Rabbit HoleGame rules
The current games and what these replays represent.
Missions
One contestant, with any suitable body or form. Choose 1–5 parts including the finale; the default is one finale. The assignment, primary success condition, total length and compact intentions freeze at the first accepted Start. Every part attempt has its own reviewed challenge and approach, independent Successful or Unsuccessful result, and 2-Pass Start. No future part starts automatically.
Standard success chance is 50%, Easier 70%, Harder 30%. No attributes, morality weighting or advantage for spending. Briefs can stay hidden, but the exact current condition is always available to reveal before betting. Revealing a brief is free and changes no terms.
Each successful delivered and released part, including the finale and a repeat, awards the paying host 100–500 whole Chips, with every amount equally likely. The award is independent of betting and prior parts. There is no extra campaign award. An unsuccessful, cancelled or technical VOID attempt earns no Missions award. Technical VOID returns the accepted Pass charge once and creates no continuation endpoint.
Next part follows the selected attempt’s actual released ending. Jump to finale skips only unplayed intermediate positions on that branch; it grants no results, objects or advantages. Play this part again starts from that attempt’s accepted starting situation with fresh independent draws. A finale ends its counted branch; you may repeat it or begin a new mission. An active next/finale preference is free and only chooses which draft to review after release.
Continue between Missions, Escape and The Prize using the same contestant and retained ending scene. A generic new mission starts a new arc. Switching to Escape or The Prize leaves the original Missions branch available from its history. Private inherited context stays private. Each chapter is a separate explicit Start.
Action lasts 30–45 whole seconds 90% of the time, or 15–29 seconds 10% of the time. The result releases at the actual retained action boundary, followed by six seconds of aftermath. Free Chips have no cash value.
The Prize and Escape
The Prize has one contestant, one opportunity and one reviewed approach and success condition. Escape has one contestant and one escape objective. Standard difficulty gives a 50% chance of Successful; Easier gives 70% and Harder gives 30%. Appearance, attributes, world text and spending do not change these odds. The server fixes Successful or Unsuccessful after betting closes; the film depicts that result.
A successfully delivered and released Prize awards the paying host 100–500 whole Chips automatically, with every amount equally likely. This independent award is separate from fictional treasure and any bet returns. The host need not bet on a side or already have Chips. Unsuccessful, cancellation or technical VOID earns no Prize award, and Escape has no Prize award. Narrative punishment does not create an extra wallet debit.
Current Start costs 2 Passes for the whole contest. Prize and new continued chapters usually contain 30–45 seconds of action (90%); 15–29 seconds occurs 10% of the time. The official result releases after the actual action duration, followed by the result card. Older events keep their accepted price, timing and rules.
Play again and Continue story
Play again makes a free draft from the accepted starting setup. Continue story makes a free draft from an eligible released ending, with the same contestant and current scene. Choose Prize, Escape or Missions and review the next objective before Start. Each attempt is a separately funded 2-Pass contest with a fresh result; no result, betting or award carries over. Replaying a film creates no contest.
A continuation combines an actual late action frame with a compact planned endpoint. The endpoint text is planned, not a claim that every detail was verified in the video. Continue stays unavailable while the endpoint is pending or if no usable ending can be retained. Private inherited context keeps the child private. Rights are checked again when saving, accepting and producing a chapter.
Racing and Battles
Racing is designed for two to five contestants. Battles begins with two contestants. A contestant’s appearance does not grant hidden competitive power.
Legacy hosting from a saved setup costs 400 Credits, using your contestants and optional platform opponents. Other owners joining the field is not enabled in this release. Chips betting is available during the announced window on new hosted events. Historical platform replays retain their recorded outcomes and cannot be bet on.
The Lantern Ridge replay finishes with Indigo Lynx, Copper Fox, Moss Stag, Ivory Owl and Amber Hare, in that order. Moss Stag wins the Glass Citadel replay against Copper Fox.
Free preparations
One contestant can have separate Racing and Battles preparations. Balanced values are 10/10/10. Optional custom Racing attributes are pace, agility and endurance; Battles attributes are power, mobility and defense. Each value is a whole number from 5 to 20 and all three total 30.
Custom attributes are off by default for the whole prospective setup. When off, every entrant uses balanced values, even if its owner has saved custom preferences. Every entrant receives equal starting win probability. When on, the setup uses selected valid preferences or the balanced default. Appearance, ownership, spending and past wins supply no hidden advantage.
Saving these preparations or a world setup is free. It does not open entries, reserve a place, start an event or generate media. Hosting review discloses the common mode, exact field and selected mechanical condition before acceptance.
Hosted event rules
With custom attributes off, Racing draws a uniform finishing order and Battles selects one of its two contestants with equal probability. With custom attributes on, balanced conditions give each attribute weight 1; an emphasized attribute receives weight 2 and the other two receive weight 1. An entrant’s chance to win is its weight divided by total field weight. Racing chooses the full order without replacement. Battles has one winner and no draw.
World text shapes presentation; only the selected mechanical condition changes attribute weighting. Appearance, private notes and objective descriptions add no hidden power. Battle objectives can depict defeat, ring-out, surrender or disarm without changing winning chances.
After acceptance, the host opens a fixed 30-second betting window. The field and winning probabilities are frozen beforehand. When betting closes, the server fixes the official result and begins generation, even if nobody has bet on a contestant. The result remains fixed through all media retries. Film generation does not choose or change the winner. Hosted events are unranked. A finished replay never reopens betting on its known result.
Cancel before betting opens for a full 400-Credit return. Unstarted reservations expire after 24 hours. After betting closes, nondelivery within 30 minutes returns all 400 Credits; a returned event cannot revive. Losing a delivered event does not qualify for a return. Read the service terms.
Chips betting and shared viewing
Bet on one contestant per event with at least 1 Chip. Add to your total, cancel or switch before the fixed deadline. Switching replaces your position in one transaction and reuses its committed bet. Owners may bet on their own contestants on the same terms. Supporter totals show crowd sentiment and do not change the quote.
The gross multiplier is 1 divided by the contestant’s frozen chance of winning, rounded down to four decimal places, with no house deduction. The return is the final combined bet multiplied by that exact quote, rounded down to whole Chips. It includes the original bet. The amount shown before confirmation is the amount paid if that contestant wins; a losing position returns 0 Chips.
Betting closes after 30 seconds, then we create the film. Once ready, the server announces a shared start at least 10 seconds ahead. Public films for the same game play in order. Settlement happens once at the event’s official result time, after its accepted action duration, even if nobody is watching. Legacy Racing and Battle events use 45 seconds. Pausing, buffering or leaving a browser does not pause the event. A final void returns committed Chips once; temporary recovery keeps positions locked.
Treasure Hunt is coming soon.