Full Disclosure

We Show
Our Cards.

We know what you're thinking. Another crypto game?

We get it. The gaming industry has been burned. Rug pulls. Pay-to-win schemes disguised as “play-to-earn.” Economies that collapse the moment whales leave. The reputation is earned, and we're not going to pretend it isn't.

That's exactly why every system that touches your money in Two Robots: Unleashed is public. Not “trust us” public. Read the code yourself public.

Our clan war mechanics, our matchmaking formulas, our payout math. All of it is documented below. If it handles a transaction, you can see how it works.

01

What Money Actually Does in This Game

Money does not make you stronger.

There is no card, no hero, no deck configuration in Two Robots that becomes more powerful because you spent money. Every match is decided by your decisions, not your wallet. A free player and a paying player sit down at the same table with the same rules.

So what does money do?

Money unlocks consequence. At the clan level, leaders rent districts on the world map of Rennova. These are strategic territories that clans fight over by winning real card matches against real opponents. Renting a district puts skin in the game. It creates a prize pool. And at the end of a war, the clans that held territory walk away with the value of the districts they conquered.

That's it. Money buys participation in the territorial meta-game. It never buys a stronger hand.

02

How Clan Wars Work

The Map

Rennova is divided into five continents: Radixplor, Lysafar, Ignaeter, Vitaus, and Civardus. Each continent is split into districts. Districts are the strategic units of territorial control. Some share many borders and are easy to contest. Others sit on peninsulas with fewer neighbors, making them harder to attack but more expensive to rent.

Each continent carries meaning in the lore. Radixplor, from Latin “root” and “explore,” is where humanity first crashed and took root. Lysafar, from Norse “lights of danger,” is plagued by intense lightning storms. Ignaeter, Latin for “eternal fire,” carries the legacy of nuclear research. Vitaus, “dare to live,” sits in untamed wilderness. Civardus, “community and warmth,” is a faction built on collective survival.

The War Cycle

Wars run on fixed, discrete cycles to prevent timing abuse.

2d

Organization Period

Clan leaders register and rent their district. First come, first served. All rent is held in escrow, not taken. If fewer than two clans register, every cent is refunded automatically. The studio takes nothing.

10d

War Period

No new clans can join. No new districts can be rented. The map is locked. Everything that happens from here is determined by gameplay.

Settlement

At war end, every clan that still holds territory receives the prize value of the districts they own.

One District Per Clan

A single clan can only rent one district per war. This is a hard rule, not a suggestion. It prevents whales from renting the entire map and ensures that a five-district continent means five competing clans, not one clan with a fat wallet.

Rotation Rule

If your clan loses a war cycle, you sit out the next one. This guarantees fresh competition and prevents the same dominant clans from locking the map indefinitely.

03

Where the Money Goes

We're not going to say “a portion goes to prizes” and leave it vague. Here are the actual numbers.

District Rent Breakdown

When a clan leader rents a district for $100:

20%

Studio cut — $20

80%

Prize value — $80

That $80 is what other clans are fighting to capture. If your clan conquers that district and holds it at war end, that value is yours.

Peninsula or safer districts cost 15% more to rent ($115 instead of $100), but the same 80/20 split applies. More money in, bigger prize at stake.

If a war doesn't activate (fewer than 2 clans register): 100% refund. Studio takes $0. No exceptions.

Payout Split Within a Clan

When a clan earns a payout, 75% goes to the leader because the leader funded the rent. The remaining 25% goes to the members, distributed proportionally by each member's CMMR contribution during that war cycle.

member_payout = member_pool × (member_CMMR / total_member_CMMR)

If a member contributed 25 CMMR out of a total 75 across all members and the member pool is $60, that member gets $20.

Rounding goes to the smallest token unit. The largest rounded remainder goes to the longest-tenure member. Totals always sum perfectly. Never more, never less.

Real Example: Nobody Conquers Anything

Both Clan A and Clan B rent a district for $100 each. Neither conquers the other. At war end, each clan gets $80 back. Each leader nets −$40. Members split $20. The studio made $40.

Leaders lose money unless they actually conquer territory. That's the incentive to fight, not sit.

Real Example: One Clan Dominates

Clan A conquers Clan B's district and holds both at war end.

Clan A Payout

$160

Leader: $120 (net +$20)

Members split: $40

Clan B Payout

$0

Leader: −$100

The math is simple and the stakes are real.

04

How Territory Actually Changes Hands

Territory doesn't flip because someone clicked a button or spent more money. It flips because players won card matches.

War Tickets (WT)

For every 100 CMMR a clan earns (by members winning matches in the clan queue), the clan automatically receives 1 War Ticket per district owned. This conversion is automatic. No officer approval, no manual step.

War Ticket income is computed from EMA-smoothed CMMR with a 3-day half-life. This prevents spikes from temporary grind streaks. You can't cram 200 games in one day and spike your ticket income. The system measures sustained performance, not bursts.

War Tickets are the strategic currency of war:

Attack

1 WT to pressure a bordering district

Defense

2 WT to generate 1 defense point

War Tickets can be reallocated every 12 hours (one epoch). No one can deploy tickets until 24 hours after war start, ensuring all time zones get a fair start.

Garrison: The Cost of Holding Territory

Holding territory isn't free. Every district requires maintenance. War Tickets spent on garrison just to keep it. Garrison is mandatory and evaluated at every epoch boundary.

