
Just A Chair Company presents
The Chairdrop
500 chairs, chained and sealed. Nobody opens one alone.
500 chairs went out. That is the whole run. There will never be a 501st.
Every one of them arrived the same way: chained, sealed with six wax seals, and impossible to open by yourself. Not hard. Impossible. HexLock is a seven-day board game played by everyone at once, and the board is every chair.
Here is how it plays, what you can win, and how to play it well.
The Object of the Game
Break all six seals together. Then the cloth burns and every chair opens at the same moment.
There are two scores running at once, and the whole game lives in the tension between them:
- The shared number. Every touch on every chair, from everyone, counts toward today's goal. Nobody can carry it alone.
- Your chair's own score. Everything credited to your chair, and only your chair. This one decides what your chair earns at the reveal.
Help the room, and the seals break. Help your chair, and your chair climbs. The best players do both.
Setup and Turn Order
- Each day has one goal. Day one is 100,000 touches.
- Hit it, and that day's seal breaks. A seal never breaks earlier than three hours into its day, however fast you are, so there is always time for everyone to get in.
- Miss it, and the seal tears anyway, but the cloth keeps a scar forever and the next day starts six hours late for everyone. Delays add up to one extra day at most.
- The goal follows the crowd. Day two's goal is set from how day one actually went (nine tenths of what day one reached, between half and five times day one's goal). After that each goal moves at most a tenth a day: meet it and it stays, crush it and it rises a little, miss it and it eases a little. Anything beyond 1.4 times the goal changes nothing, so nobody can buy tomorrow's target and nobody gains by holding back.
- Day one is played under a bedsheet. It comes off when day two begins.
- Six seals, seven days, then the burn. A crowd that misses plays a little longer.
The Chair Everyone Shares
There is one chair in the middle of the room, and it is the same chair on every screen in the world. Pick it up and throw it, and it flies for everyone. If someone else already has it, you watch their throw instead. Every throw, touch, rattle and bonk counts.
Your Chair Keeps Score
Your chair's score is everything credited to it:
- Touches made on its own page, up to 2,000 an hour (past that they still count for the shared goal, just not for your chair).
- Tips sent for it.
- Stray Cucks charges fired at it.
The standings freeze five minutes before the burn. What your chair earned is then written into it for good.
The Perks: What a Chair Can Earn
When the cloth burns, every chair reveals the HexLock that was locked inside it from the start. Its art was fixed before the airdrop and nothing in the game changes it. What the week adds are perks, written into each chair as traits:
- Devotion. Your chair's rank when the standings freeze: The Most Touched (first), Obsessed (top 10), Devoted (top 50), Attentive (top 150), Touched, or Untouched.
- Touches. Your chair's final score, forever.
- Boosts Taken. How many tips were sent for it.
- Chair Blessings. How many Stray Cucks charges were fired at it.
- Aura. A glow rolled at the burn. This is the big one.
The Aura: The Gacha in the Box
Every chair rolls for its Aura at the burn and keeps its best roll. Each roll lands on one of six tiers:
- Chair-Touched: 0.4% per roll
- Blessed: 1.6%
- Radiant: 6%
- Glowing: 14%
- Polished: 28%
- Dusty: 50%
How many rolls your chair gets is the whole game:
- 1 free roll for every chair.
- +1 roll for every $1 tipped to your chair, up to 20.
- +5 rolls for first place, +3 for the top 10, +2 for the top 50, +1 for the top 150.
- At most 26 rolls.
The maths: one roll is a 0.4% shot at Chair-Touched. Twenty-six rolls is about 10%, and about a 41% chance of Blessed or better. Every roll counts, and the first few count most.
The dice are drand's public randomness, the same number the contract verifies at the reveal. It is published after the standings freeze, so nobody, us included, can see a roll before the standings are locked. Anyone can recompute every chair's rolls afterwards.
How to Cheat, Part One: Tips
Waiting for the crowd is for people with patience. Open Boosts on any chair and send a tip. Each tip drops something on every chair on every screen at once, pushes the shared number, and is credited to the chair you sent it for.
- Grenade, $0.20: 200 touches
- Whip, $0.40: 450 touches
- Anvil, $1: 1,200 touches
- Lightning, $2: 2,600 touches
- Meteor, $5: 7,000 touches
Those touches are at a 100,000 goal; they grow with the goal, so a tip is always worth the same share of the day. Bigger tips go further per dollar. Every dollar tipped to your chair is also an extra Aura roll, up to 20.
Each chair's page shows its own amounts: ETH to that chair's own tip address, or exact USDG. Copy, send, and it lands in seconds.
How to Cheat, Part Two: Stray Cucks
If you hold Stray Cucks, you are holding ammo, and it is free.
- Every Stray Cuck holds a charge that comes back 12 hours after it is used. A chair with a sitter holds one. An empty seat holds two.
- Each charge is worth 0.4% of the day's goal (400 touches on day one) for the chair you fire it at.
- Sign once, no gas. Pick the chairs, split your charges however you like, sign, done.
- Pool for a meteor. Every 15 charges sent to one chair, from anyone, drops a meteor on it for the whole room, naming the cucks that chipped in.
Two limits keep the crowd in the game: free charges can fill at most 30% of any day's goal, and one chair can take free charges worth at most 6% of the day's goal per day. Charges past those limits still play and still score up to your chair's limit.
The charge belongs to the cuck, not the wallet. It goes with the cuck when it changes hands, and every cuck's charge is public at the Chair Checker, so you can see exactly what you are buying.
Game Theory: How to Play It Well
- The room and your chair want different things, and both pay. Every touch on a stranger's chair helps break the seal; only touches on your own chair's page climb your score. Touch your own chair. Then throw the shared chair for the room.
- Fire your cucks early in the day. The free share of each day's goal is first come, first served. Once 30% of the goal has been filled by charges, later charges still score for your chair but stop moving the seal.
- Do not sandbag. After day two, the goal barely moves with the crowd, and a miss costs everyone six hours and leaves a scar on the cloth forever. There is no clever losing.
- Small holders: pool and climb. A pot of 15 charges drops a meteor on a chair, and the top 150 chairs all earn a free Aura roll. A handful of friends firing at one chair can put it there.
- Big tippers: $20 maxes the paid rolls. After that, only rank adds rolls. Spread tips across chairs you hold, or push one chair for first place and five free rolls.
- Collectors: empty seats are worth double, and the Chair Checker shows which cucks are charged. A freshly used cuck still has its charge on the way. A full one is ready to fire tonight.
- Everyone: the standings freeze five minutes before the burn. Last-minute rank changes are possible right up to then, and not after.
The Burn
Seven days, give or take whatever the misses cost. Then the cloth burns and every chair opens at once. What is inside each one was locked in before a single chair went out, and drand, a public randomness beacon run by independent organisations, decides which chair gets which. The contract checks drand's signature itself, on chain. Nobody chooses. Not you, not a bot, not us.
What a chair did this week is the only thing anyone controls. It stays with the chair.
The Short Version
- 500 chairs. One chairdrop. No more, ever.
- Every touch on every chair counts toward one number. Hit it, a seal breaks. Miss it, the cloth scars and everyone waits.
- Your chair keeps score: touches, tips, Stray Cucks charges.
- At the burn, every chair rolls for its Aura. More rolls from tips and rank.
- Stray Cucks are free ammo twice a day. Empty seats, double.
Chairs: opensea.io/collection/hexlock
Cucks: opensea.io/collection/stray-cucks
Play: hexlock.straycucks.com
Chair Checker: hexlock.straycucks.com/chairs
Full rules: hexlock.straycucks.com/guide
Cuck around and find out.