Buy, sell and vote
Prices move with every buy and sell. Your shares also vote on which country yours attacks.
Every rule of the game, in the order you meet it. You buy shares in a country, your money becomes its army, and every round the armies fight. The winners take the losers' shares.
Prices move with every buy and sell. Your shares also vote on which country yours attacks.
Each country draws its target by a lottery weighted by the votes. A battle is a weighted coin flip.
The loser's shares become the winner's loot. Winners can keep it, or claim it and sell it.
1 · Getting started
You play with your own Solana wallet. Despot never holds your keys, and only your wallet can take money out of the game.
2 · Countries, shares and prices
Every country has its own shares, and one price curve sets the price of every share. Buying creates new shares and raises the price. Selling removes shares and lowers it.
There is no order book and no one on the other side: you always buy from the curve and sell back to it. The money you pay goes into the country's reserve on Solana. The reserve is what stands behind the shares: it pays sellers, and it is the country's army.
Because each share costs a little more than the one before, money that comes in after you lifts the value of your shares. Money that leaves lowers it.
The share cap can be raised later, along the same curve, which never changes what existing shares are worth. It can never be lowered, and the curve's shape cannot change during a season.
3 · Buying and selling
You type 1 SOL. About 0.995 SOL buys shares and about 0.005 SOL is the 0.5% fee. Half of the shares you get are locked until the war. In the last seconds before trading closes, the same 1 SOL buys about 0.990 SOL of shares, because the fee has climbed to 1%.
4 · The round clock
A round lasts 16 minutes* and the next one starts right after it, so there are about 90 rounds a day. The result of one war decides who holds what when the next one begins.
Buy, sell, vote and change your vote, in every country. The last 59 seconds carry the late surcharge.
Nothing trades and nothing votes. Positions freeze, so nobody can change sides at the last second.
No market is open anywhere. Each country draws its target and the battles are fought, one after another.
Claim your loot, and sell loot in the countries conquered this round, at one price for everyone. Every other country stays closed.
5 · Armies and odds
A country's army is the money behind its own shares plus the money behind all the loot it holds. The more money behind a country, the stronger it is.
A side's chance of winning is its army divided by both armies together. When no occupied country is involved, each side fights with exactly what it would lose, so the battle is a fair bet for both sides. Occupied countries have one setting of their own, explained in chapter 9.
Your part of your country's army is the part your shares hold. The app shows the army and the odds live, all through the round.
Türkiye's army is 6 SOL and Russia's is 4 SOL, 10 SOL in all. Türkiye wins 6 times in 10, Russia 4 times in 10.
6 · Voting on a target
Your shares vote on which country yours attacks. The votes do not pick the target outright: at the war, each country draws its target by a lottery weighted by its votes.
Türkiye's holders put 70% of their votes on Russia and 30% on China. At the war, Türkiye attacks Russia 7 times in 10 and China 3 times in 10. The most popular target is the most likely one, never a certainty.
7 · Battles
Türkiye (6 SOL) and China (2 SOL) both draw Russia (4 SOL). The attackers bring 8 SOL against 4 SOL and win 2 times in 3. If they win, Türkiye takes 75% of Russia's shares and China 25%. If they lose, Russia conquers both of them.
8 · Loot
When your country wins, the loser's shares land in a loot pool held by your country. Loot the loser was holding comes along too. Your slice of it is in proportion to your stake in your country.
| Left in the pool | Claimed | |
|---|---|---|
| Fights for your country | Yes | No |
| Lost if your country falls | Yes | No |
| Earns a bigger slice next war | Yes | No |
| Votes | No | Yes, in its own country |
| Can be sold | No | Yes |
You hold 10% of Türkiye's stake when Türkiye conquers Russia on its own. 10% of the Russian shares Türkiye takes are your loot.
9 · Occupied countries
A country is occupied while another country holds its shares as loot. Conquest takes every share that exists, but players can still buy new ones afterwards, so most occupied countries are only partly occupied.
Saudi Arabia's occupiers hold 7.7% of the Saudi shares bought so far. A buy of 0.0493 SOL after the fee counts 0.0487 SOL in war for Saudi Arabia, and 0.0006 SOL, 1.2%, lifts the occupiers' loot.
The bigger the occupiers' part, the less of a buy counts for the country. The ticket always shows the exact split before you buy.
10 · Land, names and flags
Land, names and flags are for show: they change nothing in the game. Everyone sees the same map, so every border, name and flag is public.
11 · Fees
On every buy and every sell, on top of the curve price. Selling in a loot sale costs the same.
The most the fee rises in the last minute of trading, so a trade at the final moment pays 1%.
Taken from wars. Everything a losing country gives up goes to the winners.
Fees go to the platform and are kept apart from the money behind every country. A fee never comes out of a country's reserve or its army.
Two other amounts reach the platform: the fee on the payout at a season's end (chapter 14), and, at a season's end, leftovers that no player is entitled to, such as rounding dust.
12 · Fair results
Every draw in a round, the targets, the order of battles and every outcome, comes from one random number. It is made of two parts that nobody controls together: a secret seed the game committed to on Solana in advance, and the fingerprint of a Solana block produced after trading closed.
Nobody knows the outcome before trading closes, and anyone can check every result afterwards.
If the random number is not produced in time, the round is void. Nothing changes hands, no fee moves, and trading reopens in the next round. Every void is counted publicly.
The game could only cause a void by refusing to reveal its seed. The team holds no positions, so a void gains it nothing.
13 · Your money and rule changes
14 · The end of a season
A season ends with a payout of every share left in the game. It is announced at least six rounds ahead, about 96 minutes.
A country ends the season with 60,000 shares and 5.7 SOL in its reserve, so each share is paid 0.000095 SOL. Your 6,000 shares are paid 0.57 SOL, less the 0.5% fee: about 0.567 SOL.
15 · Glossary
* At Solana's current speed. The game measures time in Solana's blocks, not on a clock, so if Solana's block time changes, every round and stage runs a little shorter or longer than the minutes shown.
Settings marked "today" are the launch settings. Each one can change only with six rounds' notice, shown in the game's top bar.
For a short tour of the game in eight languages, see how Despot works. For why the game is built this way, read the Despot white paper; for the full mechanics and the maths, the Despot technical paper.