1. Summary
Billable is an idle player-versus-player strategy game on Robinhood Chain. You own a firm of lawyer NFTs. Every 12 hours each lawyer does one job: Bill hours, Discovery, Litigate or Poach. All firms resolve at the same moment from one public random seed. After 15 turns (7.5 days, a court term), the firm with the highest Firm Value wins.
- Own the pieces. Lawyers are NFTs with a grade, six stats, skills and generated looks, all rolled at reveal from verifiable randomness.
- Skill over grind. Orders repeat until changed. The skill is reading the public ticker and putting each lawyer on the job it is built for.
- Balanced by simulation. Thousands of simulated terms check that no single job dominates and that playing to each lawyer's strengths is the best strategy.
- Sinks first. Upkeep, a claim tax and later-phase mint burns pull tokens back out. Genesis mint money never funds prizes.
- Verifiable. Randomness is on-chain, formulas are published, the turn engine is open, and results are committed on-chain for anyone to re-check.
2. The world
Docket Street is a city of towers, each holding a firm. Firms don't take turns: every twelve hours the whole street goes to work at once, and everybody finds out together. Lawyers bill clients, dig through evidence rooms, argue in court and quietly take calls from rival firms. A term ends after fifteen shifts, and the most valuable firm takes the corner office.
3. Lawyers
Each lawyer is an NFT. At mint it is a sealed case file. At reveal, a verifiable random number rolls its grade, skills and looks. The roll function is public, so any lawyer can be checked against the random number it came from.
Grades
| Grade | Mint odds | Base for every stat | Skills | Earnings | Book value |
|---|---|---|---|---|---|
| Common | 45% | 1 | 1 basic | ×1.00 | 15 E |
| Uncommon | 28% | 5 | 2 basic | ×1.05 | 22 E |
| Rare | 17% | 10 | 2 basic, 1 advanced | ×1.10 | 35 E |
| Epic | 7.5% | 15 | 2 basic, 2 advanced | ×1.20 | 60 E |
| Legendary | 2.4% | 20 | 2 basic, 2 advanced, 1 signature | ×1.35 | 120 E |
| Royalty | 0.1% | 25 | 3 basic, 2 advanced, 1 signature | ×1.60 | 350 E |
E is the game's unit of pay: the base fee for one lawyer for one turn (130 tokens in the current model).
Six stats
| Stat | What it does |
|---|---|
| Advocacy | Score in Litigate duels |
| Persuasion | Score in Poach duels |
| Research | Discovery: +3% second-find chance and +3% tier-upgrade chance per point; small finds on other jobs |
| Diligence | Bill hours: +0.03 E per point |
| Ethics | Lowers disbarment risk and the chance of being poached (−3% per point), and keeps fees when losing a Sue case: the winner takes 1% less per point (at most half) |
| Reputation | +2% on all earnings per point above the grade base |
Skills
Each skill has its own icon on the lawyer card in the game: grey for basic, blue for advanced, gold for signature.
Basic (+5 to one stat)
- Litigator Advocacy
- Closer Persuasion
- Researcher Research
- Workhorse Diligence
- Clean Record Ethics
- Well-Connected Reputation
Advanced (+8 plus an effect)
- Shark +10% steal in court
- Headhunter +15 points conversion chance
- Investigator +10% upgrades
- Fast Learner +8 Diligence, +50% XP
- Iron Clad can't be poached by a lower grade; never on Royalty, which is immune by grade
- Rainmaker +10% earnings
Signature (Legendary and Royalty)
- Immune Legendary only: can't be disbarred, and a winner takes no cut of its fees when it loses a Sue case; it can still be poached. Royalty rolls from the other three because it is immune by grade
- Mentor +2 all stats to nine teammates
- Tax Attorney −15% tax
- Kingmaker poached lawyers keep their rank
4. Looks and traits
The same random number that rolls a lawyer's grade and skills also rolls a 64-bit look, stored on-chain next to its stats. An open generator turns that number into the pixel lawyer: skin, hairstyle, hair colour, suit, neckwear and its colour, eyewear, facial hair, accessory and card backdrop. That's over 150 million combinations, before grade and skills.
Looks carry small stat bonuses:
- Clothing and accessories add +1 to +3 to one stat. Rarer pieces add more: a Tie is +1 Persuasion, a Monocle +3 Reputation, an Ivory suit +3 Ethics.
- Hairstyles all add the same +2, each to a different stat. For example: Slicked Back +2 Advocacy, Bald +2 Ethics, Afro +2 Reputation.
- Skin tone, hair colour, facial hair, neckwear colour and backdrop are cosmetic only. We don't want the game ranking anyone's appearance.
- Budget: on average looks add about +6 stat points in total, about one extra basic skill. The largest possible bonus to a single stat from looks is +10.
Two details are honest tells in the art. The prop in a lawyer's hand is its primary basic skill (gavel, contract, magnifier, mug, scales, phone). Lapel pins show any extra basic skills, and the card frame colour shows the grade. Looks bonuses count like skills: they feed every formula below.
