Game Markets docs · 11 of 16
Safety rules and limits
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The same rules apply to every account: players, creators and the house.
| Rule | Value | What it protects against |
|---|---|---|
| Keep by default | No share converts unless its holder chooses Convert | Changes nobody asked for |
| Fixed supply | 10,000 units per game | Endless dilution |
| Early units | At most 3,000 per game, 1 per share, first come | Early units taking over a whole game |
| Early units per player | At most 1,000 per player per game | One holder owning a large part of a game |
| Creator | 1,000 units, at most 2,000 (20%) with early units | A creator controlling their market |
| Joining the queue | Live for 30 days (first real-money bet at least 30 days ago) and the revenue bar reached | A market for a game nobody has played yet |
| One price rule | The price per unit comes from each game's own earnings: the lower of its last 30 days and its last 90 days ÷ 3 of revenue, no single player counting for more than a quarter; locked when the notice starts; an upgrade costs half the auction's price per unit | Prices picked by hand |
| One auction price | Everyone pays the same | Bots and timing games |
| Minimum raise to open the market | $100 matched in total at or above the floor price, to seed the market pool; below it, every bid is refunded in full and the game tries again after 7 days. It is not part of the price | Pools too small to trade |
| Unsold units | Stay in the game's reserve; they never enter the market pool | Units nobody paid for moving the price |
| Auction cap | At least $5,000 per auction, never less than 3 × the minimum raise; above it, units are shared in proportion and the rest is refunded | Big exposure while markets are new |
| Per player (auction) | $500 per auction | One wallet buying everything |
| Who can bid | At least $50 wagered in real-money bets, any currency at its USD value on the day; bonus-funded bets don't count | Throwaway accounts |
| Last 12 hours | Raise only | Fake demand that disappears at the end |
| Locks | Auction units 14 days, then all at once; early units 30 days, then 5% a week; creator units 30 days, then 2% a week | Day-one dumps |
| Price impact | Confirm over 5%; nothing is blocked | A surprise price move |
| Slippage | You set your own tolerance (default 2%); the trade cancels past it | Surprise prices |
| Trading pause | 15 minutes after a 25% fall within an hour, first 30 days | Panic spirals |
| Launch trade cap | One trade is capped while a market is new (its first 7 clean days; the cap is on the market page); no daily limits, no holding limit | Pumps in a brand-new market |
| Units trade in USD | A buy pays USD, a sale pays USD; the fee's buyback share is set aside in USD and shown on the burn pool page | Prices that move with WINR instead of the game |
| System accounts (fees, burn, treasury, buyback) | Never bid or trade; staff and admin accounts follow the same rules as everyone | Trust |
About multiple accounts
JustBet doesn't require ID. The limits that matter work per unit or per market, not per account, so splitting into many accounts gains nothing.
Transparency
Every market page shows the exact holder count, how much the largest holder owns, and how many units unlock in the next 7 days.
These rules
Any change to these rules is announced at least 14 days ahead and never applies to anything already done. The date of the current rules is on the Game Markets page.