Whitepaper v1.0 · September 2026

How Billable works

Everything a player, holder or reviewer needs to understand the game: the rules, the numbers, the token, the mint, and how to check that it all runs as described. This page explains; the game app is where you act.

Numbers below come from the current design and economy model. Anything still open is marked. This is not an offer or financial advice.

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.
This site is for learning. Minting, staking, orders and claims happen in the separate game app. We will never ask you to connect a wallet on this site.

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

GradeMint oddsBase for every statSkillsEarningsBook value
Common45%11 basic×1.0015 E
Uncommon28%52 basic×1.0522 E
Rare17%102 basic, 1 advanced×1.1035 E
Epic7.5%152 basic, 2 advanced×1.2060 E
Legendary2.4%202 basic, 2 advanced, 1 signature×1.35120 E
Royalty0.1%253 basic, 2 advanced, 1 signature×1.60350 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

StatWhat it does
AdvocacyScore in Litigate duels
PersuasionScore in Poach duels
ResearchDiscovery: +6% extra-drop chance and +2% tier-upgrade chance per point
DiligenceBill hours: +0.03 E per point
EthicsLowers disbarment risk and the chance of being poached (−3% per point)
Reputation+2% on all earnings per point above the grade base

Skills

  • 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), Rainmaker (+10% earnings).
  • Signature (Legendary and Royalty): Immune (no disbarment or conversion), 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

TraitOptions (odds, bonus)
SkinPorcelain 25.0%; Honey 25.0%; Umber 25.0%; Ebony 25.0%
HairstyleShort 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 colourBlack 30.0%; Brown 28.0%; Blond 14.0%; Auburn 10.0%; Grey 10.0%; Silver Fox 5.0%; Dyed Lilac 3.0%
SuitNavy 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
NeckwearTie 66.0% +1 Persuasion; Bow Tie 14.0% +2 Research; Open Collar 12.0% +1 Diligence; Turtleneck 8.0% +2 Reputation
Neckwear colourRed 22.0%; Blue 18.0%; Gold 12.0%; Green 12.0%; Salmon 10.0%; Purple 10.0%; Black 10.0%; Cream 6.0%
EyewearNone 60.0%; Glasses 18.0% +1 Research; Half-Moons 10.0% +2 Ethics; Shades 8.0% +2 Persuasion; Monocle 4.0% +3 Reputation
Facial hairNone 70.0%; Stubble 12.0%; Moustache 8.0%; Beard 8.0%; Goatee 2.0%
AccessoryNone 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
BackdropCorner 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%

5. A turn

  1. Management (paid first): level your Managing Partner, craft, equip or unequip items, repair, rank up, toggle the retainer.
  2. Upkeep: 30 tokens per working lawyer, falling by up to 20% as your firm grows toward 50 lawyers. A lawyer whose upkeep isn't paid sits out, except on Bill hours, which pays its own upkeep from its fees. A broke firm can always bill its way back.
  3. Jobs resolve for every firm at once from the turn's random seed (next section).
  4. Claim: a 20% tax is taken from gross fees. Tax items and the Tax Attorney skill reduce it.
  5. Losses: disbarred lawyers are burned. Poached lawyers move to the winning firm and lose their rank and items. A firm that lost a lawyer can't be matched in Poach on the next turn.
  6. 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

JobStatWhat happensPayout
Bill hoursDiligenceSafe0.55 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
DiscoveryResearchSafe0.20 E plus one evidence drop, with a chance of an extra drop and a tier upgrade
LitigateAdvocacy1v1 against a lawyer within one grade (+5 per grade gap to the lower side)Win: 0.85 E + 30% of the loser's E. Loss: 0.20 E and a 0.4% disbarment chance (Ethics lowers it). No opponent: 0.50 E
PoachPersuasion1v1 within one grade; 50% chance to find a targetWin: 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)

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 5-point edge wins about 64% of the time; a 20-point edge about 91%.

7. Building a firm

  • Ranks 1–10 cost tokens (200 up to 10,000) and experience earned by working (more for combat and wins). Each rank adds +1 to every stat (+2 at rank 10). Rank 6 adds 5% to earnings; from rank 7, gear on that lawyer stops wearing out.
  • Managing Partner (one per firm, soulbound): level L costs 100·L² tokens 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.
  • Items (90, in seven tiers): gear worn by lawyers (Commons 0 slots, Uncommon and Rare 1, Epic and up 2), rooms placed with the Managing Partner (6 slots, rising to 10 with level; each buffs a set number of lawyers inside the span, and only the best room per stat counts), and consumables any lawyer can use for one turn. Ranked items carry the rank in their name (Intern's, Clerk's, Associate's, Partner's); above Epic, 14 named artefacts. Every item shows an Item Power number, and tier bands never overlap. Two pieces of one set on a lawyer unlock a set bonus. Rare and better gear lasts 10 equipped turns before a repair (10% of its value); from rank 7 it no longer wears. The evidence locker holds two spare items per lawyer; overflow is shredded. Three items of a tier craft into one of the next (70% / 70% / 50% / 10% success). Gear on a poached or disbarred lawyer is destroyed; rooms are safe.
  • Retainer: 0.05 E per Poach lawyer per turn for +3 Ethics against being poached.
Drop odds per Discovery drop: Common 65%, Uncommon 25%, Rare 8%, Epic 1.5%, Legendary 1 in 2,000, Mythic 1 in 100,000, Royalty 1 in 1,000,000. The rarest single items land once in 9,000 to 2,000,000 drops. Every item is numbered and remembers the firm that found it; the two Royalty pieces exist once, ever. Item values and effects may be tuned after the testnet term.

