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Whitepaper

Rev. 1 · 16 sections · ~15 minutes. The rules of the network, as the contracts implement them.

01

Abstract

ReSynapse is a fully on-chain neural trading card game on Arc. Its token, $RSYN, trades in a plain Uniswap v4 RSYN/USDC pool. The game treats that market as a nervous system: the pool is the brainstem, every swap is an impulse, and a Signal Oracle reads the pool directly to set the network's signal state. The signal state bends Consolidation rewards, pack odds and pack prices in real time.

Cards are neurons: 32 archetypes, drawn pixel by pixel by the contracts. Players open packs with commit-reveal randomness, lock 5-card sets into Consolidation to earn $RSYN, and wire 8-card decks for 64-player Arena bouts resolved entirely by contract code. Pack revenue flows into the Reservoir, which pays full-range liquidity providers, funds the Arena and Consolidation, and burns.

SIGNAL PATH
swap on RSYN/USDC  (Uniswap v4 · 1% tier · no hook)
  ↓  RSYN moves through the PoolManager
Signal Oracle  ← reads price + liquidity from the PoolManager
  ↓
signal state · Potentiation · Inhibition · Recovery
  ↓
Consolidation rewards · pack odds · pack prices

VALUE PATH
pack purchase → burn + Reservoir
Reservoir     → full-range LPs · Arena prize pools · Consolidation rewards · burn

This paper describes the rules as the contracts execute them. Figures come from contract constants; worked examples are marked as illustrative.

02

Why Arc

ReSynapse runs on Arc, chain id 5042. A game wired into its own market makes many small transactions: a pulse on every trade, pack reveals, round settlements, yield claims. Arc makes those cheap, fast and predictable.

  • Gas in USDC. Fees are paid in the same dollar the pool trades against. There is no second token to hold just to play, and costs read in dollars.
  • Sub-second blocks. Blocks land roughly every half second. A pack can be revealed about a second after purchase; an Arena round settles in one transaction.
  • Timed by the clock. Game windows (signal events, bout entry, Consolidation sessions, pruning epochs) are measured by timestamp in minutes, hours and days. Only randomness commitments count blocks, and those are two blocks ahead.

Every contract and transaction can be inspected on the Arc explorer: explorer.arc.io.

03

$RSYN

$RSYN is a standard ERC-20 with permit approvals and 18 decimals.

  • Max supply: 21,000,000 RSYN, created once. No function can create more.
  • 1% buy and sell tax. Buys pay 1% of the RSYN received; sells pay 1% of the RSYN sold, charged on top of the amount sold. Wallet-to-wallet transfers are untaxed.
  • Spent on: packs (100 / 500 / 2,500 RSYN) and Arena entries (50 RSYN).
  • Earned from: Consolidation rewards, Arena prizes and round bounties, and Reservoir yield for full-range liquidity providers.
  • Burned by: every pack purchase (50%, or 25% once circulating supply falls below 1,000,000 RSYN) and 10% of everything the Reservoir distributes. Burned RSYN is sent to an unrecoverable dead address and no longer counts as circulating.

One behaviour is specific to ReSynapse: whenever RSYN moves into or out of the Uniswap v4 PoolManager, the token pulses the Signal Oracle (section 04). The pulse runs on a fixed gas budget and any failure inside it is caught, so it can never make a transfer fail.

04

Hookless market

Uniswap v4 allows a pool to attach custom code that runs inside every swap. ReSynapse does not use that. $RSYN trades in a plain v4 pool: RSYN/USDC, 1% fee tier, no hook. Swaps, routing and liquidity positions behave exactly as in any other v4 pool, and the 1% pool fee goes to liquidity providers through Uniswap as usual.

The game still feels every trade. It listens from outside the pool:

  1. RSYN moves into or out of the PoolManager: on every swap, and on every liquidity add or removal that carries RSYN. The RSYN token pulses the Signal Oracle.
  2. The oracle reads the pool's current price and active liquidity directly from the PoolManager's storage. It does not rely on swap parameters, off-chain feeds or anyone's report.
  3. It records an observation, sets the signal state, fires any events (section 05) and passes the liquidity reading to the Reservoir for LP accounting.
  4. Anyone can pulse the oracle at any time. A manual pulse performs the same read.