Every look, its odds and its bonus
| Trait | Options (odds, bonus) |
|---|---|
| Skin | Porcelain 25.0%; Honey 25.0%; Umber 25.0%; Ebony 25.0% |
| Hairstyle | Short 13.0% +2 Diligence; Slicked Back 11.1% +2 Advocacy; Side Part 11.1% +2 Reputation; Wavy 9.3% +2 Persuasion; Curly 8.3% +2 Research; Bob 9.3% +2 Advocacy; Bun 8.3% +2 Ethics; Long 7.4% +2 Persuasion; Ponytail 5.6% +2 Research; Afro 5.6% +2 Reputation; Buzz Cut 5.6% +2 Diligence; Bald 4.6% +2 Ethics; Mohawk 0.9% +2 Advocacy |
| Hair colour | Black 30.0%; Brown 28.0%; Blond 14.0%; Auburn 10.0%; Grey 10.0%; Silver Fox 5.0%; Dyed Lilac 3.0% |
| Suit | Navy 20.0% +1 Advocacy; Charcoal 13.3% +1 Reputation; Grey 15.6% +1 Diligence; Tweed 11.1% +1 Research; Forest 8.9% +2 Research; Plum 6.7% +2 Persuasion; Cobalt 7.8% +2 Diligence; Oxblood 5.6% +2 Advocacy; Linen 7.8% +2 Ethics; Mustard 2.2% +3 Reputation; Ivory 1.1% +3 Ethics |
| Neckwear | Tie 66.0% +1 Persuasion; Bow Tie 14.0% +2 Research; Open Collar 12.0% +1 Diligence; Turtleneck 8.0% +2 Reputation |
| Neckwear colour | Red 22.0%; Blue 18.0%; Gold 12.0%; Green 12.0%; Salmon 10.0%; Purple 10.0%; Black 10.0%; Cream 6.0% |
| Eyewear | None 60.0%; Glasses 18.0% +1 Research; Half-Moons 10.0% +2 Ethics; Shades 8.0% +2 Persuasion; Monocle 4.0% +3 Reputation |
| Facial hair | None 70.0%; Stubble 12.0%; Moustache 8.0%; Beard 8.0%; Goatee 2.0% |
| Accessory | None 52.0%; Pen Behind Ear 12.0% +1 Diligence; Pocket Square 10.0% +1 Reputation; Earring 8.0% +1 Persuasion; Headset 7.0% +2 Diligence; Gold Watch 7.0% +2 Advocacy; Lapel Flower 4.0% +3 Ethics |
| Backdrop | Corner Office 22.0%; Courtroom 18.0%; Law Library 16.0%; Evidence Room 14.0%; Marble Lobby 12.0%; Night Shift 12.0%; Legal Pad 6.0% |
Names and families
Every lawyer is revealed with a first name and one of 64 family names, rolled from the same random number as its looks (for example Leo Kovac or Ruth Kessler). The family name is on the card and in the NFT's traits, so collectors can filter and hunt for it.
Family firm bonus: the biggest group of lawyers in your firm who share a family name gives the whole firm more earnings. Only that one family counts; a second family doesn't add more.
All 64 family names are equally likely (1 in 64 each) and all give the same bonus; none is stronger than another, so the hunt is for many of the same name. Bonus by the size of your biggest family: 1 member +0%, 2 +1%, 3 +2%, 5 +3%, 7 +4%, 10 +5%, 15 +7.5%, 20 or more +10%. It applies to everything your lawyers earn (Bill, Dig, Sue and Poach pay), for every lawyer in the firm, not just the family members.
The 64 family names: Achebe, Ashford, Barlow, Beckett, Blackwood, Calloway, Carver, Castillo, Chandler, Crane, Dalton, Delacroix, Draper, Dubois, Ellery, Eriksen, Fairfax, Fenwick, Finch, Fontaine, Gallagher, Grayson, Haddad, Harlow, Hawthorne, Holloway, Ingram, Iversen, Jansen, Kapoor, Keene, Kessler, Kovac, Langford, Lockhart, Lowell, Marsh, Mensah, Mercer, Montague, Nakamura, Novak, Okafor, Osei, Pembroke, Petrov, Quinn, Radley, Reyes, Rhodes, Rosen, Rossi, Sato, Silva, Sinclair, Sterling, Tanaka, Thorne, Underwood, Voss, Wakefield, Whitlock, Yamada, Zhou.
5. A turn
- Management (paid first): level your Managing Partner, craft, equip or unequip items, repair, rank up, toggle the retainer.
- Upkeep: 30 tokens per working lawyer, times the reward pool's rate that turn (it falls with pay when the pool is shared), and falling by up to 20% as your firm grows toward 50 lawyers. Upkeep is charged after the turn, so every lawyer works even when the treasury is empty. The treasury can go below zero: while it is, the firm pays 10% of what it owes at the start of every turn (burned), can't withdraw tokens and can't unstake lawyers, and everything it earns pays the debt off first. Bill hours always earns more than its upkeep, so a firm in debt can bill its way back.
- Jobs resolve for every firm at once from the turn's random seed (next section).
- Claim: a 20% tax is taken from gross fees. Tax items and the Tax Attorney skill reduce it.
- Losses: disbarred lawyers are burned. A poached lawyer moves to the winning firm with its rank reset; its items go back to the firm that lost it, into the evidence locker. Any firm can be poached every turn.
- Public ticker: each court pool's scores, match rates and conversion rates are published. That's what good players plan with.
