# Grab Desk (BASKETS)

> **Status: operating.** BASKETS opened to the public on 2026-09-14 at
> `play.netnet.capital`. The desk's address is published on
> [Official Channels](/official-channels) and nowhere else. **Participation is
> restricted to persons 18 years of age or older.** Dollar figures on this
> page are deployed parameters or worked examples, never a promise.

BASKETS is a sixty-second grab game for two to four people.

Each player puts up one hundred dollars and walks onto a small floor holding
a bag with twenty-five dollars in it. Over the minute, forty five-dollar
baskets fall onto the floor, each painted with the name of a stock. You run,
you pick them up, and you rob the other players: sneak up behind someone and
you can pull dollars out of their bag one press at a time until they shake
you off. When the bell rings, whatever is in your bag is yours, paid to your
wallet in USDG, and your wallet then buys the stock you picked at the door
with it.

It is the second NetNet cabinet where the edge you are playing against is
other people, not a board. **The house is not on the floor.** It takes its
cut at the door and never sets foot on the floor.

The consumer application speaks plain English by design. Its rules panel
carries the whole description and links here. This page is the controlling
description of the mechanics.

## The money, per player

* **One seat costs $100.00 in USDG, all in.** You sign one authorization for
  exactly $100 when you press FIND A MATCH; nothing is taken until a match
  forms, and nothing is held between matches. The authorization is good for
  ten minutes; one signature covers a normal wait, and you are asked again
  only if you are still waiting when it is about to expire. Leaving the
  queue ends it within ten minutes at most.
* **$25.00 is your opening bag.** It is on the floor from the first second
  and it can be stolen.
* **$50.00 falls.** Ten five-dollar baskets per player land over the minute,
  so a full match of four rains forty baskets worth $200.
* **$25.00 is the house's.** $20.00 goes to the house buckets, half to the
  Manager and half to the NetNet RWA Sleeve, and $5.00 goes into the
  jackpot. The split is immutable and neither house half can be set to
  zero.

Every constant is per player, so a match of two, three or four is the same
game at the same odds. With four seated, $300 is on the floor and $100 is the
house's. A basket nobody picks up before the bell is money nobody won; it
goes into the jackpot.

## The edge, printed

**$25 of your $100 is the house's. That is the whole of it.** Players get
back 75% of what they put in, all of it from each other. An average seat
leaves with $75 of its $100; a good thief leaves with more and the person
they robbed leaves with less. There is no house position, no bankroll and no
board tilted against you, and there is also no way to play this game for a
minute without paying $25 for it.

## The rules of the floor

* **Baskets.** Forty baskets of $5.00 land between the second and the
  fifty-seventh second, spaced out and jittered so the floor spreads rather
  than piles. A basket announces itself as a growing shadow for most of a
  second before it lands, in the color of its stock, and a strip above the
  floor names the next stock coming down. Every basket is worth $5 whatever
  stock is painted on it; the names are the show, not the price. Walk within
  a few pixels of a landed basket and it is yours.
* **One button.** What it does depends on where you are standing.
* **From behind, it is a GRAB.** You latch onto the player in front of you
  and both of you freeze. A steal has to be a sneak: you cannot grab someone
  who is facing you.
* **From anywhere else, it is a BOOP.** The other player is frozen for one
  second and cannot move, turn, grab or boop. You cool down for a second and
  a half. Booping someone who is already frozen does nothing, and booping a
  grabber breaks their hold, which is how a third player rescues a friend.
* **STEAL.** While you hold someone, each press moves $1.00 from their bag
  into yours. An empty bag yields nothing.
* **SHAKE.** While you are held, five presses break the latch. Presses in
  the first second of a latch do not count, so whoever catches you gets a
  second of stealing before you can start to break free. The grabber is
  stunned for a second and cannot grab again for another half second.
* **A latch times out after three seconds** if it is neither shaken off nor
  released. Neither party picks up baskets while latched.
* **The cadence ceiling.** Presses closer together than 133 milliseconds are
  ignored, so seven and a half presses a second is the most anyone can do,
  human or script. A fast thumb already does six to eight. Above the ceiling
  a macro buys nothing, so the mash is a contest of thumbs, not of clients.