Moves are measured on RSYN's price in USDC:

move = 2 × (√price_now − √price_ref) ÷ √price_ref        (basis points)

state move   price_ref = baseline
event move   price_ref = price at the previous pulse

baseline     set by the first pulse
             anyone may refresh it, at most once every 24 hours,
             to the oldest of the last 240 recorded observations

Twice the square-root change tracks the price change closely: a 1% price move reads as ≈1%, and a +20% reading corresponds to roughly +21% in price.

05

Signal states

Every pulse compares the price with the baseline and writes one of five states. The state multiplies Consolidation rewards.

StatePrice vs baselineConsolidation multiplier
FIRINGabove +20%×1.25
EXCITED+5% to +20%×1.10
RESTING−5% to +5%×1.00
DEPRESSED−20% to −5%×0.90
FLATLINEbelow −20%×0.75

Three events fire from single pulses. Each opens a timed window:

EventTriggerEffectWindow
Potentiationone pulse moves price up ≥1% from the previous pulseConsolidation rewards ×220 min
Inhibitionone pulse moves price down ≥1% from the previous pulsepack rarity odds shift toward lower rarities20 min
Inhibition≥10% of the pool's active liquidity leaves at oncepack rarity odds shift toward lower rarities10 min
Recoveryany pulse while the network is FLATLINEpacks cost 25% less20 min
  • Windows only extend. A new trigger can push an end time later, never earlier, and different events can overlap.
  • Pack effects lock at purchase. A pack bought during Inhibition keeps the shifted odds when revealed later; a pack bought during Recovery has already paid the lower price.
  • Consolidation reads the state and Potentiation at the moment a session is awakened (section 11).
06

Pruning epochs

Time is divided into 30-day pruning epochs, counted from the start of the game. Each epoch halves the base Consolidation reward.

base reward = 1 RSYN ÷ 2^epoch      per power point, per unit multiplier

epoch 0     days   0–30     1.0000 RSYN
epoch 1     days  30–60     0.5000 RSYN
epoch 2     days  60–90     0.2500 RSYN
epoch 3     days  90–120    0.1250 RSYN
epoch 4     days 120–150    0.0625 RSYN
…
epoch 64+   day 1,920 on    0

The epoch that counts is the one current when a session is awakened. Every card also records the epoch it was imprinted in as its generation, visible in its metadata. Generation is provenance; it has no effect in combat or Consolidation.

07

Cards

Cards are ERC-721 tokens: 32 archetypes, 16 abilities, 5 rarities. Traits are written once, when a card is imprinted, and never change.

  • Archetype: one of 32. It fixes the card's cost and ability.
  • Rarity: Common · Rare · Epic · Legendary · Mythic.
  • Attack and health: rolled within the archetype's range for that rarity.
  • Cost: 1–8. Sets the card's place in the combat lineup.
  • Ability: one of 16 (section 09).
  • Generation: the pruning epoch it was imprinted in.
  • Serial: a running number within its archetype (#1, #2, …).

On-chain art. Each card's image and metadata are generated by the contract when requested. The image is a 320 × 448 SVG assembled from the archetype's 16 × 16 pixel sprite, a 32-colour palette, a rarity frame and a 6 × 8 bitmap font drawn as rectangles. The metadata is base64 JSON with the image embedded. No server, no external storage, no font files. Nothing is hosted off-chain.

// Archetype index · cost · ability
00 The First Spark8 · PRUNE
16 The Engram4 · RETAIN
01 The Stray Signal1 · NONE
17 The Relay Station5 · SIPHON
02 The Misfire1 · NONE
18 The Dopamine Flood5 · FLOOD
03 The Pending Impulse1 · REFLEX
19 The Reward Circuit5 · SYNTHESIZE
04 The Noise Spike1 · OVERLOAD
20 The Hub Neuron5 · SYNC
05 The Long-Term Memory2 · RETAIN
21 The Homeostat6 · ECHO
06 The Deep Archive2 · INSULATE
22 The Side Branch6 · BRANCH
07 The Short Buffer2 · REFLEX
23 The Latent Code6 · SYNC
08 The Drip Feed2 · SIPHON
24 The Action Potential6 · SURGE
09 The Lone Neuron3 · SYNTHESIZE
25 The Pruning Event7 · PRUNE
10 The Fast Pathway3 · REFLEX
26 The Seizure7 · SURGE
11 The Myelin Sheath3 · INSULATE
27 The First Memory7 · RETAIN
12 The Rogue Axon3 · SYNC
28 The Bifurcation7 · BRANCH
13 The Cortex Cluster4 · SYNC
29 The Architect8 · REGROW
14 The Tensor Core4 · SURGE
30 The Cascade8 · SURGE
15 The Blood-Brain Barrier4 · INSULATE
31 The Blackout8 · ECHO

The First Spark is Mythic and never appears in packs. It is claimed by liquidity providers (section 14).