6. The four jobs
| Job | Stat | What happens | Payout |
|---|---|---|---|
| Bill hours | Diligence | Safe | 0.45 E + 0.03 E per Diligence point from skills, looks and items, −0.01 E per consecutive Bill turn; between 0.30 and 1.00 E |
| Discovery | Research | Safe | 0.20 E plus at least one item, with a chance of a second and third and a tier upgrade (see Finding items) |
| Litigate | Advocacy | 1v1 against a random lawyer on Litigate (+5 per grade gap to the lower grade) | Win: 0.85 E + 30% of the loser's E (1% less per point of the loser's Ethics above base, at most half). Loss: 0.20 E and a 0.4% disbarment chance (Ethics lowers it). No opponent: 0.50 E |
| Poach | Persuasion | 1v1 against a random lawyer on Poach; 50% chance to find a target | Win: 1.50 E. Loss: 0.34 E. No target: 0.55 E. 20% of decisive duels move the loser's lawyer to the winner's firm (Headhunter +15 points; Ethics and the retainer cut it) |
Fair fights
There are no leagues and nobody picks a target: every Litigate and Poach duel is drawn at random from all lawyers on that job. "Rank" is the level you buy with $BILLABLE and XP (0–10).
- Win pay shrinks with the gap: the winner's pay and fee cut are multiplied by 1 − 20% per rank of difference, down to 25%. Even fights pay most.
- Poaching fades with the gap: the base chance that a lawyer changes firm drops 25% per rank of difference (75%, 50%, 25%, then none from a gap of 4), both ways. Bonuses from Headhunter and items fade half as fast (87.5%, 75%, 62.5%), and nothing converts from a gap of 4 (except for a lawyer wearing The Universal Subpoena).
- Rank gap of 2 or more: nobody can be disbarred in that case, either way.
| Grade | Chance of being disbarred or poached |
|---|---|
| Common | +10% |
| Uncommon, Rare, Epic | normal |
| Legendary | −50% |
| Royalty | never (−100%) |
Every duel uses one published formula:
P(win) = 1 / (1 + 10^((their score − your score) / 20))
A lawyer's score is its stat, plus 0.5 for every consecutive turn on the same combat job (maximum +5). A one-turn detour keeps this streak: a lawyer that leaves Sue or Poach for one turn (another job or a turn off) and goes straight back carries on where it left off; a second turn away loses it. Bill has no such hold. A 5-point edge wins about 64% of the time; a 20-point edge about 91%.
7. Building a firm
- Upgrading lawyers (ranks 1–10): see the table below.
- Managing Partner (one per firm, soulbound): earns CEO XP each turn, 2.5% of the XP its firm's lawyers earned (at most 50 a turn), and needs a total of 25 CEO XP for level 2, 75 for 3, 150 for 4, 250 for 5, then steeper: 450, 800, 1,400, 2,400 and 4,000 for level 10. A level-up also costs tokens, rising steeply with the level (300 for level 2, 750, 1,250, 2,000, 3,500, 6,000, 12,000, 25,000 and 50,000 for level 10; burned) and gives +1 to all stats per level above 1 to the lawyers in its span of control (5 + 5·(L−1) lawyers). Span of control keeps giant firms and multi-accounts in check.
- Firm name and CEO look: you name your firm when you open it (3–24 characters, shown in capitals, no two firms alike) and dress your CEO from the same parts as the lawyers; rarer parts unlock as the CEO levels up. Name and look change together in one transaction and are purely cosmetic.
- Items: gear for your lawyers, rooms for the Managing Partner and one-turn consumables. They have their own chapter: 8. Items.
- Retainer (a firm-wide switch): each of your lawyers on Poach gets +3 Ethics in its Poach duel, for 0.05 E (6.5 tokens) per Poach lawyer per turn. It only matters when your poacher loses a duel: then the winner has a 20% base chance to take it, and +3 Ethics cuts that chance by 9% (for example 20% → 18.2%). It does nothing for lawyers on other jobs or in Sue cases. Royalty lawyers can't be poached, so they pay nothing for it. Protective effects (harder to poach, less likely to be disbarred, shields) do nothing on Royalty either.
Upgrading a lawyer: ranks
Every lawyer can be ranked up from 0 to 10 during management. A rank-up needs enough experience (XP) and costs tokens; the tokens count toward the lawyer's book value, so ranking up never lowers your Firm Value. XP stops at what the next rank needs: until that rank-up is bought, the lawyer earns no more XP (it still earns tokens as usual; its Managing Partner gets no XP share from it), so XP can't be saved up for several rank-ups at once.
| Rank | Token cost | Total XP needed | What it adds |
|---|---|---|---|
| 1 | 200 | 50 | +1 all stats |
| 2 | 400 | 150 | +1 all stats |
| 3 | 700 | 300 | +1 all stats |
| 4 | 1,200 | 500 | +1 all stats |
| 5 | 1,800 | 750 | +1 all stats |
| 6 | 2,500 | 1,050 | +1 all stats, +5% earnings |
| 7 | 3,500 | 1,400 | +1 all stats, gear stops wearing out |
| 8 | 5,000 | 1,800 | +1 all stats |
| 9 | 7,000 | 2,300 | +1 all stats |
| 10 | 10,000 | 3,000 | +2 all stats |
XP per turn worked: Bill hours 12.5, Discovery 10 (twice that on a turn it finds a Legendary item, 3× for a Mythic, 5× for a Royalty), Litigate 12.5 or 25 for a won case, Poach 12.5, or 35 for a won duel and 50 when that win brings a lawyer over (Fast Learner earns 50% more). Winning is what teaches: a turn without a win learns like a turn of Bill hours. A lawyer at rank 10 has +11 on every stat and has cost 32,300 tokens. A poached lawyer's rank resets to 0 (unless the new firm has a Kingmaker).
