---
title: "Rules · OpenBoss"
description: "How OpenBoss works: a smack starts at one damage, any swing can crit, momentum multiplies it by how many people are swinging, three smacks are free, and the killing blow has to be bought. No prizes, no payouts."
source_url: "https://openboss.lol/rules"
markdown_url: "https://openboss.lol/rules.md"
site: "OpenBoss"
mcp_endpoint: "https://api.openboss.lol/mcp"
---
# Rules

> A piñata is strung up. Everyone hits the same one, at the same time, and you
> can all watch the health bar go down together. Whoever lands the last hit is
> carved into the graveyard with its name. Then a bigger one goes up.

The mechanics live here. The legal text lives in [the terms](/terms.md).

## 01 — Smacks

- One smack is one hit. A hit starts at one damage, and everything in the game
  that touches that number can only ever raise it. **There is no multiplier you
  can buy.**
- Packs: **$1 for 5**, **$5 for 30**, **$20 for 140**. The bigger packs are
  cheaper per smack; that is the entire pricing strategy. The live prices are in
  `GET /state` under `packs`, and on [the arena](/index.md).
- Smacks do not expire while you are using them, have no cash value, and cannot
  be sold, transferred or exchanged.
- Your wallet lives in one browser. Clear your site data and it is gone — there
  are no accounts and no way to identify you. Keep your receipt.

## 02 — Momentum

- Every smack is multiplied by how many **different people** have hit the current
  boss in the last 60 seconds. One live number, the same for everybody in the
  arena.
- 1 person is **×1**. 5 people is **×1.5**. 15 people is **×2**. 25 people is **×2.5**. 40 people is **×3**, and that is the cap. Whichever rung you have reached is the one you get, and one person
  short of a rung is the rung below it.
- It counts people, not hits. Swinging ten times in a row counts you once, so
  nobody can raise it on their own — the only way it goes up is more people
  showing up. That is deliberate: it is the one rule in the game where your
  smack makes everybody else's smack better, and theirs makes yours better.
- **The floor is ×1 and momentum can never take damage away.** It is a bonus
  over a floor, never a penalty. A quiet arena is the baseline the whole game is
  balanced around, not a punishment, and no smack is ever worth less than one
  damage because of it.
- It decays. Sixty seconds after the last hit lands, the window is empty and it
  is back to ×1. Free smacks count towards it — they move the health bar, so
  they are people in the arena.
- Nothing is paid out for it, to anyone. It changes what a smack is worth **in
  damage**, and nothing else.

## 03 — Crits

- **Every boss crits.** Every tier, every swing, free smacks exactly as much as
  bought ones. About **1 in 10** swings pays **2** damage
  instead of one.
- A boss with **Golden Veins** pays **5** instead, on about
  **1 in 4** swings. It **replaces** the ordinary crit rather than
  stacking on top of it — one roll, one chance, one payout. The modifier turns
  the dial up on something every boss already does; it is not where crits come
  from.
- What that means in practice, rather than as a percentage: your 3 free
  smacks are a **27%** chance of seeing one, five swings is
  **41%**, and thirty is **96%**. Every swing is its own
  roll — missing four in a row is normal, and buying more smacks buys more
  rolls, never better ones.
- The roll is ours, on our side, once per swing. Nothing about you, your browser
  or your request moves it, and a bought smack crits exactly as often as a free
  one.
- **A crit can never make a hit worth less.** It takes the larger of itself and
  the hundredth-hit bonus, night doubles whatever survives that, and momentum
  multiplies last — so the biggest single hit this game can produce is
  **30**.
- Nothing is paid out for a crit, to anyone. It changes what a smack is worth
  **in damage**, and nothing else.

## 04 — Free smacks

- Every visitor gets three, free, no card. Enough to feel it.
- **A free smack can never land the killing blow.** If a free hit would drop the
  boss to zero, it stops at one hit point instead.
- Free hits are capped per boss, across everybody who ever swings at it:
  **10% of its hit points** or
  **500 damage**, whichever of the two is larger.
  Past that the boss stops taking them.
- The 500 is there because a percentage is the
  right rule for a big boss and the wrong one for a small one:
  10% of the first boss's 1,500 hit
  points is 150 damage, which is no more than 50 visitors'
  worth of free smacks. The two meet at exactly
  5,000 hit points — under that the
  500 is the bigger number, over it the
  10% is, and from there on the floor
  never applies again. It is a cold-start allowance for the first couple of
  bosses, not a change to the rule.
- Free hits are anonymous and do not score on the leaderboard. They still damage
  the boss, and they still count.
- This is not us being stingy, and raising the cap does not loosen it. The
  engraving is protected separately and absolutely, at any cap: a free smack
  cannot land the last hit, ever, full stop. The cap does the other job —
  bounding how much of a boss free play can take between everybody, so there is
  always something left to fight over.