08

Combat

A match is a pure on-chain function of two 8-card decks and a match seed. There are no player inputs during play, no hidden state and no external data. The same decks always produce the same result, and any client can recompute it.

SETUP
  sort each deck by cost, then token id           (the lineup)
  each SYNC card: +1 attack per neighbouring SYNC card in the lineup

LOOP  up to 50 turns · sides alternate · the first deck moves first
  1. start of turn   the active side's burns tick (−1 health)
                     its RETAIN cards heal +2 (up to max health)
  2. pick            attacker = active side's lowest-cost living card
                     defender = other side's lowest-cost living card
                     either side has no living card → match ends
  3. strike          damage = attack × SURGE / PRUNE multiplier
                     defender: FLOOD immunity, then INSULATE halves the hit
                     after the hit: SIPHON heals, OVERLOAD burns, ECHO reflects
  4. counter         a surviving defender strikes back,
                     unless the attacker has REFLEX
  5. deaths          REGROW returns once at half health
                     APOPTOSIS doubles the next cheapest ally's attack

RESULT
  more living cards → more total health → coin flip from the match seed
  • Turns: one turn is one side's attack, so 50 turns is at most 25 attacks per side.
  • Strikes: counter-attacks are strikes too. SURGE and PRUNE count both; FLOOD, INSULATE and SIPHON apply to both.
  • Burns: burn ticks are not hits. FLOOD and INSULATE do not reduce them.
  • Lineup: fixed at setup. SYNC bonuses do not change when neighbours die.
  • Replays: every match emits its final state (turns taken, survivors per side, and each card's health, attack and status), so any bout can be replayed and checked.
09

16 abilities

IDNameTriggerEffect
00NONE.No special effect
01REFLEXon attackThe defender does not counter-attack
02SURGEfirst strikeFirst attack deals double damage
03INSULATEfirst hit takenThe first hit it takes is halved (once)
04SIPHONon hitHeals itself for the damage it deals, up to max health
05OVERLOADon attackThe target burns for 1 damage per turn for 3 turns
06BROADCASTon attackInstead of one hit, deals 1 damage to every enemy and applies nothing else
07APOPTOSISon deathThe next cheapest living ally's attack is doubled
08ECHOwhen attackedReflects half of the damage it takes back at the attacker
09SYNTHESIZEtraitNo effect in the current combat ruleset
10SYNCmatch start+1 attack for each neighbouring SYNC card in the cost-sorted lineup
11PRUNEevery 4th strikeEvery 4th attack deals 4× damage
12REGROWfirst deathThe first time it dies, it returns at half health
13BRANCHtraitNo effect in the current combat ruleset
14FLOODpassiveImmune to any single hit under 5 damage
15RETAINturn startRegenerates 2 health at the start of its side's turn

SYNTHESIZE and BRANCH are trait abilities. They appear on cards and in metadata but have no effect in the current combat ruleset. Every card also prints a two-line summary of its ability; this table is the exact rule the combat code applies.

10

Packs

Every pack holds 5 cards. Each card rolls its rarity independently, then an archetype available at that rarity, then attack and health within that archetype's range.

PackPriceDuring RecoveryOdds per cardDuring Inhibition
Spark100 RSYN75 RSYN70% Common · 25% Rare · 5% Epic80% Common · 20% Rare
Pulse500 RSYN375 RSYN50% Rare · 35% Epic · 14% Legendary · 1% Mythic60% Rare · 30% Epic · 10% Legendary
Cascade2,500 RSYN1,875 RSYN50% Epic · 35% Legendary · 15% Mythic60% Epic · 30% Legendary · 10% Mythic

Commit-reveal. The randomness for a pack is the hash of a block that does not yet exist when the pack is bought.

1. buy       pay the price · the pack commits to the block 2 blocks ahead
             price and Inhibition odds are locked now
2. wait      until that block exists (about a second on Arc)
3. reveal    anyone can reveal · the cards always go to the buyer
             seed = committed block hash + pack id + buyer
4. expiry    after ~8,191 blocks (a little over an hour) the hash can no longer be read
             an unrevealed pack then resolves to 5 floor cards of its base rarity

Floor cards are the lowest-stat version of one fixed archetype: The Misfire (Common) for Spark, The Stray Signal (Rare) for Pulse, The Deep Archive (Epic) for Cascade. Revealing promptly is always better.

