TiCkTOM Universe · Player Documentation

Field Manual

Everything the game does, in the order you will meet it — from the planet you start on to the systems you will still be learning months later.

Platform Telegram Mini App
Currency Coins (in-game) · GRAM, USDT, TON
Levels 13, Starter to Titan
Reading time about 20 minutes
Version Beta V2.3
Updated 22 August 2026

Start here

Quick Start

The whole game is one loop. Everything else in this manual is detail on one of these five steps.

  1. Build & upgrade

    Buy Profit Cards and upgrade them. They are what raise your income per hour, and nothing else you do matters as much.

  2. Claim

    Card income collects in each card’s own store, not your balance. Claim before a store fills, or the rest is lost.

  3. Complete missions

    The Mission Hub pays you for playing normally, and its GO buttons are the fastest tour of the game there is.

  4. Protect your base

    Learn what a raid can take and put a shield up before you close the app. Most large losses are a night spent without one.

  5. Explore

    The map, crypto mines, Discover and events are where the game opens up. TiCkTrade comes later — it needs a card at level 15.

01

Getting started

TiCkTOM is a game about building an income, defending it, and turning it into something real. The first three decisions shape everything after them.

You open TiCkTOM inside Telegram — there is nothing to install. Your Telegram account is your account, so there is no password to lose and no way to be locked out.

Your planet

Everyone lands on Orphan. Orphan is the waiting room: you can play there, but it is not where the game happens. Your first real milestone is leaving it for one of the three token planets — TON, Bitcoin or Ethereum. Each planet has its own map, its own neighbours, and its own crypto in the ground.

TON
TON
Bitcoin
Bitcoin
Ethereum
Ethereum
Why this matters

Almost everything social in the game — appearing in Discover, being found by other players, the busy parts of the map — begins once you leave Orphan. If the game feels empty, that is usually the reason.

Your position

On your planet you occupy a coordinate. Distance is real: who can reach you, who you can reach, and how much a raid is worth all depend on it. You can move later, but treat your first position as a choice rather than an accident.

Your first hour

  1. Buy your first card. Cards are what produce coins while you are away — nothing else you do in the first hour matters as much.
  2. Complete the tasks in the Tasks tab. They are the cheapest coins in the game.
  3. Open the map and look around before you attack anything. Seeing the neighbourhood is free; being seen is not.
  4. Buy a shield before you go to sleep, not after you are raided.
02

Coins and income

Coins are the game's own currency. They are not crypto, they cannot be withdrawn, and there are a lot of them — but every real thing in TiCkTOM is bought with them first.

Your income is measured as coins per hour, written PPH. It is the single most important number on your screen, and it comes from three places:

  • Cards — the main engine, and the only part you control directly.
  • Reward Wheel bundles — permanent PPH won on the wheel.
  • Gift packages and campaigns — one-off grants.

All three add into the same total. A card upgrade raises it permanently; a wheel win can raise it permanently too. Some boosts are temporary and shown separately — a boost that expires is not part of your base PPH, and the app deliberately keeps the two apart so your real income is never flattered by something about to run out.

The number nobody notices in time

Coins stop being produced 12 hours after you go offline. Not 24 — twelve. A player who checks in once a day is throwing away half of every day's income.

03

Profit Cards — Build Your Income

A card is a business you own. It costs coins to buy, more coins to upgrade, and it keeps producing for as long as you keep coming back.

Each card has a level. Upgrading raises both its price and its hourly output, and the output rises faster than you would guess from the price of the first few levels — the early levels of a card are the worst value it will ever offer, which is why upgrading a card you already own usually beats buying a new one.

DrillerLavaforgeGravitorCompounderShadowOracleMechlordOverlord
Eight of the forty profit cards, in the game's own artwork. Each is a business you own — it costs coins to buy, more to upgrade, and produces every hour you are around.

Daily Combo

Every day, three specific cards form the Daily Combo. Own or upgrade all three that day and you get a bonus. The combo also feeds the Mission Hub — see section 11.

Keys per combo card
1
Bonus for all three
+3keys, on top of the three
04

Card Storage — Claim What You EarnNew

Cards no longer pour coins straight into your balance. Each one fills its own store, and you collect it.

Every card now holds what it has produced since you last emptied it. You can Claim a single card, or Claim all in one tap. Each card also tracks its lifetime produced, so you can see which of your cards has actually earned its keep rather than guessing from its level.

