Playing
Chaos
Betting pressure and the rules-6 arcade-event catalogue.
Crowd pressure, applied between rallies#
Chaos keeps the first-to-seven objective, but accepted betting costs influence paddle height. The player receiving more support can become harder to defend. Select Chaos above the three home cards before matchmaking, inviting a rival or creating a room. Room members inherit its mode. The V4 arcade retains its own Chaos controls.
The calculation uses the MON actually paid for accepted bets on each side. Seed liquidity supplied by the platform is excluded, and later payouts do not erase the accumulated pressure.
| Condition | Paddle height |
|---|---|
| Total accepted costs below 0.002 MON | Both remain at 96 units |
| A player's share is at most 60% | That player remains at 96 |
| Share is 80% | Approximately 84 units |
| Share reaches 100% | Minimum 72 units |
Above 60%, the reduction increases linearly up to 25%. Integer rounding is applied by the contract. Paddle speed does not change.
When the handicap changes#
Rules 5 and 6 use continuous betting. Once the initial participants are published on Monad and the market opens, spectators can bet throughout the live match. The VPS sends confirmed gross paid totals to the engine with an authenticated checkpoint tied to the application, delegation epoch, match, seed and Monad block. This remains a provisional testnet trust assumption. Rules 6 uses a separate rally counter, because a double point or void rally cannot be identified by the sum of the scores.
After each nonfinal point, the game serves immediately, using the latest checkpoint already received. A bet confirmed or delivered late affects a later point boundary. While its update is pending, the current paddle sizes remain in use. A delayed or missing bridge update never blocks the ball. Paddle positions carry over between points, subject to the new size fitting inside the court.
An already resolved collision is never recalculated with a new size. Before accepting new paid totals, the engine finishes any catch-up with its previously queued totals. The new checkpoint only affects future point boundaries. Previous rules-4 markets retain their 40-block windows; V4 retains its original intermission.
Play and follow the changes#
The betting panel shows Bets open and Live throughout the match. There is no financial intermission or Preparing next rally overlay in new rooms. The separate 3, 2, 1 introduction occurs before the match starts. The two visible paddles use their individual confirmed heights. Without enough accepted bets, Chaos has the same timing and paddle sizes as Classic.
Bets included on Monad in or after the final game second are refunded, even if the result is published later. Earlier winning positions remain payable. Payouts and late-bet refunds.
Chaos has its own ranked queue and ELO. Friendly Chaos challenges change no ranking. Current tournaments remain Classic. Betting guide.
Rules 6: arcade events#
Both ranked and friendly Chaos matches use the same catalogue. An event is scheduled after 8 to 12 seconds of game time, announced for one second, and then activated. The ball keeps moving during the announcement. Two events can be active at once, in addition to the betting handicap. The two indicators near the score show the target and remaining duration or charge.
The contract gives either player the same probability of being targeted, independently of the score or bets. Events 1 to 20 each have weight 4; the last four each have weight 1. An active event cannot be selected again. A point clears every effect, obstacle, charge and extra ball, but does not restart the draw schedule. All durations are maximums.