8. Items
Lawyers find items while they work. An item makes one lawyer better at its job, protects it, or buffs the firm. There are 91 items in seven tiers. Every item shows an Item Power number, and the tiers' power bands never overlap, so a higher tier is always the stronger item.

Epic gear

Epic room

Rare consumable

Legendary gear
Three kinds
| Kind | Where it goes | What it does | Items |
|---|---|---|---|
| Gear | On a lawyer. Common lawyers have no gear slot, Uncommon and Rare lawyers one, Epic and better two. | Adds stat points or an effect (a lower claim tax, a bigger cut of a beaten opponent's fees) to that lawyer. Wears with use. | 40 |
| Partner room | In a slot with the Managing Partner: 6 slots, rising to 10 as the CEO levels up. | Buffs a number of your most valuable lawyers inside the span of control: stat points, lower upkeep, or harder to poach. Only the best room per stat counts. Never wears. | 39 |
| Consumable | Used on one lawyer for one turn, then it is gone. | A strong one-turn boost: stat points, a shield against being disbarred or poached, or a better chance of a second find. | 12 |
Gear and rooms each come in eight lines that run from Common to Epic, and the tier is in the name: Intern's (Common), Clerk's (Uncommon), Associate's (Rare), Partner's (Epic). Gear: Gavel, Mantle, Quill, Signet, Lens, Hourglass, Ledger, Satchel. Rooms: Moot Courtroom, Boardroom, Archive, Bullpen, Ethics Chamber, Portrait Gallery, Treasury, Evidence Vault. Above Epic there are 15 named artefacts, among them The Universal Subpoena (Legendary gear, +8 Persuasion): its wearer's Poach wins can convert at any rank gap, either way. Consumables exist from Common to Rare only.
Seven tiers
| Tier | Odds per find | Item Power | Lawyer rank to use it | A room buffs (lawyers) | Book value (tokens) | Can be an NFT |
|---|---|---|---|---|---|---|
| Common | 55.7% | 10–19 | any | 5 | 8 | no |
| Uncommon | 33% | 20–39 | any | 8 | 25 | no |
| Rare | 10% | 40–79 | any | 12 | 90 | no |
| Epic | 1.2% | 80–159 | 2+ | 20 | 450 | yes |
| Legendary | 1 in 2,000 | 160–319 | 3+ | 30 | 8,000 | yes |
| Mythic | 1 in 100,000 | 320–639 | 4+ | 40 | 200,000 | yes |
| Royalty | 1 in 1,000,000 | 640–999 | 5+ | 50 | 1,500,000 | yes |
- Odds per find are the base odds on every job; Research and a Poach conversion can lift a Common, Uncommon or Rare find one tier (see Finding items). The rarest single items land once in 9,000 to 2,000,000 finds. Every item is numbered and remembers the firm that found it; the two Royalty pieces exist once, ever.
- Rank to use applies to gear and consumables: the lawyer needs that rank. Rooms have no rank limit.
- A room buffs that many of your most valuable lawyers, never more than the Managing Partner's span of control. Three rooms of one tier add a floor bonus for the lawyers they reach: +1 on all stats for Common or Uncommon rooms, +2 for Rare or Epic.
- Book value is what the item adds to your Firm Value (a consumable counts half). Item values and effects may be tuned after the testnet term.
Finding items
Discovery always finds an item; the other jobs only sometimes do. On those jobs the chance scales with Research alone (the digging stat), with diminishing returns: the Research factor is Research ÷ (Research + 40), about 0.1 for a lawyer with 5 Research and 0.33 with 20.
| Job | Item finds |
|---|---|
| Bill hours | 15% × Research factor per turn. Each consecutive Bill turn multiplies it by 0.85; switching jobs resets it. |
| Discovery | Always one item. A chance of a second: +3% per point of Research from skills, looks and items, plus extra-find effects (Lens, Hall of Records), up to 85%. Each point of Research also gives +3% that the find is lifted one tier. |
| Litigate | Winners only: 20% × Research factor, +10% for each consecutive Litigate turn (up to +50%). A one-turn detour keeps the streak; a second turn away resets it. |
| Poach | A win that brings the lawyer over always finds an item, and the two lawyers' combined stats can lift its tier by up to two steps (never past Epic). Any other Poach turn: 10% × Research factor. |
Tier lifts only ever move Common, Uncommon and Rare finds up (at most to Epic), so the Legendary, Mythic and Royalty odds per find are exactly the published ones.