Capacity

A card's store is not bottomless. Capacity is 20 × its hourly output — twenty hours of production. Once full, the card stops: anything it would have made is simply lost.

Storage capacity
20×the card's hourly output
Production stops after
12 hof being offline
Practical maximum
12 hthe offline stop bites first
Read those three together

Because production stops at twelve hours offline, a card can never actually reach its twenty-hour ceiling while you are away. In practice the offline stop is the limit that matters — the capacity bar only fills to about 60% before the clock beats it.

The practical rule: open the app twice a day and the offline stop never costs you anything. It says nothing about raids — that is what shields are for.

05

Levels

Your level is set by your coin balance, and it controls how many mines you can hold and what an invited friend is worth to you.

There are thirteen levels. You do not "spend" your way up — the level follows the balance you have reached. Note the third column: your level is your mine limit, which is the quietest and most important effect of levelling up.

The thirteen levels
LvName Coins required Mines Per invited friend
1Starter011,000,000
2Novice30,000,00022,000,000
3Apprentice100,000,00034,000,000
4Junior500,000,00048,000,000
5Skilled1,000,000,000515,000,000
6Adept3,000,000,000625,000,000
7Advanced10,000,000,000740,000,000
8Proficient30,000,000,000865,000,000
9Expert60,000,000,0009100,000,000
10Master90,000,000,00010150,000,000
11Elite120,000,000,00011240,000,000
12Legend300,000,000,00012350,000,000
13Titan1,000,000,000,00013600,000,000
Level 3 is a gate, not just a step

Apprentice (level 3) is where the game starts treating you as a real player: it is the minimum to appear in Discover, and it is the level your invited friends must reach before they count towards Revenue Share.

06

The map

Your planet is a grid. Everything on it — players, mines, your own base — sits at a coordinate, and distance decides what is worth doing.

Open the map from Home. You can pan and zoom freely; you are not limited to what you can reach. What you can act on is a smaller circle.

Action range
5cells, for raids and mines
Yield floor
10%the least distance can reduce you to
Full yield
1 celladjacent targets pay in full
Your baseYour baseWhere you live. Tap it for Instant Shield, Random Teleport and items.
A player, onlineA player, onlineSeen in the last 100 seconds — an attack on them is refused.
A player, offlineA player, offlineRaidable, and not collecting — so there is more to take.
ShieldedShieldedA raid on this one fails. Do not spend an action on it.
Empty groundEmpty groundNobody there. You can lock or teleport onto it.
LockedLockedHeld by someone. Not available to take.
A mineA mineCrypto in the ground. Raiding it costs a third of an action.
The map's own tiles. Reading them at a glance is the whole skill of the map screen — the difference between an offline neighbour and a shielded one is an action you keep.
The button row under the map
Three of the buttons under the map, drawn from the game's own art. The number on a button is always something waiting for you: chests you can open now, cards listed since you last looked.

Distance costs you

A target next door pays 100%. The further away it is, the less of it you collect, tapering down to a floor of 10% at extreme range. Distance is measured in grid steps, not straight lines — going three across and four up is seven, not five.

The practical consequence: a modest neighbour beats a rich stranger. Players who sit at the centre of a busy area out-earn players who chase the biggest name on the planet.

07

Raiding — Take From Other Players

You can take coins from other players. They can take coins from you. This is the part of TiCkTOM that has an opponent in it.

What is actually at risk

A raid does not take a percentage of everything a player has ever owned. What sits in the pot is:

  • their current coin balance, plus
  • the income they have produced but not yet collected, counted back 24 hours,
  • minus whatever has already been taken from them in that window.
Why 24 hours and not 12

Your own production stops after 12 hours offline, but a raid counts uncollected income back 24. These are deliberately separate numbers. The practical effect: past twelve hours away you have stopped earning, while what a raider can take from you keeps growing for another twelve. Being away is worse than it looks.

Distance then decides how fast you can take it, not how much is there: the coefficient scales your item’s mining power, and the pot caps what that power can reach. A far-away target with a large balance can still be worth less than a neighbour with a small one.

How often you can act

Actions per window
2040 with TiCkTOM Premium
Window length
2 h
Invader raid costs
three raids spend one action
After you attack
30 minbefore you can raise a new shield

Raids and mine operations share one allowance: twenty actions per two-hour window, or forty if you hold TiCkTOM Premium. When it runs out you wait, or you reset the cooldown from the shop.

