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Settlement

How a race is decided, what happens when it's too close to call, and how to check any result.

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The start and the finish#

Every second of a race, the price of each ticker is recorded. A ticker's start is the average of its first five one-second prices, and its finish the average of its last five. Averaging five seconds at each end means one stray tick can't decide a race.

The gap#

Each ticker's move is its finish over its start. The biggest move wins, even if every ticker fell: the one that fell least is ahead.

A ticker's move=its finish÷its start

Moves are compared exactly, with nothing rounded. The percentages you see on a race are rounded for reading, and they never decide anything.

In Up or Down, the one ticker races itself standing still: Up wins if it finishes above its start, Down if it finishes below.

Too close to call#

A win has to be clear. If the top two moves are exactly equal, it's a dead heat. If the lead is inside the game's winning margin, it's too close to call. Either way the game is called off, and every pick gets its money back, fee too.

Prices that don't arrive#

Nothing is guessed, filled in or swapped for another source. If a second's price is missing or invalid at the start or the finish, the game is called off and refunded. Results usually land within a second of the finish.

Where the prices come from#

On the testnet beta, races run on Hyperliquid's public prices, recorded every second as they arrive.

Nobody picks a winner#

A result is worked out from the recorded prices and nothing else. Nobody at Prophecy can choose a winner or change a payout, and a game is decided before any money moves.

Check any result#

Every game's result is public, with every price that decided it, both windows, the ranking and a fingerprint of the whole result. Anyone can work it out again and get the same answer. In the arena, a finished game links to its own: "Anyone can check it."