Sets
Two pieces of one set on the same lawyer add a set bonus. That takes two gear slots, so an Epic or better lawyer. The four ranked sets grow with the tier of the weaker piece: ×1 for Common, ×1.5 Uncommon, ×2 Rare, ×3 Epic.
| Set | Pieces | Bonus (at Common; ×3 at Epic) |
|---|---|---|
| Courtroom | Gavel + Mantle | +2% of the loser's fees when it wins a Litigate case; 10% less likely to be disbarred |
| Dealmaker | Quill + Signet | +2% chance a Poach win brings the other lawyer over; +1% earnings |
| Night Shift | Lens + Hourglass | +5% chance of an extra find on Discovery; +2% chance a find comes one tier better |
| Clean Books | Ledger + Satchel | 3% less claim tax |
| Regalia of the High Court | Any two of the four Legendary pieces: Gavel of First Precedent, Mantle of the Unbribable, Quill of a Thousand Signatures, Lens of Hidden Clauses | +2 on every stat and +5% earnings (does not scale) |
| The Glass Tower (rooms) | The four Legendary rooms: The Glass Tower Lease, The Founders' Portrait, The Hall of Records, The Private Island | Two placed: each of them reaches 10 more lawyers. All four: +1 on every stat for the lawyers they reach |
Wear, repair and crafting
| Tier | Gear lasts (turns worked) | Repair to full | Craft three into one of the next tier |
|---|---|---|---|
| Common | 5 turns | no | 100% for 2 tokens |
| Uncommon | 8 turns | no | 90% for 5 tokens |
| Rare | 12 turns | 22.5 tokens | 70% for 20 tokens |
| Epic | 20 turns | 112.5 tokens | can't be crafted up |
| Legendary | never wears | never needed | can't be crafted up |
| Mythic | never wears | never needed | can't be crafted up |
| Royalty | never wears | never needed | can't be crafted up |
- Wear: gear loses one turn of durability each turn its lawyer works and breaks (is gone) at zero. Gear in the locker never wears, and gear on a rank 7+ lawyer doesn't either. Rooms never wear. A broken Rare or Epic item's NFT is burned.
- Repair: Rare and Epic gear can be repaired back to full for 25% of its book value, any time before it breaks. Common and Uncommon gear can't be repaired.
- Crafting: three items of one tier craft into one random item of the next tier, up to Epic. The fee is paid either way; when a craft fails, the three items are gone. A crafted item keeps the wear of what went into it: it starts with the average share of durability the three had left (three Commons with 1 of 5 turns left make an Uncommon with 2 of 8), so worn-out gear can't be crafted into fresh gear. Legendary, Mythic and Royalty items can only be found, never crafted, so their odds stay what they say.
- When a lawyer leaves: gear on a poached lawyer goes back to its old firm's locker; gear on a disbarred lawyer is destroyed; rooms are always safe.
Managing items
- The evidence locker keeps every spare item with no limit; nothing is ever lost for going unused. Copies of the same item share one tile.
- One plan per turn: everything you do with items (equip, unequip, place or remove a room, use a consumable, repair, craft) goes into one plan per firm per turn, sent in one transaction (network fee only). Sending again in the same turn replaces the plan. It is carried out when that turn resolves, before the lawyers work, in this order: crafts, unequips, equips, rooms out, rooms in, consumables, repairs. A move that isn't possible any more (a full slot, a lawyer of too low a rank, an item that is gone) is skipped. Crafting and repair fees come out of the firm's treasury in that turn's settlement.
- Auto items (on by default) writes the plan for you every turn. Gear goes where it adds most to the stat of the lawyer's job, then by Item Power, starting with your most valuable lawyers; a lawyer keeps what it wears on a tie, so gear doesn't shuffle around. The strongest rooms fill the Partner slots. Consumables go to lawyers whose job they fit. Spare gear is crafted when the expected result is worth more than the three pieces and the fee. Rare and Epic gear that would break this turn is repaired, with at most half the treasury. Anything you place by hand stays where you put it. You still press Send item moves once a turn; with auto items off, only your own moves are sent.
- Plan size: a plan holds about 245 equips (16,384 bytes on chain). If a very large firm's automatic plan is longer, the app sends the most useful moves first and plans the rest again next turn.
Items as NFTs
Epic and better items can become NFTs. Nothing is minted while an item is only used in the game: its record is in the game state committed on chain every turn. Take one out (a small ETH fee per item, currently 0.00005 ETH, pays the gas of minting it for you; never above 0.001 ETH) and it is minted to your wallet at the next turn, ready to trade. Bring it back in (any firm can) and the token is held for that firm, and the item is in its locker from the next turn. Common to Rare items live in the game only.
9. Court terms and winning
A term is 15 turns of 12 hours. Firm Value = tokens + lawyers' book value + items' book value, where a lawyer's book value is its grade value (table above) plus everything spent on its ranks. The highest Firm Value at the end of turn 15 wins the term. A firm that loses its last lawyer is dissolved and ranks below every surviving firm.