Not every action costs the same. Attacking a real player spends a whole one. Raiding an Invader — the coin mines on the map — costs a third, so three Invader raids spend one action between them. Nobody loses coins to an Invader raid, which is why it is priced lower than going after a person. The allowance itself is shared: when it is gone, it is gone for both.

Attacking makes you vulnerable

The moment you attack someone, your own shield breaks and you cannot raise a new one for 30 minutes. Raiding is not free — it puts you in the open, and experienced players watch for exactly that half hour.

Revenge

Being raided is not the end of the exchange. A raid on you can grant a revenge opportunity against the player who did it — check your notifications rather than your memory.

08

Shields — Protect Your BaseUpdated

A shield is the cheapest thing in the game relative to what it saves. Most large losses are not bad luck; they are a night spent without one.

Shields are bought in the shop and come in tiers. The cheap ones cost coins and last six to twelve hours; the strongest are bought with USDT and hold for a full day. While a shield is up, raids against you fail.

Shield tiers — representative examples
TierPaid withTypical duration
TiCkShield IronCoins6–12 hours
TiCkShield TitanUSDT24 hours

Fifty-five shield variants exist across the price range, so the shop shows you what your level and balance can actually reach rather than the whole catalogue.

Instant Shield — bought for the moment, not from a shelf

Tap your own base on the map and one of the three options is shield Instant Shield: two hours of protection, bought right there, with no item to find in the shop first.

Its price is worked out for you, at that moment, from two things:

  • 1% of your hourly income per hour of cover, and
  • 0.05% of your coin balance per hour of cover.

Both matter, and the balance term usually dominates — a stored balance is typically many times an hour's income, and it is the balance a raider actually takes. A player with nothing saved pays almost nothing; a player sitting on a fortune pays in proportion to what the shield is protecting. You can pay in coins, USDT or Telegram Stars, at 10,000,000 coins = 1 Star = 1 cent, with a floor of one Star.

Duration
2 h
Per day
3instant shields
While one is up
you cannot buy another

Three a day, and never a second one while the first is still running. The price is re-checked every time you open the panel, so what you see is what you pay.

Attack first, shield later does not work

Instant Shield obeys the same rule as every other shield: for thirty minutes after you attack somebody, you cannot raise one. The panel will tell you so rather than failing silently.

Random Teleport

The second option on your own base. One tap moves your base somewhere else on the map for a coin price that depends on your level — 50,000 at level 1, doubling each level. It is not truly random: the game places you where there is actually something to raid, rather than dropping you in empty space. Three a day.

The three options on your own base
Tapping your own base. One tap each — Random Teleport does not ask twice, and the shield price is re-checked every time this opens.

Two protections you already have

Neither is a shield you buy, and neither is enough on its own.

Being online. If you have been seen in the last 100 seconds, an attack on you is refused outright — the attacker is told “Target is online” and spends nothing. This is why raiders hunt sleeping players: while you have the app open, you cannot be raided at all.

The per-target limit. One player can attack you at most 3 times in any hour. It does not stop a raid and it does not stop several different players; it stops one person emptying you with rapid repeat hits.

Neither survives the night

Both end the moment you close the app — which is exactly when your store is fullest. That gap is what a shield is for.

Locks and teleports

  • Locks hold a position on the map so nobody else can take it.
  • Teleports move you somewhere better — closer to targets, or further from one who keeps finding you.
  • Transfers move things between accounts you control.
09

Crypto Mines — Earn Real Tokens

Mines are the part of the map that pays in real crypto rather than coins. This is a different activity from raiding, and confusing the two is the most common beginner error.

mine Scattered across your planet are mines holding the planet's token. You claim one, it runs for a period, and you collect what it produced. Unlike a raid, nobody loses anything when you mine — you are taking from the ground, not from a person.

Mines you can hold
= your level1 at Starter, 13 at Titan
Range
5 cells
Shares your allowance
20 / 2 hwith raids
Raid or mine?

Raiding a player takes their game coins, costs you a shield, and makes an enemy. Mining takes crypto out of the map, costs nothing socially, and is how the tokens in your wallet actually get there. Both use the same twenty actions — spend them deliberately.