## The GOLD BASKET and the jackpot

One of the forty baskets is gold. It is worth the same $5 as any other and it
carries the match's one jackpot ticket. The ticket belongs to whoever picked
the gold basket up, until somebody lands a steal on them: the first dollar
pulled out of the holder's bag takes the ticket with it. A latch alone does
nothing. So the gold is a hot potato for the whole minute, the holder is
marked on the floor and on every scoreboard, and the last ten seconds are a
brawl on purpose.

Whoever holds the ticket at the bell rolls for the jackpot at **1 in 5,000**.
A hit pays the **entire jackpot to that one player** in USDG. The roll lands
about forty-five seconds after the bell, on a public randomness round that
had not yet been published when the match was settled, and the cabinet
counts it down and shows the draw. The jackpot is progressive: every match
feeds it $5 per player plus whatever baskets went untaken, and it grows until
it is hit, then restarts from what the fund seeded it with. **Every dollar in
it came from the house's cut and goes to a player. There is no function that
lets us take it out.**

## How you are paid

* **The desk pays USDG, at the bell, in one transaction.** Every player's
  bag is paid in USDG in the same settlement; there is no swap, no price feed
  and no market-hours gate anywhere on the desk. Nothing on this path can be
  down.
* **Your own wallet buys your stock.** The moment the payout lands, the
  cabinet fires your own swap of it into the stock token you picked at the
  door, quoted fresh through the desk proxy with your own slippage bound.
  With an embedded wallet this is silent; with an external wallet it is one
  tap. If the swap fails you hold USDG with a RETRY, and nobody else is
  affected.
* **Steals move dollars.** Nobody's steal is worth more or less because a
  stock moved during the minute.
* **There are no dead ends.** You are paid to your wallet at the bell whether
  or not you are still there; a closed tab, a dead phone or a lost
  connection costs you the minute, never the payout. Every player's screen
  holds the referee's signed result at the bell and, if the fund's relayer
  has not settled within fifteen seconds, can settle the match itself from
  the player's own wallet. If no settlement lands within 120 seconds of the
  match opening, the match is void and anyone can trigger the refund: every
  player gets exactly $100 back, the house's $25 included. The cabinet reads
  that deadline from the desk itself, not from the referee, so REFUND
  appears on whatever screen is up once it is due, referee or no referee,
  and a reload does not lose it. When you come back, the cabinet shows your
  LAST MATCH for twenty-four hours: the sheet, the settlement, the draw and
  the buy as the chain confirmed them, with BUY or RETRY still on it if the
  swap never happened.

## Honesty, stated plainly

There are five NetNet honesty models and the words for one are false about
the others. This one is: **the house is not on the floor.**

* **The floor.** Four people put up $100. $300 of it is on the floor and
  every dollar of it goes to one of the four of you. The house takes $25 a
  head and never sets foot on the floor.
* **The baskets.** Where the forty baskets land, and which one is gold, is
  decided by a seed that is committed on chain before any money moves and
  mixed with a public beacon that lands after the batch, so neither the
  referee nor a player can steer it. The desk checks the reveal against the
  commitment before anyone is paid, and every match publishes the seed, the
  salts and the full input log: every match is replayable. This drop
  schedule's commitment plus beacon, and the jackpot's public randomness
  roll, are the only two things on this page that are **provably fair**.
* **The minute.** The outcome is four people's thumbs. A referee runs the
  floor at thirty steps a second from the same rulebook the cabinet and the
  replay tool use, and every match is **refereed** and **replayable**: anyone
  can re-run the published seed and input log and reproduce every bag to the
  cent. The words for who won are those two. Never "provably fair"; there is
  nothing random about being robbed.
* **The jackpot.** Every dollar in it came from the house's cut and goes to a
  player. There is no function that lets us take it out.
* **Your opponents are people.** The fund never seats a bot or a house
  account, and a match that cannot find a second person does not start.

