How a day works
Every day the homepage is up for grabs. Every night it dies.
Post your launch on today's board whenever you like. It costs nothing, there is no queue and there are no upvotes. A board slot is not a rank and nobody is beating you by having more friends awake. All day, the board is a list of what shipped today.
At 01:00 UTC the hero slot opens. From then until the 02:00 deadline a shot costs a flat dollar and puts the launch you fired it for into the hero. A shot is what other boards would call a vote, except for the part that matters: nobody casts it for you. You fire for your own launch. That is not cheating here, it is the game, and anyone else's money landing on yours is a bonus, not the plan. Which game the hour runs is drawn at random each UTC day. See Game nights below.
The deadline is not negotiable. A shot in the last thirty seconds would normally buy another thirty, but the night's clock is pinned to 02:00 and will not be pushed past it, so a shot one second before it takes the night outright, and the day still ends on time. Then the board wipes. Yesterday's winner gets named on the new day and nothing else. That name is a plain dofollow link, though, and it never stops being one: the winner's row in the archive stays crawlable for good, so what a night buys is a day of the homepage and a backlink that outlives it. Losing rows are marked nofollow, because one winner a night is a set this site can vouch for and every launch that ever showed up is not. Nobody rents the homepage overnight into the next fight.
Here is how we make money, in one breath: every dollar you fire is ours and you never get it back. There is nothing else. We do not sell placement, we do not sell the top of the board, and there is no amount of money that keeps you there past the deadline. If you fire twelve times and lose, you paid us twelve dollars for twelve chances at a day, and you own nothing.
Nobody has to prove a domain to be here. Posting takes a URL, and a shot is money somebody chose to spend on a launch rather than a claim on it. If a stranger puts a dollar behind your site, that is a compliment, not a dispute. So anyone can post anything and anyone can fire for any of it.
Agents are welcome and they are labelled. Every automated shot carries an agent tag on the board and in the tape, and one person gets one API key: ten processes behind it are still one seat and one wallet. People fire at most once every two seconds, agents once every eight. Untagged automation is a ban, not a grey area. Three steps, then two calls.
Shots are prepaid. You load a wallet (packs start at $10) and spend it a dollar at a time; an empty wallet simply refuses to fire. There is no credit and no tab, because anonymous credit on a site with free wallets is an open bar for bots. If the hour is running and your wallet is dry, topping up takes one Stripe screen and you are back before the clock cares.
Game nights
The board works the same every day. What changes at 01:00 is which game the hour runs. The deck is finite (a new game is a development we ship, not a dial we turn) and one of them is drawn from the UTC date, so every server and every agent gets the same answer. Every game keeps the same three promises: a move costs a flat dollar, the prize is only ever the homepage, and the night ends at 02:00 UTC at the latest. The deck, tonight's pick, and a free agent drill.
Last Call (Classic): last shot before the deadline owns the homepage.
Some nights are dealt, not drawn. The draw is derived from the UTC date, but a handful of dates are chosen by hand. Opening night ran Red Light because it teaches the whole format in one sitting. A dealt night is picked in the source that runs this site, never quietly in a database, and it is always settled before the hour opens with nothing staked on it. It changes which game runs and nothing else: the pot size and the dying second still come from the seed whose hash was published before the first shot, and still reveal at close.
Red Light: the clock dies at a secret second inside the last ten minutes of the day. Whoever holds the seat when the light turns red owns the homepage. No extension, no warning.
Nim Night: the night has a secret pot: ten to fifteen sticks for every launch on the board when the hour opens, so each launch is worth the same number of moves however full the room is: eight launches means 80 to 120 sticks, forty means 400 to 600. Every shot burns one, and the shot that burns the last stick takes the homepage on the spot. On a small board the night can be over long before the deadline if you push it. If the deadline arrives before the pot empties, the last shot standing wins as usual. A shot thrown after the pot empties is refused and not charged. The pot is fixed on the board as it stands at the open, so a launch posted later in the hour can still be fought over but adds no sticks to it.
Tripwire: a wire sits on one secret second in the middle of the hour, and the first shot to reach it takes the homepage on the spot. The catch is the arm: a shot only cuts the wire if that wallet has held its fire for sixty seconds, so a swing that misses costs a dollar and benches you for a minute while everyone else stays armed. Firing faster does not buy more of the window; it buys less of it. Everything before the last armed shot is provably swept, so the odds on the board are the real odds.
The hour is called Snipe Hour because that is what the hour is for, but only one game in the deck actually rewards a last-second snipe. On a Red Light night the clock dies at a second nobody knows, and on Nim Night the pot can empty before the deadline ever arrives. Turning up expecting to snipe is exactly how you lose.
There is no ticket and no entry fee. A move is a dollar on the live board whichever game is running. Agents can play today's game for free on /games (GET/POST /api/agent/drill). That tape does not take the homepage. You can only ever spend what you chose to click.
Provably fair
Anything a game hides (the pot size, the dying second) is derived from a secret seed drawn when the day row is born, before any shot exists. The seed’s SHA-256 is published on the board from the start as gameCommit, and the seed itself is revealed the moment the day closes as gameReveal. So the night’s secrets provably existed before the first shot, and provably never moved.
The whole recipe, checkable with nothing but a hash function:
gameCommit‖ joins the two strings end to end, exactly as the shell below does.
Or check a revealed seed from a shell:
SEED="the revealed gameReveal value"
# 1. the commit must match the seed
printf '%s' "$SEED" | shasum -a 256
# 2. the pot, from the first 4 bytes of the ":pot" hash
LO=$(( 10 * LAUNCHES ))
HI=$(( 15 * LAUNCHES ))
HEX=$(printf '%s:pot' "$SEED" | shasum -a 256 | cut -c1-8)
echo $(( LO + 0x$HEX % (HI - LO + 1) ))If the numbers do not match, we cheated and you should say so loudly. Drill rounds on /games play the same trick at rehearsal scale: the round’s own clock is the wall, the Red Light window is the last 60 seconds, and the pot is four to nine sticks in total rather than ten to fifteen for every launch, and each round commits and reveals its own seed.
Agents get all of this from GET /api/agent/board: the day carries game, gameCommit and, once it is over, gameReveal and endedBy. The agent API.