Seasons and prizes
A season is one court term of 15 turns (season 1 is turns 1-15, season 2 turns 16-30, and so on). Two leaderboards run through every season, one for firms and one for lawyers, ranked by season points:
| Job | Season points per turn worked |
|---|---|
| Bill hours | 3 |
| Discovery | 4, and 20 more on a turn it finds a Legendary, Mythic or Royalty item |
| Litigate | won case 15 · lost case −5 · no case 3 · 10 more for disbarring the opponent · 15 less for being disbarred |
| Poach | won duel 20 · lost duel −5 · no match 3 · 15 more for bringing a lawyer over · 15 less for being poached away |
| Revenge | 10 more for a won Sue or Poach duel against a rival (see below) |
| Most Wanted | 15 more for a won Sue or Poach duel against one of the season's top 3 lawyers |
| Hot streak | 5 more for a lawyer's 3rd or 4th duel win in a row, 10 more from the 5th · 10 more for ending another lawyer's streak of 3+ |
| Case of the turn | an extra for the turn's case, when it has one (see below) |
| Firm actions | 2 per rank-up and 1 per craft, for the firm only |
Rivals and revenge. A firm that poaches or disbars one of your lawyers becomes your rival. Each lawyer it takes gives you one revenge: the next duel one of your lawyers wins against that firm scores 10 more season points. Once you have won back as many duels as they took lawyers, the score is even and the bonus stops until they take another. Revenge is bookkeeping for the leaderboard only: it never changes a duel, a payout or a token. After every turn the app's recap opens on the turn's front page: your firm's biggest moment and the three biggest stories of the whole game (a star lawyer poached, an upset against the odds, a revenge, a Legendary find, a new leader).
Most Wanted and hot streaks. The season's three best lawyers by points (as the turn starts) are Most Wanted: any lawyer that beats one of them in a Sue or Poach duel scores 15 more points. After a season's last turn its top three stay Most Wanted for the first turn of the next season. A lawyer that wins duels in a row is on fire: its 3rd and 4th win in a row score 5 more each, every win from the 5th 10 more, and the lawyer that ends a streak of 3 or more scores 10 more. A lost duel ends a streak; Sue with no case or Poach with no match doesn't. Another job or a turn off holds it for one turn: a duel won the turn after carries it on, a second turn away ends it. Matches stay random: nobody can pick who they face.
Case of the turn. Every turn has a case, drawn one turn ahead from the turn's random seed (never the same case twice in a row) and shown in the app while you set your jobs. A case changes season points, XP, how often items are found, the poach or disbarment risk, or who is likelier to win a duel for that turn. It never changes how many tokens the game pays out in total.
| Case | What it does that turn |
|---|---|
| Class Action | +10 points for every Sue case won · +25% Sue XP |
| Hiring Frenzy | +10 points for every lawyer brought over · Poach wins bring lawyers over 25% more often |
| Discovery Deadline | +4 points for every Dig · +50% Dig XP |
| Year-End Billing | +3 points for every Bill · +50% Bill XP |
| Ethics Inquiry | +10 points for every opponent disbarred · Sue losers are disbarred twice as often |
| Evidence Room Clear-Out | +20 points for a Dig that finds a Legendary, Mythic or Royalty item · Bill, Sue and Poach find items 50% more often |
| Underdog Day | +15 points for every duel won at under 40% odds |
| CLE Week | +25% XP on every job |
| Bar Association Gala | Poach wins bring lawyers over half as often · Sue losers are disbarred half as often |
| Star Counsel Day | Epic, Legendary and Royalty lawyers win Sue and Poach duels against lower grades 5% more often (at most 95%), but when they win, the loser is disbarred or brought over 5% less often |
The recap also lists your close calls: a poach attempt your lawyer survived (with the chance it had of being taken), a lawyer you nearly brought over, a duel lost as the favourite.
A lawyer's points belong to the lawyer: if it changes firm (poached or sold), they go with it. A firm keeps the points its lawyers earned while they worked for it, plus its rank-ups and crafts. A total below zero counts as zero.
Who takes part. Every firm is on the leaderboard; it takes part in the prizes when its Managing Partner is level 2 or higher at the end of the season. A lawyer's prize is paid to the firm it is staked with at the end of the season, if that firm takes part; otherwise it stays in the pool.
Prize pools. Season prize pools are split 70% to firms and 30% to individual lawyers. They are funded by 25% of the reward budget that isn't paid out (lost duels and the like) and 20% of every Phase 2+ mint payment, never by Genesis mint money. Each pool pays out by the same table:
| Place | Share of the pool |
|---|---|
| 1 | 12.5% |
| 2 | 7.5% |
| 3 | 3% |
| 4-10 | 1% each |
| 11-49 | 0.25% each, shared by points |
| 50-74 | 0.1% each, shared by points |
| 75-99 | 0.05% each, shared by points |
That is 43.5% of each pool. Paid places: firms, 10 or 5% of the firms taking part, whichever is more; lawyers, 50 or 1% of the lawyers that worked this season. From place 11 down, each band's total is shared by points, so a bigger lead gets a bigger slice. When fewer places are filled than the table has, each place still gets only its own share (with 10 firms, 30% of the firm pool is paid), and the places nobody filled stay in the pool for the next season. No single firm or lawyer gets more than 20% of its pool. At most 99 places are paid per pool. Ties share their places evenly. Whatever isn't paid stays in the pool for the next season.
After a season's last turn is committed and its 30-minute review window has passed, the prizes are committed on chain as one Merkle root; each firm claims its prize (its own and its lawyers') into its treasury. A claimed prize is usable in the game at once (rank-ups, CEO levels, upkeep); it becomes withdrawable evenly over one season (15 turns, 7.5 days) counted from the moment the prizes are committed, so every firm's prize is free on the same date and claiming later doesn't delay it, and it is spent in the game before tokens that are already free. The leaderboard shows during the season what each place would get if the season ended now. Token or ETH prizes are subject to the legal review described under Risks.
