Choose where Bitcoin will finish. Deploy troops, follow the battle, and exit early or hold until the round ends. This is play money—not real-money trading.
Choose your side
Up-Land (UP) wins if the closing reference price is above the “To beat” opening price. Down-Town (DOWN) wins if it is below. Visitors can watch; set up your commander in the lobby to trade.
Check the percentage
The side percentages represent the market’s view of the final outcome—not how far the asset has moved. Paper mode uses simulated server quotes. Your actual entry and exit levels can differ from the displayed percentage.
Deploy your troops
Choose UP or DOWN, choose how many troops to send, and check the exact Paper cost before confirming. The cost is the most you can lose; each winning troop returns 1 Paper credit. Opening the command panel never sends troops by itself.
Example: 10 troops at a 60% entryCost: 6 Paper credits · Winning payout: 10 (4 profit) · Losing payout: 0 (6 lost).
Sell early—or hold
Open Your troops and choose Recall troops before trading closes. Recalling sells them at the current quote, which can mean a profit or a loss. Game Mode works alone with a server quote and funded Paper reserve. Optional Advanced Market contains limit orders, depth and partial fills.
Follow the fight
Read the soldiers, not a line. Held ground follows price relative to opening; attacks follow two consistent recent price observations. Flat prices hold ground, not charge. Defenders digging in and falling back show pressure against their side. A counterattack can begin while that side is still behind the opening price. Brief arrows above attacking squads mark meaningful new momentum or a reversal, then disappear. Wider, less settled fighting reflects observed volatility; bodies and damaged cover retain evidence of earlier pressure, including pullbacks before the opening price is crossed. The countdown raises readiness, not casualties. Repeated failed price pushes establish local sandbag positions. A confirmed break leaves damaged cover; surviving detachments can hold passed positions. Steady trends produce organized advances; chop produces scattered exchanges; reversals bring counterattacks. These describe observed moves, not predictions. Castle supply columns grow and depart more frequently with listed Paper-market depth. When depth shrinks, surplus details walk back to camp—not into a death animation. A depth drop can reflect fills, cancellations or repricing. Empty depth stops new departures. Supply is liquidity—not executed volume, a price forecast, or extra players. Bigger purchases highlight existing soldiers instead of spawning a giant army. Gold rings and your saved style identify your representative command detail. Casualties never remove your holdings; only the server settles the round. These are bounded visual summaries: use the HUD and Advanced Market for exact prices, quantities, quotes and orders. Signal loss freezes the battle; reconnects do not replay imaginary attacks.
When the timer ends
Recorded Coinbase prices decide the result. Each winning troop pays 1 Paper credit; losing troops pay 0. A tie or void reverses this round’s trades and restores pre-round balances. Trading pauses on stale prices or a lost connection, and locks at expiry.
Camera & view: Drag to look around; scroll or pinch to zoom. The top-right camera button cycles field, frontline and tactical views; the other buttons enter fullscreen, reset the view, toggle sound, and hide/show extra UI. Select your troop nameplate to focus your squad. The event camera only follows confirmed action; dragging or zooming takes manual control until Reset Camera. Foreground trees fade when they block the active front or fortress approaches, then return when the camera moves. Hide extra UI to watch the soldiers without a chart overlay.