HOW TO PLAY
BULL go long · BEAR go short · PASS stay flat. Swipe up, down or sideways, or use ↑ ↓ ← on a keyboard.
Size: each run gives you three 2× chips and one 3× chip. Pick a size before you call. A pass never uses a chip.
Exit plan (real tape): Clip takes profit at the first Wrackline zone ahead. Hold aims for the second zone. Trail has no target: the stop moves to breakeven at the first zone and then follows one zone behind. Your trade can run up to 24 hours.
Manage: while your trade is open you can close it now, move the stop to breakeven, or let it run (drop the target and trail).
Edge line and path review: after each run you see your win rate, average R, and capture: how much of the move that was available you actually booked.
Blown account: the run ends if you reach −3R.
Score: 100 points per R. Three right reads in a row pay ×1.25 on wins, five pay ×1.5. A correct pass is worth 25 points and keeps the combo.
Markings, as on Wrackline: A+ zones gold, Long zones white, Short zones red, pulsing light on the zone being tapped. Past taps leave a dot: gold for a held A+, white for other holds, red for fails.
Real tape: stop 1×ATR(15m), Wrackline's measured fees, scored on where you actually exit. A "right read" is about direction only: the side that paid on a plain 1.3R trade within 8 hours, or pass if neither did. The Ghost and the Tidekeeper trade that plain version.
Meters: Tide, Wind and Bulls vs Bears unlock at 3, 6 and 10 XP. Desk mode opens everything at once, including OI, funding and taker flow where the database has it (from Oct 31).
Rivals: the Ghost flips a coin. The Tidekeeper only trades with a surging tide.