10. Balance
The rules engine is written once and used three ways: to play, to resolve real turns, and to simulate thousands of terms between automated strategies. Those include random play, greedy play, a "smart" expected-value player that reads the public ticker, a "specialist" (every lawyer on its specialty), a cautious player that never poaches, a sandbagger that never ranks up, and one-job strategies.
Results with the current rules (open random matching, rank-gap protection, item finds on every job, family names, looks):
| Check | Duplicate rosters (1,800 terms) | Random rosters (1,000 terms) |
|---|---|---|
| No one-job strategy beats more than 60% of the field | 0.514 · pass | 0.511 · pass |
| Specialist beats every strategy head-to-head (at least 50%) | 0.488 · miss | 0.494 · miss |
| Specialist has the highest average gain | heuristic · miss | heuristic · miss |
| Playing it safe (never poaching) earns less than the specialist | -2.198 · pass | -1.621 · pass |
| Never ranking up earns less than smart play | -0.439 · pass | -1.432 · pass |
| Smart play beats random play at least 70% of the time | 0.808 · pass | 0.723 · pass |
| No seat advantage (win share within 5 points of fair) | 0.029 · pass | 0.045 · pass |
| Every job is used (at least 5% of turns) | 0.161 · pass | 0.144 · pass |
| Every firm mechanic is used (at least 5% of firms) | 0.440 · pass | 0.426 · pass |
| No ties, stuck turns or runaway terms | 0 · pass | 0 · pass |
Average Firm Value gain per lawyer over a term, in E (duplicate rosters): heuristic +9.33, specialist +9.19, sandbag +8.89, cautious +6.99, all discovery +6.65, all bill +4.62, all litigate +3.81, all poach +3.36, greedy +2.61, random +2.09.
The design goals behind those checks:
- Play to your lawyers' strengths. Each archetype's best job is its specialty. Simple specialty play is level with the smart player (a coin flip head-to-head) and beats every other strategy, so reading the ticker is a skill edge, not a requirement.
- Ranks matter. A firm that never ranks up to hide from strong opponents earns clearly less than one that does.
- A risk ladder. For a lawyer with no job skill at a fair matchup: Bill < Litigate < Poach. Playing it safe is allowed and costs expected value.
- No dominant job. No one-job strategy finishes above more than 60% of the field.
- Grow or protect. Ranks and items make lawyers stronger. A poached lawyer loses its rank (its items come back to you), so rank up the lawyers you can protect and keep poachers lean.
11. The token
The in-game currency is $BILLABLE, with a hard cap of 90,000,000.
Allocation

| Share | % | Tokens | How it's released |
|---|---|---|---|
| Ecosystem | 81.7% | 73,500,000 | Emitted over time as game rewards and season prize pools (formula below). Never pre-minted. |
| Genesis holders | 5.6% | 5,000,000 | 1,000 per Genesis lawyer, created when the lawyer is revealed. Locked until trading opens, 10% then, the rest over about 30 days. |
| Liquidity | 4.4% | 4,000,000 | Paired with 30% of the Genesis ETH when trading opens. The liquidity position is locked. |
| Marketing & Ops | 3.3% | 3,000,000 | Partnerships, listings and community rewards, spent over at least 12 months from a public address. |
| Team | 2.8% | 2,500,000 | Locked for 6 months after trading opens, then vests evenly over 18 months. |
| Airdrop | 2.2% | 2,000,000 | Early community and testnet players; vests on the same schedule as Genesis tokens. |
The hard cap applies to tokens in existence: tokens burned in the game make room under it, so rewards can keep flowing at their decaying rate.
Emissions
Pool rate = min(1, pool top ÷ lawyers working, weighted by job)
Rewards come from a reward pool with a fixed top. At launch the top has room for 6,250 lawyers at full pay (812,500 tokens a turn), and it falls 4% every season (15 turns). Below the top every working lawyer gets full pay, E = 130 tokens times its job's rate; a handful of early players can't farm more than their own pay. Above the top, all lawyers share it: pay and upkeep are both multiplied by the pool rate. Job weights: Bill 0.5, Discovery 0.8, Litigate 1.0, Poach 1.2. Whatever the payouts don't use is never minted. The model's two-year run keeps new supply within the 73.5M reward allocation.
Sinks
| Sink | Size |
|---|---|
| Upkeep | 30 tokens per working lawyer per turn, times the pool rate |
| Claim tax | 20% of gross fees (items can reduce it) |
| Ranks, Managing Partner, crafting, repairs | Paid in tokens |
| Phase 2+ mints | 40% of each payment buys and burns tokens, +10 points per phase, up to 70%; 20% funds the season prizes |
The economy is modelled day by day for two years under Base, Bear and Bull scenarios. The model's main finding is that player income is set by demand (new players, mint buys and prize buys), not by emissions: printing more lowers the price one-for-one. So the targets are about token behaviour: price roughly stable over 60 days, sells no bigger than buys, net inflation below 1% a day and falling, and burns above half of emissions. The burn target for later phases is still under review.
12. Mint
Genesis
- 5,000 lawyers at $14.99, paid in ETH.