## Fairness, stated per actor

* **The other players** see the same floor at the same time. The next few
  baskets are announced to every seat at once, so nothing is known to one
  player before another.
* **The referee** runs the clock and signs the result. Its power is bounded:
  it cannot choose where the baskets fall after seeing who is playing, it
  cannot pay a wallet that did not join, it cannot reach another match's
  money or the jackpot, and a wrong result is provable from the published
  replay. The honest bound on a stolen key is this. The house key alone
  signs nothing that moves money, and the relayer key alone moves nothing
  the house key did not sign. An attacker holding both keys and the queue
  could batch a waiting player's authorization into a two-player match
  against a wallet of their own and sign the floor to it, for about $50 per
  waiting player, for as long as the compromise lasts and those
  authorizations are valid. What keeps that small: an authorization lives
  ten minutes and is renewed only while you wait, so leaving the queue
  ends your exposure within ten minutes; the house key and the relayer key
  live in separate services, so one host never holds both; and every result
  is replayable and public.
* **The house** holds no position and cannot influence who wins. Its cut is
  taken at settlement and it has no way to take a dollar from the jackpot.
* **The relayer** that pays gas for opening and settling matches signs
  nothing anyone trusts. If it is slow, you settle yourself; if it is gone,
  you refund yourself.
* **Latency.** A player on a slow connection sees the floor a few frames
  late and their grabs will miss more often. The cabinet shows your round
  trip time so you can see the disadvantage before you pay for a seat. If
  the fund changes the rules to compensate for it, this page says so first.

## What the desk can never do

* Take a dollar from the jackpot except to pay a winning ticket.
* Pay any wallet that did not join the match.
* Pay a match more than the floor its players put on it.
* Read a price feed, call a swap or wait for a market to open on any path a
  player is paid through.
* Seat a house account or a bot as an opponent.
* Hold anyone's money between matches.

## Parameters

| | |
|---|---|
| Door | $100.00 USDG per player, fee-inclusive |
| Bag / falls / house | $25.00 / $50.00 / $25.00 per player |
| House split | $20.00 to the buckets (50% Manager, 50% RWA Sleeve, neither zeroable), $5.00 to the jackpot |
| Untaken baskets | to the jackpot |
| Players | two to four; a match with two or three waiting holds twenty seconds for more, then starts |
| Match | sixty seconds at thirty steps a second; forty baskets of $5.00 |
| Steal / shake | $1.00 per press; five presses break a latch, none counting in the latch's first second; three-second latch timeout |
| Boop | one-second freeze; one-and-a-half-second cooldown |
| Press ceiling | 7.5 presses a second |
| Gold ticket | one basket per match, never in the first or last eighth of the drop schedule (the first or last five of a four-player match's forty); stealable |
| Jackpot odds | 1 in 5,000 per ticket, whole pot to one winner |
| Jackpot roll | about 45 seconds after the bell, on a public randomness round named at settlement |
| Authorization | exactly $100.00 USDG through Permit2, valid ten minutes; renewed only if you are still waiting near its end |
| Settle it yourself | from your own wallet, 15 seconds after the bell if the relayer has not |
| Void | no settlement within 120 seconds of the match opening; anyone may trigger it; every player refunded $100.00 |
| Last match | shown in the cabinet for 24 hours after the bell, with BUY or RETRY if the swap did not happen |
| Daily cap | 50 matches per wallet per rolling 24 hours |
| Identity | a wallet and $100 of USDG; a handle of 3 to 12 characters, or a held Button Presser character if you have one |

## Risk factors

Beyond the fund-level [Risk Factors](/risks): the house edge is 25% of
entries and is paid on every match whatever happens on the floor; a player
who is robbed well can leave with a small fraction of their entry; the stock
token you buy at the bell carries equity price risk from the moment you hold
it and is bought through a third-party router at the price then available;
the cabinet depends on a live referee and a live relayer, and no server has
guaranteed uptime, though neither can hold your payout; a slow connection
puts you at a disadvantage against faster opponents; and the jackpot is
progressive, so the gap between hits, not its size, is what you should
expect.
