01 / A fightStart to finish
Opening a card
- Anyone can open one. There is one card at a time, championship-wide.
- The promoter picks a world, a venue, what is at stake, and how long the doors stay open — 1, 3 or 5 minutes.
- The format is the house’s and is announced at the bell.
- A card holds the arena from its doors opening until its last line has been on screen. Nobody can open another until it finishes.
Entering
- Anyone who owns a hoodie can enter any card. Unlocks and membership never gate entry.
- Enter as many hoodies as you like. Each one appears once.
- A free card with only one entrant is padded with house hoodies so it still runs. A card with money on it is never padded, and does not run without a real field.
The fight itself
- Cull — on a large field the arena removes many at once, by something they have in common. Skipped on a small card.
- Rounds — eliminations one at a time until two remain.
- The finish — the last two settle it. One walks out.
- The entire card is resolved in one go and then played back at reading speed, so every viewer is on the same beat.
02 / What decides itTraits, and 30% chance
- Nothing you buy or earn makes a hoodie harder to beat. Not levels, not prestige, not weapons.
- Five stats are derived from the hoodie’s class and ink: power, guard, speed, luck, heart.
- Survival is guard, heart and speed. Being credited with an elimination is power and luck.
- Each round is 70% those numbers and 30% chance, so nothing is a foregone conclusion.
- Rarity does not touch a single number. A floor hoodie beats a grail as often as the other way round.
- Class is the largest factor, and the four go in a cycle: Builder beats Collector, Collector beats Flipper, Flipper beats Hodler, Hodler beats Builder.
- Ink moves a hoodie between armoured and quick. Across the whole ink range it shifts a win rate by a few points, not by an order.
- There is no strictly better hoodie — only one that matches up well against whoever turned up.
03 / XP and recordsFree, for everybody
Earning
- Entering: 10
- Each round survived: 6
- An elimination: 30 — and 15 more each for a multikill
- First blood: 20
- Surviving a Cull: 8
- Reversing a kill onto whoever tried it: 40
- Finishing first / second / third: 150 / 80 / 50
- All of it multiplied by field size, so a big card is worth far more than a small one.
Where it goes
- Stored against the tokenId, not a wallet — a record survives a sale.
- Costs nothing. No membership, no purchase, no sign-up.
- Levels come from lifetime XP earned, so spending never demotes you.
- Fight on consecutive UTC days for a streak multiplier.
04 / The three kinds of fightFree, wager, sponsored
- Free — no entry, nothing at stake, everything still counts.
- Wager — everyone stakes the same. The winner takes most of it.
- Sponsored — one person funds the prize, everyone else enters free.
Free fight
- No entry. Records, XP, ladders and belts all count exactly the same.
Wager fight
- Every entrant pays the same wager, in $OCH, set by the promoter.
- 75% to the winner, 25% to that week’s Main Event pot.
- UHC takes no share of any pot.
- Needs at least two paying entrants. Below that it does not run and stakes are returned.
The wager ladder
- Suggested — 100, 250, 500, 1,000 $OCH
- Degen — 1,500, 2,500, 5,000, 10,000 $OCH
- Brain damage — 100,000, 1,000,000 $OCH · requires a confirmation before the card opens
- For scale: 1,000,000 $OCH is one per cent of the entire supply.
Sponsored fight
- A sponsor puts a jackpot up. Everyone else enters free.
- The sponsor’s hoodie presents the card and is named by the booth throughout.
- Payout table chosen by the sponsor: Winner takes all, 60 / 40, 50 / 30 / 20, Deep table.
- If fewer places finish than the table pays, the unpaid shares are redistributed in proportion, keeping the shape the sponsor chose.
- A minimum field, set by the sponsor (default 4). Below it the card does not run and the jackpot is returned.
- Neither UHC nor the Main Event pot takes a share.
05 / The weekly Main EventThe title card
- A fourth kind of card, and the only one no promoter can open — the house schedules it.
- One card a week, at a fixed time.
- Free to enter, members only, and every member is entered automatically.
- Funded by the 25% taken from that week’s wager fights.
- An empty pot never pays out — it rolls into the following week.
- The card runs regardless. Every member, every week, pot or no pot: the belt is the prize and the money is a bonus.
- Its winner takes the UHC Heavyweight belt.
- A non-member entering a wager fight funds a pot they cannot win. Every card carrying a wager states this before entry.
- It is an ordinary numbered card carrying a flag, not a separate competition — same sequence, same record.
06 / Belts and prestige4 titles, 4 contenders
Titles — won in a fight
- UHC Heavyweight — winner of the weekly main event
- UHC Welterweight — winner of the last card
- UHC Sponsor's — winner of the last sponsored card
- Undisputed — held the heavyweight and welterweight at once
No. 1 contenders — a ranking
- One per class: Builder, Collector, Flipper, Hodler.
- Held by whoever is top of that class on XP. Not won off anybody, and there is no lineage.
Prestige
- Available at level 25, which is roughly a hundred cards.
- Resets you to level one and keeps the rank.
- Opens the highest tier of gear.
- Carries no combat advantage of any kind.
07 / Membership and the shopPer hoodie
What membership is
- 1,000 $OCH, paid once. Not a subscription and it does not lapse.
- The fee goes to the UHC treasury and is the only money UHC takes — which is what lets it take no share of any pot.
- Per hoodie, not per wallet. Twenty hoodies is twenty memberships.
- It belongs to the hoodie, so it survives a sale along with the record.
- It is never required to fight, and never required to be recorded.
What it buys
- Entry to the weekly Main Event — automatic, no signup.
- The right to hold a belt. A non-member can enter anything and win anything, including a pot — they cannot hold a title and are not in the weekly.
- The shop: worlds, armouries beyond the free kit, finishers and prestige.
- Presenting cards in worlds past the free one.
The shop
- XP earns the right to a tier; membership keeps it live.
- Worlds — the right to present a card in one, never to enter one.
- Armouries — the weapons of a world, tier by tier.
- Nothing sold anywhere affects who wins a fight.
08 / Worlds and venues5 worlds, 32 venues, 54 weapons
- The Hood — 12 venues, 18 weapons, 4 of them free to wield
- Deep Space — 5 venues, 9 weapons, 3 of them free to wield
- Medieval — 5 venues, 9 weapons, 3 of them free to wield
- The Deep — 4 venues, 9 weapons, 3 of them free to wield
- The Gods — 6 venues, 9 weapons, 3 of them free to wield
- A world sets the language, the venues and the armoury. It never changes the maths.
- A venue nudges the pace and has eliminations written for that room.
- Roughly four eliminations in ten name the weapon that landed them.
09 / Checking a cardVerifiable
- A hash of the seed is published when the doors open, before the field is known.
- The seed itself is published at resolution, with the field and the ruleset version.
- Re-running those three reproduces the card byte for byte, on any machine.
- Nothing is decided during playback. There is no live rolling and no server judgement.
- The fight and the commentary draw from separate random streams, so what the booth says can never change who wins — and adding new lines never alters a past result.
10 / Where we are6 to go
- The entry contract — No $OCH moves. A wager or a jackpot is a number on a card until it is built and tested.
- Membership — Nobody is being charged, and every record still counts.
- The shop — Nothing can be bought and no XP can be spent.
- The weekly Main Event — Members are meant to be entered automatically and the card is meant to run every week whether or not anybody wagered. Neither happens yet — there is no scheduler.
- Prestige — The ceiling is real and levels stop there, but nothing can reset yet and no rank is recorded.
- Unlocks — Every world, venue and weapon is open to everybody for the beta. What the beta hands out is reset when it ends; records are not.