- Reveal fee: each mint transaction (up to 20 lawyers) also pays one small randomness fee in ETH, currently 0.0001 ETH. It goes to the service that delivers the verifiable random number for the reveal and covers its gas; it is not part of the mint proceeds. Later-phase mints pay the same fee. It can be adjusted to gas costs but never above 0.001 ETH (fixed in the contract).
- Each lawyer earns 1,000 tokens when it is revealed, paid to whoever owns it at that moment (an unrevealed lawyer carries no tokens and can't be staked). The tokens lock until trading opens (about 7 days after the mint closes). 10% unlock then, and the rest vests over about 30 days. Locked tokens can already be used for everything in the game (upkeep, ranks, Managing Partner, crafting, repairs, later-phase mints); they just can't be withdrawn until they unlock.
- Earnings unlock by the end of the turn. Tokens your firm earns are in your treasury and usable in the game straight away; from the moment you settle them they become withdrawable to your wallet bit by bit until the current turn ends (settle 720 with 12 hours to go, and 60 more can leave every hour). Tokens you settle later join whatever is still unlocking, and the total unlocks by the end of the turn. Spending uses locked tokens first, then tokens still unlocking, so what is already withdrawable is touched last.
- Proceeds: 30% paired into liquidity, 70% to development. No Genesis money funds prizes.
- Date: to be announced
Later phases
- 3,000 lawyers per phase, sold as a Dutch auction quoted in USD (Phase 2: $12–25, Phase 3: $18–35, Phase 4: $25–49), payable in ETH or tokens, including locked tokens in your firm's treasury.
- Every payment is split three ways: a share buys and burns tokens (40% in Phase 2, then +10 points per phase, up to 70%), 20% buys tokens for the season prize pool, and the rest becomes locked, protocol-owned liquidity (40% in Phase 2, falling to 10%). Later-phase lawyers come with no token allocation.
- Gates: a new phase opens only if at least 70% of lawyers are staked and the lowest grade's 24-hour floor price is at least 1.1× the phase's USD target. A mint never opens below the market.
Royalties on secondary sales (OpenSea creator fee): 5%. Once a season the team adds half of what came in to the protocol-owned liquidity; the other half funds development.
13. Fairness and architecture
The game is a hybrid, because resolving thousands of duels on-chain every 12 hours would cost too much gas.
- On-chain: the token, the lawyer NFTs (grade, skills, look and rank), vesting, the mint, and the game contract. The game contract holds staked lawyers and their standing orders, records each turn's random seed, commits results and pays claims through cumulative Merkle proofs.
- Off-chain, verifiable: an open resolver reads the chain, runs the published rules engine with the turn's seed and commits the result as a Merkle root. Anyone can run the same engine on the same inputs and compare.
- Randomness: a verifiable random function supplies both mint reveals and turn seeds. On Robinhood Chain this is an OpenVRF adapter (drand-based), used because Chainlink VRF doesn't currently list the chain. It will be audited before mainnet.
14. Referrals
Referral rewards come only from money that already exists; nothing extra is minted.
- Mint referrals (Genesis only): 5% of the mint price, paid in ETH out of the development share. The liquidity share is untouched. The referrer must hold a staked lawyer. Limit: 200 referred lawyers per referrer.
- Firm referrals: for 30 turns, the referrer receives 10% of the referred firm's claim tax, tax that would otherwise be burned.
- Self-referrals are ignored.
15. Roadmap
| Stage | What | When |
|---|---|---|
| Rules and balance | Engine, simulation, economy model, contracts and tests | Done |
| Public testnet term | A full 15-turn term on Robinhood Chain testnet in the game app | TBA |
| Audit | Contracts and randomness adapter | TBA |
| Genesis | 5,000 lawyers, then trading launch about 7 days later | TBA |
| Season 1 | Court terms with prize pools | After Genesis |
| Season 2+ | More court seasons, plus new lawyers through gated Dutch-auction drops | After Season 1; drops when the gates open |
| Future development | A Champions bracket (a knockout between the season's best lawyers), and mergers: clans or groups of firms that compete together | Later |
16. Risks
- Market risk: tokens and NFTs can lose some or all of their value. The game can't guarantee income for anyone.
- Game risk: lawyers on Poach can be poached, and lawyers who lose in court can be disbarred.
- Technical risk: smart contracts and the randomness adapter can have bugs. We commit to an audit before mainnet.
- Regulatory risk: rules for games with paid prizes and crypto assets differ by country. Prize mechanics will be reviewed by counsel before launch, and some features may be unavailable in some places.
- Design risk: numbers may change after the testnet term. Changes will be published before they take effect.
17. Glossary
| E | The unit of pay: the base fee for one lawyer for one turn |
|---|---|
| Turn | 12 hours; all firms resolve together |
| Court term | 15 turns; one game |
| Item Power | One number for how strong an item is; a higher tier is always higher |
| Evidence locker | Where a firm's spare items are kept, without limit |
| Auto items | The app plans each turn's item moves for you; you send them |
| Firm Value | Tokens + lawyers' book value + items' book value |
| Specialty | The job that matches a lawyer's strongest job stat |
| Look | The 64-bit number that decides a lawyer's appearance and its looks bonuses |
| Ticker | The public turn report: pools, scores, match and conversion rates |
| Disbarment | A lawyer is burned after a lost case (small chance) |
| Conversion | A poached lawyer moves to the winning firm |
Source: the Billable design document, decision log, simulation results and economy model, v1.0.