Draw (any kind)40
Loss (any kind)10

06 EPOCHS + PRIZE POOL

Epochs are fixed 2-hour UTC windows, numbered globally. A game counts toward the epoch it ENDS in.

The pool is 100,000 $CHESS per epoch. When an epoch closes, the top 10 by epoch score split the pool by rank. With fewer than 10 scorers, unwon shares stay in the pool; nothing is redistributed.

Finalization is automatic and idempotent: within about 30 seconds of the boundary the epoch locks and immutable reward records are written, one per winner. Server downtime cannot skip a settlement; missed epochs finalize on boot.

RANKPOOL SHARE
#140%
#220%
#312%
#48%
#56%
#64%
#73%
#83%
#92%
#102%

07 DISCONNECTS + AFK

Games are refresh-safe: reconnect (same browser) and you are back on the board with the position and clocks intact.

If you drop mid-game you have 45 seconds to return. Past that, you forfeit and your opponent takes the win (walkout tier). While you are gone your opponent sees a countdown.

Leaving the queue costs nothing; leaving a ranked game costs the game.

08 FAIRNESS + ANTI-CHEAT

The server owns move legality, turn order, clocks, and results. Clients cannot claim wins, freeze clocks, or move out of turn; malformed requests get structured errors, never crashes.

Connections are rate-limited per socket and capped per IP. Every game start, result, rating change, and reward calculation lands in an append-only audit log.

HOODBOT games are walled off from rankings entirely: no practice result can ever touch the leaderboard or the pot.

09 CLAIMS + $CHESS

Playing never requires a wallet. Claiming does: rewards are written to your player identity, and you connect an EVM wallet to collect. $CHESS contract: 0x816De99a08648E57fDFeaf72fCD0E56AdeB2dDcc on Robinhood Chain.

Claim eligibility is gated to real holders: at least 100,000 $CHESS held, AND at least 100,000 cumulatively BOUGHT on Letscash (verified on-chain from the token's purchase history, not from balances alone). Tokens transferred in from another wallet do not count toward the buy requirement. This makes farming the pot with wallet swarms expensive by construction.

The pot is fueled by the creator-fee split: of the 2.7% creator portion, 1.4% is bought back into $CHESS for the prize pool and 1.3% funds maintenance. That harvesting engine is still being automated; until then the treasury is topped up directly.

$CHESS is a memecoin. Nothing in these docs is financial advice.

10 TREASURY + BURN

The prize treasury is a dedicated wallet that holds only the near-term pools. Every 2 hours, at each epoch, the creator wallet tops it up with $CHESS. The creator wallet itself never touches the game server.

Timing: an epoch closes, results finalize within seconds, and claims open 10 minutes after the close. That gap is the settlement stage: winners' reward records are locked before a single token moves.

THE DEADLINE: a reward stays claimable only until the NEXT epoch closes (about 2 hours of claim time). Past that it expires automatically: 20% is sent to the dead address 0x000000000000000000000000000000000000dEaD (burned means burned; nobody holds that address) and the remaining 80% rolls into the next epoch's pool. Sleep on your rewards and you feed the fire AND the next pot.

Launch plan: the creator buys 5% of supply (50,000,000 $CHESS) and seeds the first real pool with 2,000,000 $CHESS from it.

Every treasury transfer and every burn is a public on-chain transaction anyone can verify.

RULEVALUE
$CHESS contract0x816De99a08648E57fDFeaf72fCD0E56AdeB2dDcc
Treasury address0x90340b08E553C8f9bf67Fe2FEE35Ea8b8FD70e72
Treasury top-upEvery 2 hours (per epoch)
Claims open10 minutes after epoch close
Claims expireWhen the next epoch closes (hard deadline)
Expired rewards20% burned, 80% rolls into the next pool
Burn address0x000000000000000000000000000000000000dEaD
First pool seed2,000,000 $CHESS

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