Your mine limit is the reason levelling matters even after your income is comfortable: a Titan runs thirteen mines at once, a Starter runs one.

10

Reward Wheel — Win Permanent Income

The wheel is the only place in the game where a single tap can permanently change your income.

spin Spins are earned through play and can also be bought with Telegram Stars or tokens. The prize table is genuinely mixed: coins, items, temporary PPH boosts, extra spins — and permanent PPH bundles, which are the ones worth caring about.

New players get a generous run of introductory spins, so the wheel is worth learning early while it is cheap.

Temporary and permanent are different prizes

A PPH boost is a percentage added for a limited time and shown as a separate badge. A PPH bundle is added to your base income and never expires. They look similar on the wheel and are not remotely the same thing.

11

Mission Hub — Your Daily ProgressNew

A daily and weekly set of goals, with chests you unlock by playing normally rather than by playing differently.

Open it from the button under the map on Home. Inside are two tracks:

Daily

Six chests along two lines — a free line everyone has, and a premium line. Chests unlock as you hit the day's targets: upgrade a card, mine, raid, complete tasks. Each chest tells you what it wants and gives you a Go button that takes you to exactly the right screen rather than dropping you in a menu. The whole board resets every 24 hours.

Weekly

A longer list with bigger targets, ending in a final chest whose tier depends on how many chests you opened that week. Miss a day and you can still finish the week.

Keys

key Keys come from the Daily Combo — one per combo card, plus three more for completing all three. They are what open chests, so the combo and the hub are one system in practice.

12

Leaderboards — Compete and ClaimUpdated

Four boards, each ranking something different. Knowing which is which is the difference between competing and hoping.

What each board ranks
BoardRanks you byResets
GlobalTotal standing across the gameNever
24hrRaid performance over the last dayDaily
WeeklyRaid performance over the last 7 daysWeekly
EventsThe event's own metricPer event

The 24hr and weekly boards pay the top finishers a temporary PPH boost. The Events tab shows what is running now and what is coming, with a countdown to the start — so you can be ready for an event rather than discovering it half over. Finished events drop off.

Claim your winnings

Leaderboard rewards are not credited automatically — you claim them, and they expire. The weekly claim window is measured in days, not hours, but it does close. If you placed, go and collect.

13

Discover — Meet Other PlayersUpdated

A wall of other players, deliberately built so you cannot use it as a target list.

Swipe left from the top of Home, or tap TiCkBook. You get a grid of players — face, mood, name, level — that you can sort five ways:

  • All — everyone active in the last 30 days, newest members first. This is where the list starts, and it is the only sort you can scroll to the end of.
  • Shuffle — random. Tap it again to re-roll. It draws a fresh window every time, so it will never reach a last row and is not the one to use if you are looking for a specific person.
  • Active — who has been online most recently.
  • Level — highest first.
  • Champions — players who finished top three in an event that paid out.
  • New — the newest faces that qualify.

Discover shows nobody's coordinates, coin balance or shield state, and there is no way to sort by wealth. That is on purpose: it is a place to find people, not prey. Tap anyone to open their profile, where their lifetime record, achievements and the Add friend button live.

Each tile shows a player's mood sticker and, if they have set one, their status line — the one thing on the tile they wrote themselves.

To appear in the curated sorts — Shuffle, Active, Level, Champions, New — you need to be level 3 or above, off Orphan, at least two days old, and active in the last week. All drops every one of those except the last: it lists anyone active in the last 30 days, whatever their level and however new their account. That is the point of it.

14

Inviting — Grow Your Network

Nearly four out of five TiCkTOM players arrived through a friend. The invite system pays accordingly.

You get coins three ways when you invite someone:

  1. On signup — 25,000 coins, or 50,000 if they have Telegram Premium.
  2. As they level — a payment each time they reach a new level, from 1,000,000 coins at Starter up to 600,000,000 at Titan (see the table in section 05).
  3. At milestones — bonus payments at 1, 3, 6, 10, 25, 50 and 100 friends, rising from 25,000 to 30,000,000 coins.
Invite people who will play

The level payments dwarf the signup bonus — a single friend who reaches Titan is worth more than a thousand who sign up and vanish. And only friends who reach level 3 count towards Revenue Share.

15

Revenue Share — Earn Real MoneyReal moneyNew

The coin rewards above never stop. Revenue Share is something else entirely: a cut of what the platform actually earns, paid in real value.