| Event | Maximum duration | Effect |
|---|---|---|
| MEGA PADDLE | 6 s | Target paddle height ×1.25. |
| OVERDRIVE | 5 s | Target paddle movement speed ×1.30. |
| LAST CHANCE | 12 s | A barrier returns one missed ball, then breaks. |
| POWER SHOT | 8 s charge | The next return accelerates the ball by 20% until its next impact. |
| CURVEBALL | 8 s charge | The next return curves 20° over 1.5 s, following the last movement direction or the vertical trajectory. |
| PERFECT PARRY | 8 s | A hit within the central 25% of the paddle accelerates the ball by 30% until its next impact. |
| POCKET PADDLE | 6 s | Target paddle height ×0.80. |
| HEAVY METAL | 5 s | Target paddle movement speed ×0.80. |
| GLASS CANNON | 8 s | Target paddle height ×0.80; returns accelerate the ball by 20% until its next impact. |
| HOT POTATO | 7 s | The last hitter holds the charge. Its holder after four seconds gets three seconds of HEAVY METAL. |
| SPLIT PADDLE | 6 s | Two solid segments share the normal height, with a non-solid 16-unit gap between them. |
| SIZE SWAP | 6 s | Exchange the paddle heights calculated from betting pressure. |
| PINBALL | 10 s | A central bumper of radius 28 reflects the ball. |
| PORTAL PAIR | 10 s | Two diagonal portals of radius 24 teleport the ball without changing its speed. |
| WARP LANE | 8 s | A central 64-unit band multiplies ball speed by 1.20 while the ball is inside it. |
| GRAVITY WELL | 8 s | A central field of radius 160 bends the path by at most 15° per crossing. |
| SOLAR WIND | 8 s | A randomly oriented vertical force accelerates the ball by 24 units/s². |
| RICOCHET | 10 s | A central 96-unit deflector at +45° or −45° reflects the ball. |
| BREAKOUT | 12 s | Three central 56 × 16 bricks each reflect one ball before breaking. |
| BANK SHOT | 8 s | Wall bounces increase the vertical slope by 25%, preserving total speed. |
| MULTIBALL | 12 s | A second real ball starts with the opposite vertical trajectory. The first goal ends the rally. |
| JACKPOT RALLY | 12 s | The next point counts twice toward the score. No financial multiplier. |
| BOSS ROUND | 8 s | Both paddle heights and ball speed are multiplied by 1.25. |
| MYSTERY PICKUP | 12 s | A capsule gives the last hitter MEGA PADDLE, OVERDRIVE, LAST CHANCE or POWER SHOT. |
Combinations and scoring#
The game applies betting heights first, then SIZE SWAP, then individual multipliers. Final solid height stays between 64 and 120 units. The gap in SPLIT PADDLE is additional to that solid height. Movement-speed modifiers multiply together. The normal 10% acceleration on each successful return continues, with no deliberate speed cap. Every point restores the serve speed.
A MYSTERY PICKUP replaces its own slot. If that bonus already occupies the other slot, it is assigned to the last hitter and renewed without stacking its strength, then the capsule slot is freed. HOT POTATO also changes within its existing slot. Neither can create a third effect.
The match ends at seven or more points, with the displayed score capped at seven. JACKPOT RALLY can therefore end a match from 5 or 6. ELO is applied once. In MULTIBALL, simultaneous goals for the same player count once; exactly simultaneous opposing goals void the rally and start a new one without changing the score.
Obstacles are announced before becoming solid. If one appears over a ball, that ball can leave its shape before it starts colliding with it. The trail breaks at a portal or new serve, so a teleport never looks like a collision across the court.
Verified draws and delayed events#
Rules 6 fixes a future drand evmnet round before its signature becomes available. The immutable contract verifies that signature and derives the event, target, variation and next interval from separate domains bound to the match and epoch. A browser or the VPS can deliver the same proof; neither chooses a replacement round.
If the proof is late, the game continues. The event waits for verification and its announcement, with no retroactive change to a collision. The 8-to-12-second cadence is a target subject to proof availability. After publication, a draw is public; it is not a secret from spectators or bettors.
The BN254 verifier is based on pinned experimental, unaudited upstream code. Local review and qualification do not constitute an independent cryptographic audit. drand developer documentation.
Effects, sound and replays#
Events have distinct icons, shapes and sound cues. Turn effects off or use reduced motion to keep the useful indicators without decorative motion. The background stays still. Muting sound does not hide any rule or countdown.
Recorded rules-6 and rules-8 snapshots include both balls, effects, the actual rally number and identified collisions. Recent matches shows replay availability separately from the result. A retired replay keeps its summary and financial rights. The shared three-match retention policy still applies across generations. Replays and match history.