Are you an LLM? Read llms.txt for a summary of the docs, or llms-full.txt for the full context.
Skip to content

Token

The NUMS token is the native asset of the game. Players buy games with USDC; the entry is distributed across buy-back and burn, referrals, and protocol revenue. Rewards in NUMS are minted based on performance. This page covers the economy, supply, and multiplier mechanics.

Supply

At protocol launch, 1,000,000 tokens are minted and distributed as follows:

800,000 — Injected into the liquidity pool with 10,000 USDC and given to the DAO.

200,000 — Given to Cartridge and locked in the Vault.

1,000,000$NUMS
Liquidity pool800,000 (80.0%)
Cartridge200,000 (20.0%)

Estimated supply

An estimated supply is defined at the protocol level to determine the supply coefficient (see the Multiplier section). This estimate is initially set at 1,000,000 at the time of this document and can be adjusted up or down by the DAO. This value enables, among other things, a maximum supply of approximately 2,000,000 tokens.

Supply dynamics

Player activity on the game continuously burns and mints tokens. Over time, community performance is the only criterion that stabilizes the token supply—which remains between 0 and 2,000,000.

Economy

Entry distribution

Players buy a game with USDC. The entry is distributed across several uses:

Buy-back and burn — The majority of the entry is used to buy NUMS from the DEX and burn them, reducing the supply.

70% at the time this document was written.

Referral program — A smaller portion goes to the referral program if the game is eligible. See the Referral Program section for details.

5% at the time of writing.

Protocol revenue — The remaining USDC is used as protocol revenue and is fully transferred to the team.

25–30% at the time this document was written.

Reward distribution

When the player finishes a game, rewards in NUMS are newly minted based on their score and their multiplier (see section below). They are credited immediately to the player's wallet—no manual action is required. Once received, NUMS are fully free to use: stake them, trade them, or hold them—no restrictions apply.

Multiplier

When a player buys a game, a macro multiplier is determined for that game and remains fixed for 24 hours (after which the game is no longer playable). This multiplier drives the reward calculation. It is computed as follows:

Supply coefficient — A macro multiplier is applied as the ratio between the current supply and a target supply set at protocol inception. If the current supply is below target, this multiplier boosts rewards; if it is above target, it reduces emissions (down to zero when supply is twice the target).

Balance coefficient — Once the buy-back and burn are executed at purchase time, the ratio between the actual quantity of tokens burned and the ideal quantity determines this coefficient for the game. The ideal quantity is derived from:

Average performance reward — The reward associated with average player performance is computed. The average score is tracked as a moving average over the last 1000 games, with safeguards to prevent manipulation.

Ideal burn quantity — Protocol revenue is added to this to obtain the ideal quantity of tokens to burn to balance the system.

Together, these two coefficients determine the game's reward multiplier at purchase time. They encapsulate the token price, the starting stake, average player performance, and the current token supply.