Qualifying

You need 10 invited friends who have reached level 3. Every friend you have ever invited counts towards that bar, including ones from long before the programme existed.

The one thing to understand before you start

Qualifying counts your whole history. Earning does not. Commission is calculated only from the moment you start the programme — nothing your friends spent before that day pays you anything. There is no advantage in waiting.

What you earn a share of

Your commission comes out of the platform's profit on what your friends spend, not the headline price. Different purchases carry different margins:

Commission base by purchase type
They buyCounted as profit
Ordinary items100%
Spins, cooldown resets, TiCkTOM Premium50%
Crypto mining items20%
Token swaps1% of volume

Crypto miners are low because most of what a player pays for one funds the crypto that miner pays back out. Coin purchases pay no commission at all — those coins were minted by the game, so sharing them would mean paying you out of our own money rather than out of revenue.

Your rate

Your share climbs for the first six months and then settles. The months are counted per friend, from the day that friend joined — not from the day you started the programme. So every new friend you bring in begins their own climb from 10% to 60%, however long you have been in the programme, and at any moment you are earning a mix of rates across your whole group rather than one.

Share of profit, by month of that friendship
MonthsYour share
1 → 610% rising to 60%
7 → 1215%
13 → 1810%
19 → 245%
25 onward

Getting paid

Hold period
21 daysbefore earnings can be claimed
Paid into
Walletyour in-app balance, on claim
The three balances you will see
BalanceWhat it means
AvailablePast the 21-day hold. This is the only one you can claim.
TotalEarned and not yet claimed — including what is still on hold.
LifetimeEverything you have ever earned, claimed or not.

Earnings sit for 21 days before they can be withdrawn — the window in which a refund or a chargeback would reverse them. After that, claiming moves the money into your in-app wallet, and from there it behaves like any other balance.

You will be notified in the app and by the bot the moment you qualify, and again with your daily earnings.

16

Wallet — Hold, Swap and Withdraw

Where the crypto side of the game lives. Six tokens, and a route between all of them.

Tokens in the wallet
TokenWhat it is
GRAMThe TON-planet token
BTCBitcoin
ETHEthereum
USDTTether — the stable one, and what most prices are quoted in
XAUTTether Gold
BNBBNB

Swap converts one token into another at the current rate, with a fee shown before you confirm. Deposit brings crypto in from outside. Withdraw sends it out to your own wallet.

Prices move while you look at them

Token prices — and the Star prices derived from them — are recalculated roughly every minute. If a number changes between two glances, nothing is wrong; you watched a refresh.

17

TiCkTrade — Trade Profit CardsNew

The card market: freeze a card into a deed and sell it to another player at auction, or bid on somebody else's.

Reach it from the button under the map — auction duck the duck with the auction gavel — or from the row inside your card income panel. The badge on that button counts cards listed since you last opened it, so it goes back to zero when you look. Your own listings never count.

Take a card to level 15 and you can mint it into a deed: a transferable object that carries the card's level with it. Minting freezes the card — it stops producing for you while it is a deed — and the deed can then be listed.

Hold the + and − buttons

Prices and bids move in fixed steps, and you set them with the − and + buttons rather than by typing — a typed number is the only way to produce a price the game will reject. Tapping moves one step. Holding repeats and speeds up: about two seconds of holding covers a hundred steps, while a short press still moves you a few at a time.

Selling

Auction rules
RuleCoinsGRAM
Minimum start price1B1
Bid increment100M0.1
Bid fee10M0.001

Auctions run for 24 hours. A bid in the last 5 minutes extends the clock, so an auction cannot be won by sniping it in the final second. The platform takes 10% of the sale.

Bidding

Placing a bid locks the funds — you cannot spend them elsewhere while the bid stands. Lose the auction and they are released; win it and the card is yours. The small bid fee exists to make spam bidding cost something.

Activating what you bought

Redeeming a deed turns it back into a working card on your account. Two rules:

  • If you already own that card, you keep the higher level of the two.
  • An activated card is locked out of the market for 7 days, so a card cannot be flipped between accounts the same afternoon.

Every deed carries its own history — who owned it, what it sold for, and when — behind the History button.