Where the RSYN goes: 50% of the price is burned (25% once circulating supply is below 1,000,000 RSYN) and the rest flows to the Reservoir (section 13).

11

Consolidation

Consolidation is staking for cards. Lock exactly 5 cards for 1, 7 or 30 days. The cards are held by the Consolidation contract for the session. When the session matures, awaken it to receive the cards back plus $RSYN.

reward = deck power
       × duration multiplier     1 day ×1 · 7 days ×8 · 30 days ×40
       × epoch base reward       1 RSYN ÷ 2^epoch            (section 06)
       × signal multiplier       ×0.75 · ×0.90 · ×1.00 · ×1.10 · ×1.25
       × potentiation boost      ×2 while Potentiation is active, else ×1

deck power    = Σ over the 5 cards of (attack + health ÷ 3) × rarity weight
rarity weight = Common 1.0 · Rare 1.25 · Epic 1.6 · Legendary 2.0 · Mythic 2.5
                (health ÷ 3 and each card's weighted value round down to whole points)
  • Read at awakening. Epoch, signal state and Potentiation are read when you awaken, not when you lock. A matured session can be awakened at any later time, including during a Potentiation window.
  • Owner only. Only the wallet that started a session can awaken it.
  • Funding. Rewards are paid from the Consolidation pool, which is funded by the Reservoir. If the pool holds less than the computed reward, the payout is what the pool holds.

Illustrative example, 30-day session awakened in epoch 0 while EXCITED, no Potentiation:

The Stray Signal       Common      2 / 3    (2 + 1)  × 1.0  =  3
The Engram             Rare        4 / 8    (4 + 2)  × 1.25 =  7
The Dopamine Flood     Epic        6 / 9    (6 + 3)  × 1.6  = 14
The Relay Station      Legendary   8 / 12   (8 + 4)  × 2.0  = 24
The Pruning Event      Mythic     10 / 18  (10 + 6)  × 2.5  = 40
                                                 deck power = 88

88 × 40 × 1 RSYN × 1.10 × 1 = 3,872 RSYN
same session during Potentiation         = 7,744 RSYN
same session awakened in epoch 1         = 1,936 RSYN
12

Arena bouts

The Arena runs single-elimination bouts of up to 64 players. Sealing, drawing and advancing are open to anyone, so a bout never waits on a single operator.

join      an 8-card deck you own (no duplicates) + 50 RSYN entry
          one entry per wallet · cards are locked for the bout
          the first entrant opens the bout: entry stays open 12 hours
seal      after the entry window, anyone seals the bout
          the bracket commits to the block 2 blocks ahead
draw      once that block exists, anyone draws the bracket from its hash
advance   anyone advances, one round per call · 6 rounds: 64 → 32 → 16 → 8 → 4 → 2 → 1
          whoever settles a round receives a 10 RSYN bounty from the prize pool
claim     after round 6 the cards unlock and each placed player claims
  • Matches follow the combat rules in section 08. In each pairing the upper bracket slot moves first; the coin-flip tiebreak comes from a seed fixed by the bout, round and match.
  • A player without an opponent in a round advances automatically.
  • If the committed block hash can no longer be read when the bracket is drawn (~8,191 blocks), the shuffle falls back to a seed derived from the bout itself. Draw promptly.

Prize pool = all entries + the Arena's share of the Reservoir waiting when the bout opened, less round bounties paid. Payouts:

PlaceShare eachIllustrative: full bout, 800 RSYN from the Reservoir
1st40%1,576 RSYN
2nd20%788 RSYN
3rd–4th10%394 RSYN
5th–8th5%197 RSYN

Example pool: 64 × 50 RSYN entries + 800 RSYN from the Reservoir − 6 × 10 RSYN bounties = 3,940 RSYN.

13

Reservoir & fees

The Reservoir collects pack revenue and splits it on distribution. Anyone can trigger a distribution, and every yield claim triggers one first.

pack purchase (RSYN)
  ├─ 50% burned                (25% once circulating supply < 1,000,000 RSYN)
  └─ rest → Reservoir
              ├─ 50%  full-range liquidity providers
              ├─ 25%  Arena prize pools
              ├─ 15%  Consolidation rewards
              └─ 10%  burned

USDC reaching the Reservoir → 100% full-range liquidity providers

Net effect per pack at the 50% burn rate: 55% burned, 25% to LPs, 12.5% to the Arena, 7.5% to Consolidation. At the 25% rate: 32.5% burned, 37.5% to LPs, 18.75% to the Arena, 11.25% to Consolidation.