If you under-garrison a district, your defense strength degrades proportionally:

D_effective = D × (garrisonPaid / garrisonRequired)

Underfunded territory doesn't instantly collapse. It weakens gradually, creating strategic depth rather than binary failure.

Contestation

When attacking War Tickets on a border exceed the defender's defense points at a ratio greater than 1.25 : 1, that district enters contestation. The defender has 24 hours to close the gap. If they fail, the district flips.

If a district is still contested at war end and the defender is failing the ratio, the attacker gets ownership and the payout. No stalling.

Multi-Clan Attacks

If multiple clans attack the same district, attacking pressure stacks, but with diminishing returns:

1st: 100%2nd: 70%3rd: 50%4th+: 35%

If the district flips, it goes to whoever contributed the most raw War Tickets. You can't steal territory by riding someone else's attack.

Anti-Snowball Protection

If a clan is attacked by 3+ clans simultaneously, their defense tickets get a 1.15x multiplier. And any clan can only contest a maximum of (districts owned + 1) districts at once. You can't carpet-bomb the map.

05

The Math That Prevents Monopolies

We designed this economy assuming every player is trying to break it.

Garrison Cost (Convex Scaling)

The cost per district scales convexly with how much of the map you control.

G = N × g₀ × (1 + β × s²)
N = districts owned
g₀ = base cost per district
s = territory share (N / total)
β = tunable pressure parameter

This means owning 2 of 10 districts is cheap. Owning 8 of 10 is brutally expensive. Empires become fragile by design. The bigger you get, the more stretched your resources, and the more vulnerable your borders.

Why Full-Map Domination Is Mathematically Impossible

Because garrison costs grow faster than income. WT income grows at most linearly in skill, but garrison grows quadratically in territory share. At some point, maintaining your empire costs more War Tickets than your clan generates. You start under-garrisoning. Borders weaken. Opponents smell blood. Collapse is emergent, not scripted.

The math proves it: there is no stable full-map equilibrium. No clan can hold everything.

06

How We Prevent Cheating

We assume rational, adversarial actors. Here's how the system handles the exploit classes we've identified.

Alt Accounts

Card unlocks are XP-based only. No pay-to-win acceleration. Clan participation requires both XP and an RMMR floor. CMMR is only gained through the clan queue, which itself requires meeting that floor. The cost of leveling an alt exceeds the benefit.

Infinite Grinding

CMMR gains diminish after 15 matches per player per 24 hours. After 15 matches, gains decay:
K_eff = K₀ / (1 + (m - M) / M) where K₀ = 40, M = 20
Playing 100 games does not give you 5x the rating of someone who played 20.

Win Trading

If two clans play each other repeatedly within 24 hours, CMMR gains decay exponentially per rematch. Collusion yields negligible rating.

Roster Manipulation

Power Rating (the average RMMR of all clan members) is snapshotted at war start. Rosters lock. You can't temporarily add a high-rated ringer, inflate your PR, then remove them.

Timing Exploits

All evaluations happen at discrete epoch boundaries (every 12 hours). Garrison is evaluated at epoch start. Newly captured districts get a grace period until the next epoch. You can't snipe a district at the last second to avoid maintenance costs.

Cartel Behavior

The convex garrison cost, rotation rule, and the fundamental expense of holding territory means passive partition agreements decay naturally. Cartels can't maintain static borders indefinitely because the math degrades their position over time even without active opposition.

07

What Lives On-Chain vs. Off-Chain

Not everything needs to be on a blockchain. We use it where it matters and don't where it doesn't.

On-Chain (Solana)

  • District ownership
  • War timestamps
  • Total district count
  • Rent escrow
  • Payout distribution
  • Epoch garrison status (Merkle root)

Trustless and verifiable

Off-Chain

  • RMMR / CMMR calculation
  • Expected win probability
  • Volume diminishing (K_eff)
  • Repeat opponent decay
  • EMA smoothing
  • WT allocation validation
  • Garrison fulfillment
  • Anti-cheat

Fast, responsive, updatable

The flow: at the end of each epoch, the server computes new CMMR, new EMA, WT income, and garrison status. The server signs an epoch summary. The smart contract verifies the signature. The blockchain handles settlement, ownership, escrow, and finality. The server handles computation, performance, and anti-cheat.

Minimal gas. Minimal security surface. Deterministic logic.

08

Where We Are Right Now

The public smart contracts, stablecoin (USDC) settlement layer, and the mathematical backend that governs real-money transactions are still being developed. We are actively building and stress-testing these systems because getting them wrong is not an option. Security is not a feature we bolt on at the end. It's the reason we haven't rushed to mainnet.

Vitaus Premium Zone

Testnet with Demo Credits (FakeUSDC on Sepolia)

Live

Radixplor Training Zone

Tenaxium (in-game premium currency), fully off-chain

Live

Both zones are live and playable. The economic logic works. The contracts are being hardened.

We are raising an investment fund to bring this infrastructure to production grade, not just for Two Robots, but for the gaming industry. The architecture we're building — skill-based competitive games with transparent, mathematically-backed territorial economies — doesn't exist yet. We intend to be the ones who prove it works.

If something doesn't add up, tell us.

We'd rather fix it than hide it.

welcome@tworobots.com