18

Friends — Build Safe RelationshipsNew

A mutual link between two players. Nobody becomes your friend without agreeing to it, and friends cannot attack each other.

friends Open somebody's profile and tap Add friend. Nothing happens to them until they accept — a request is an offer, not a fact. They see it under Friends → Requests and can accept or decline. If you both happen to send a request to each other, that counts as agreement and you are connected immediately.

Maximum friends
30
Requests per day
10adding and unfriending together
Unfriend takes
24 h

What being friends changes

  • You cannot attack each other. Enforced by the game, not by etiquette — the raid is refused.
  • You get told when a friend does something notable: a big attack, a rare win. Never where they are, never who they hit. The notification says what happened, not where.
  • You can turn those notifications off in Settings, and there is a cap of 30 a day either way.

Unfriending is not instant

Because being friends means you cannot attack each other, ending it instantly would be a way to drop a shield the other person did not know they were relying on. So unfriending starts a 24-hour countdown. You stay friends — and stay unable to attack each other — for the whole of it, and you can cancel at any point before it runs out. The other player sees the countdown too.

The badge on Home

The number over Friends on the home card counts requests waiting for your answer. Requests you have sent are waiting on somebody else, so they are not counted — a badge should only ever mean "there is something for you to do".

19

TiCk Hub — The Social SideNew

The social side of the game, gathered in one place. Mostly still being built, and it says so.

Reached from the home card. Today it holds one thing — TiCkBook, the Discover wall — and is honest about the rest not existing yet rather than showing you buttons that do nothing.

20

Mood and Status — Say SomethingNew

Two things other players see next to your name, chosen from fixed lists.

On your profile, open Set your mood & status. Pick an animated sticker for your mood and one line for your status, then press Save — choices are not applied until you do. Tap a selected one again to clear it.

Both are closed lists, which is the whole safety design: there is nothing to type, so there is nothing to moderate, and every phrase can be translated later in a way player-written text never could.

Some status lines are locked until you earn them. A locked one is shown greyed with its requirement — "Reach level 12", "Finish an event in the top 1" — rather than hidden, because a reward nobody can see motivates nobody.

Once set, your mood and status appear beside your name on your profile, on your home card, on your public profile as other players see it, and on your tile in Discover.

21

Home Slider — What Matters NowNew

One row under the section bar carrying whatever is worth knowing right now.

It shows one card at a time and changes every few seconds: live events with how long is left, the Premium offer if you do not already have it, cards newly listed on TiCkTrade, and any announcement the team has posted. The counter in the corner tells you how many there are.

A card in the Home slider
The Home slider. The counter top-right says how many cards there are; the × hides the row until you next open the app.

Swipe it to move between cards yourself — doing so pauses the automatic advance, so it will not slide away while you are reading. The × hides the row for the rest of your session; it comes back next time you open the app.

22

TiCkTOM Premium — Double Your WindowNew

A paid subscription inside the game. Not the same thing as Telegram Premium, which grants nothing here.

Actions per window
40instead of 20

The headline perk is that your two-hour action window doubles: forty raids and mine operations instead of twenty. Because Invader raids cost a third of an action, that is up to 120 Invader raids in a window rather than 60.

Plans run weekly, monthly and six-monthly, and the perks are checked live — when a subscription expires the window returns to twenty at once rather than at the next restart.

23

Common mistakes

The things that cost regular players the most, in the order we see them.

Checking in once a day

Production stops twelve hours after you go offline, so a single daily visit leaves roughly half a day of production unearned. Checking in roughly every 12 hours is what avoids that loss — two visits an hour apart do not help, because it is the gap that matters, not the count.

Sleeping without a shield

The cheapest coin shield costs a fraction of what an overnight raid takes. Buy it before you close the app, not after you see the notification.

Attacking, then walking away

Your shield breaks when you attack, and you cannot raise a new one for thirty minutes. If you are going to raid, raid at the start of a session, not at the end of one.

Chasing the biggest target

Distance cuts your take down to as little as a tenth. The rich player across the planet is usually worth less than the ordinary one next door.

Buying new cards instead of upgrading

The first levels of any card are its worst value. Deepening a card you already own almost always beats widening your collection.

Leaving leaderboard rewards unclaimed

They are not automatic and they expire. Placing and not collecting is the single most common way players lose something they already won.

Inviting quantity over quality

A friend who plays to level 13 pays you six hundred times what a friend who signs up and leaves does — and only friends who reach level 3 count towards Revenue Share.