8. 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.

Season prize pools are split 70% to firms and 30% to individual lawyers. They are funded by 25% of in-game action burns plus Royalty item drops, never by Genesis mint money. Token or ETH prizes are subject to the legal review described under Risks.

9. 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, an expected-value player, a "specialist" (every lawyer on its specialty), a cautious player that never poaches, and one-job strategies.

Results with looks bonuses switched on:

CheckDuplicate rosters (4,000 terms)Random rosters (1,200 terms)
No one-job strategy beats more than 60% of the field0.450 · pass0.493 · pass
Specialist beats every strategy head-to-head (at least 50%)0.523 · pass0.511 · pass
Specialist has the highest average gainspecialist · passspecialist · pass
Playing it safe (never poaching) earns less than the specialist-1.500 · pass-1.937 · pass
Smart play beats random play at least 70% of the time0.758 · pass0.731 · pass
No seat advantage (win share within 5 points of fair)0.014 · pass0.025 · pass
Every job is used (at least 5% of turns)0.180 · pass0.194 · pass
Every firm mechanic is used (at least 5% of firms)0.498 · pass0.519 · pass
No ties, stuck turns or runaway terms0 · pass0 · pass

Average Firm Value gain per lawyer over a term, in E (duplicate rosters): specialist +7.66, heuristic +7.55, cautious +6.16, all bill +4.37, all litigate +4.13, all poach +4.04, all discovery +3.54, greedy +3.27, random +1.73.

The design goals behind those checks:

  • Play to your lawyers' strengths. Each archetype's best job is its specialty, and the specialist strategy beats every other strategy head-to-head.
  • 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, but a poached lawyer loses both. Invest in your billers early and your poachers late.

10. The token

The in-game currency is $BILLABLE, with a hard cap of 100,000,000.

Supply at launch

  • 15,000,000 (15%) distributed through the Genesis mint: 3,000 per Genesis lawyer.
  • 4–5 million (4–5%) as initial liquidity, paired with the Genesis liquidity share.
  • The rest is emitted over time as game rewards, with season decay.

Emissions

Emissions per day = Base(season) × Activity × PriceMod

Base falls 10% each season. Activity follows how many lawyers are working and on which jobs (weights: Bill 0.5, Discovery 0.8, Litigate 1.0, Poach 1.2), capped at 1.5×. PriceMod follows the token price against its 30-day average, clamped between 0.5 and 1.2. Each turn's E is that turn's budget divided by the weighted lawyers deployed. Whatever the payouts don't use is never minted.

Sinks

SinkSize
Upkeep30 tokens per working lawyer per turn
Claim tax20% of gross fees (items can reduce it)
Ranks, Managing Partner, crafting, repairsPaid in tokens
Phase 2+ mints50% of each payment buys and burns tokens, +10 points per phase, up to 80%

The economy is modelled day by day for 60 days under Base, Bear and Bull scenarios. The model's main finding is that player income is set by demand (new players, mint buys and buybacks), 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.

A fee-funded vault (claim-tax remainder, royalties, retainers) with 7/30/90-day time locks is planned. It pays no emissions and advertises no APR.

11. Mint

Genesis

  • 5,000 lawyers at $14.99, paid in ETH.
  • Each comes with 3,000 tokens. They 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 spent in-game on upkeep and ranks.
  • Proceeds: 35% paired into liquidity, 20% to a buyback treasury, 45% to development and operations. 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.
  • Part of every payment buys and burns tokens (50% in Phase 2, then +10 points per phase, up to 80%). The rest becomes locked, protocol-owned liquidity. 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: 5%.

12. 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.

13. 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. Liquidity and buyback shares are 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.

14. Roadmap

StageWhatWhen
Rules and balanceEngine, simulation, economy model, contracts and testsDone
Public testnet termA full 15-turn term on Robinhood Chain testnet in the game appTBA
AuditContracts and randomness adapterTBA
Genesis5,000 lawyers, then trading launch about 7 days laterTBA
Season 1Court terms with prize poolsAfter Genesis
Phase 2+Gated Dutch-auction phasesWhen the gates open

15. 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.
Nothing on this site is financial, legal or tax advice, or an offer to sell securities. Only spend what you're happy to spend on a game.

16. Glossary

EThe unit of pay: the base fee for one lawyer for one turn
Turn12 hours; all firms resolve together
Court term15 turns; one game
Firm ValueTokens + lawyers' book value + items' book value
SpecialtyThe job that matches a lawyer's strongest job stat
LookThe 64-bit number that decides a lawyer's appearance and its looks bonuses
TickerThe public turn report: pools, scores, match and conversion rates
DisbarmentA lawyer is burned after a lost case (small chance)
ConversionA poached lawyer moves to the winning firm

Source: the Billable design document, decision log, simulation results and economy model, v1.0.