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: +6% extra-drop chance and +2% tier-upgrade chance per point |
| Diligence | Bill hours: +0.03 E per point |
| Ethics | Lowers 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
| 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% |
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, 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.
- 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. 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.
- 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 | 0.55 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 |
| Discovery | Research | Safe | 0.20 E plus one evidence drop, with a chance of an extra drop and a tier upgrade |
| Litigate | Advocacy | 1v1 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 |
| Poach | Persuasion | 1v1 within one grade; 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) |
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.
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:
| Check | Duplicate rosters (4,000 terms) | Random rosters (1,200 terms) |
|---|---|---|
| No one-job strategy beats more than 60% of the field | 0.450 · pass | 0.493 · pass |
| Specialist beats every strategy head-to-head (at least 50%) | 0.523 · pass | 0.511 · pass |
| Specialist has the highest average gain | specialist · pass | specialist · 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 time | 0.758 · pass | 0.731 · pass |
| No seat advantage (win share within 5 points of fair) | 0.014 · pass | 0.025 · pass |
| Every job is used (at least 5% of turns) | 0.180 · pass | 0.194 · pass |
| Every firm mechanic is used (at least 5% of firms) | 0.498 · pass | 0.519 · 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): 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
| Sink | Size |
|---|---|
| Upkeep | 30 tokens per working lawyer per turn |
| Claim tax | 20% of gross fees (items can reduce it) |
| Ranks, Managing Partner, crafting, repairs | Paid in tokens |
| Phase 2+ mints | 50% 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
| 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 |
| Phase 2+ | Gated Dutch-auction phases | When 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.
16. 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 |
| 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.