The cost of the show
Mind the gap
The machine buys a card back at 85% to 93% of its value, so a pack that is sold back costs at least 7% to 15% of the card, and often much more. A pack that is gifted costs the whole pack price: the card leaves and nothing comes back, and 30% of rolls say gift. Swap costs and network fees come on top. There is no limit on how much Ush spends: the pot is the only limit. Buying and selling are paused for up to 2 minutes 30 seconds during every pack.
The buyback is the minimum cost, not the maximum. A pack whose card is worth less than the pack loses more than the buyback share, and one pack can lose most of its price.
Every buy and every sell of $USH also pays a 3% trading fee. It is a cost to the person trading, on top of the costs above.
The freeze
He locks the door while he rips
While Ush runs a pack, buying and selling of $USH is paused for at most 2 minutes 30 seconds. The end time is stamped inside the token's rules, so the pause lifts by itself even if the agent dies, unless the key holder rewrites the rules first. It is a sell restriction while it lasts. The 2 minutes 30 seconds is a limit of the agent's software, not of the token: the stamp comes from the agent's clock, checked against the chain's, and the same key can change the rules at any moment.
What this page is not saying: that the freeze protects you. It restricts selling. It exists so the loop can run.
The gift
A gifted card costs the whole pack
A gift cycle costs the whole pack price: nothing is sold back, swapped or burned, so the pot loses what the pack cost. There is no limit on the value of a gifted card. The pack machine's operator keeps the right to freeze, move or burn its cards, so a winner may not keep the card. A card sent to an exchange or custodial address may be lost. If the card cannot be sent, the card takes the burn path instead and the page says why. About one card in eight is a programmable NFT. Sending one also opens a token account for the winner, which costs the agent about 0.0015 SOL.
The draw
What the draw proves, and what it does not
What the draw proves: the list was not changed after it was recorded on the chain, the arithmetic adds up, and the roll and the winner follow from public values. What it does not prove: that the operator will run every cycle. The operator can stop the program or let a gift fall back to the sale path after seeing the roll; that costs him only the sale haircut, the page counts rolls, gifts sent and fallbacks, and the wallet's history on the chain shows every pack payment and where its card went. A block producer can influence a block hash. The operator holds the agent's key. Whether the list matched the chain is checkable live during the freeze.
You can lose everything you put in
Packs can return less than they cost
The machine buys a card back at 85% to 93% of its value, so a pack that is sold back costs at least 7% to 15% of the card, and a single pack can lose far more. A pack that is gifted costs the whole pack price. Swap costs and network fees come on top. Packs are chance-based purchases, which is gambling. The page shows the result of every pack.