## 05 — The killing blow

- Whoever lands the hit that takes the boss to zero is engraved in the graveyard,
  under that boss, with the name they bought under. Permanently.
- It is one hit. Not the most damage, not the most money — the last one. The top
  damager gets their name floated over the boss while it lives, which is a
  different thing entirely and also not a prize.
- Because free smacks stop at one hit point, the last hit is always a bought one.
  That is deliberate, and it is what makes the engraving worth having.
- **First blood.** Whoever landed the killing blow on boss #1 — the first boss
  this world ever had — is marked as such on its grave, permanently, and nobody
  else ever will be. There is one of these in the history of the site and it has
  either already been cut or never will be.
- The engraving is a name on a web page, and so is the first-blood mark. Neither
  is a right, a title, an asset or a prize. Nothing is paid out for either, now
  or later.

## 06 — Bosses

- Everything about a boss — its shape, colours, paper, name, lore and modifiers —
  is generated from one random number. No two are the same and none were drawn by
  hand.
- Tiers run Common, Elite, Champion, Mythic. Every tenth boss is Mythic no matter
  what.
- Modifiers can make a hit worth more — a doubled hit at night, every hundredth
  hit landing harder, Golden Veins turning the crit in 03 up from
  2 to 5. **None of them can make a hit worth
  less.** Crits themselves are not a modifier and never were a reward for
  reaching a tier: every boss has them, including the first one you will ever
  see.
- The first boss has **1,500 hit points**. After that, each one is sized
  from how fast the last one actually died, aiming at roughly three days. A boss
  nobody can kill is a dead site, so the number follows the crowd rather than a
  fixed multiplier.
- Every boss is strictly bigger than the one before it — that is a floor in the
  sizing rule, not a tendency. Kill one quickly and its successor is sized off
  that speed, so a fast first boss produces a much bigger second one rather than
  a repeat.
- When a boss dies it goes to [the graveyard](/graveyard.md), and a bigger one is
  strung up.

## 07 — Names

- You choose a display name when you pay. It is public, in the feed and on the
  wall.
- Names that impersonate the site or are abusive get removed. The damage and the
  engraving stay; the name becomes `[removed]`.
- Pick something you are happy to see on a screenshot, because that is the point.

## 08 — What this is not

- **There are no prizes and no payouts of any kind, to anyone, ever.** Nothing of
  value is ever won.
- It is not gambling, not a lottery and not a contest with a prize. You are
  buying an entertainment good, delivered immediately.
- All sales are final. [The terms](/terms.md) say it in full, and they are the ones
  that count.

---

## This document

This is the `text/markdown` representation of a page on https://openboss.lol. Every HTML
page here has one: append `.md` to its path, or send
`Accept: text/markdown`. The HTML page is the canonical one and says the same
things.

- [`/index.md`](https://openboss.lol/index.md) — the arena: the boss up right now, live
- [`/about.md`](https://openboss.lol/about.md) — what this is, how it is built, who runs it
- [`/rules.md`](https://openboss.lol/rules.md) — the mechanics, generated from the shipped constants
- [`/pricing.md`](https://openboss.lol/pricing.md) — every pack price, live from the API, and the free smacks
- [`/terms.md`](https://openboss.lol/terms.md) — what you are buying; the authoritative document
- [`/privacy.md`](https://openboss.lol/privacy.md) — everything stored, why, and for how long
- [`/contact.md`](https://openboss.lol/contact.md) — one email address, and what to put in it
- [`/graveyard.md`](https://openboss.lol/graveyard.md) — every boss that has died, and who killed it
- [`/llms.txt`](https://openboss.lol/llms.txt) — the site map written for agents, including the read-only public API.

**There are no prizes and no payouts of any kind, ever.** Nothing of value is
won on this site. Money moves in one direction only, in exchange for smacks. It
is an entertainment purchase, not gambling.