FeeAmountGoes to
Pack purchase100 / 500 / 2,500 RSYNburn + Reservoir, as above
Arena entry50 RSYNthat bout's prize pool
Uniswap pool fee1% of each swapliquidity providers, through Uniswap
Buy tax1% of RSYN boughtproject wallet
Sell tax1% of RSYN sold, on topproject wallet

Claiming LP yield. Liquidity providers claim yield with their Uniswap v4 position NFT id.

  • Only full-range positions in the RSYN/USDC pool are eligible.
  • Yield accrues pro-rata to liquidity.
  • A position's first claim registers it; yield accrues from that point on.
  • Each claim pays on the smaller of the position's liquidity now and its liquidity at the previous claim. Liquidity added just before a claim earns nothing until the next one, so add-and-claim flashes gain nothing.
14

The First Spark

The First Spark is archetype 00: the card for the people who keep the network supplied. It is never in packs.

THE FIRST SPARK
rarity   Mythic
attack   8
health   30
cost     8
ability  PRUNE      every 4th attack deals 4× damage
         "BEFORE THOUGHT, THERE WAS CURRENT."
  • How to claim: own a Uniswap v4 position NFT in the RSYN/USDC pool holding at least the required liquidity.
  • One per wallet. Each position can spark once.
  • Claiming does not move or lock the position. Any price range qualifies for the Spark; only full-range positions earn Reservoir yield.
  • Like every card, it records its generation and a serial number within its archetype.
15

Security

What players can rely on:

  • No proxies, no upgrades. No contract is upgradeable. The code on the explorer is the code that runs.
  • Randomness from future block hashes. Pack rolls and bracket draws use the hash of a block committed to before that block exists. Nobody knows the outcome at purchase or at sealing, and revealing or drawing later cannot pick a different roll; the only effect of waiting past the hash window is the fallback described in sections 10 and 12.
  • Deterministic combat. Matches are pure functions of the decks and a fixed match seed. Any client can recompute any result.
  • Market read at the source. The Signal Oracle reads price and liquidity from the Uniswap PoolManager itself, not from trade parameters or an outside feed. A failing pulse cannot block a transfer.
  • Full-range-only LP yield with flash-add protection. Reservoir yield pays full-range positions only, on the smaller of current and previously recorded liquidity.
  • No off-chain art. Images and metadata are generated by the card contract. There is nothing to host and nothing to go offline.
  • Fixed rules. Supply is capped at 21,000,000 RSYN. Card traits never change after imprinting. Prices, odds, splits and multipliers are constants in contract code.

Contracts:

SynapseToken $RSYN
SynapseCards cards · on-chain art · First Spark
SynapsePacks packs · commit-reveal
Consolidation card staking
Arena 64-player bouts
Reservoir revenue splits · LP yield
SignalOracle pool reads · events
SynapseCore signal state · epochs · player records

Contract addresses are listed in the site footer.

16

Glossary

Pulse
One read of the RSYN/USDC pool by the Signal Oracle. Fires whenever RSYN moves through the PoolManager, or when anyone calls it.
Signal state
FIRING, EXCITED, RESTING, DEPRESSED or FLATLINE, set from price vs baseline. Multiplies Consolidation rewards from ×0.75 to ×1.25.
Potentiation
A ≥1% up-move in one pulse. Consolidation rewards ×2 for 20 minutes.
Inhibition
A ≥1% down-move in one pulse (20 minutes) or a ≥10% liquidity drop (10 minutes). Pack odds shift toward lower rarities.
Recovery
Opened by pulses during FLATLINE. Packs cost 25% less for 20 minutes.
Pruning epoch
A 30-day period. The base Consolidation reward halves each epoch.
Generation
The pruning epoch a card was imprinted in. Recorded on the card forever.
Consolidation
Locking 5 cards for 1, 7 or 30 days. Awaken the matured session to get the cards back plus $RSYN.
Bout
A single-elimination Arena event for up to 64 players over 6 rounds, sealed, drawn and advanced by anyone.
Reservoir
Collects pack revenue and splits it 50 / 25 / 15 / 10 between full-range LPs, the Arena, Consolidation and a burn.
Floor card
The minimum-stat card a pack resolves to if it is not revealed before its committed block hash expires.
The First Spark
Mythic archetype 00. Never in packs. Claimed once per wallet by RSYN/USDC liquidity providers.