Sherwood Den game guide
Sherwood Den is a browser game about being right. Six halls around a square trade real questions (sports, politics, tech, crypto, culture) and you walk in, take a side, and find out. There is a tavern with dice and skittles played for real stakes, and a leaderboard that pays out at the end of every season.
Never played? Go straight to Your first ten minutes. It costs nothing to start: the house gives you a purse, and every prediction booth is played with it.
The rest of this page is what the den is made of and how its two currencies work. If something is already broken, jump to Troubleshooting and safety.
Two currencies. Only one is a token, and playing it burns it
$GOLD is the den's chips. A ledger entry the house keeps against your
wallet. It is not a coin: never issued on a chain, never sent to another
player, and it cannot be sold for anything, including $DEN.
$DEN is the only token here. Its supply was fixed when it was issued and
nothing in this game can mint more. Almost every way of spending it destroys
part of it in the same transaction:
Spending $DEN on |
Burned on the spot |
|---|---|
$GOLD at the changing table |
Half of what you send |
| A premium outfit, a rare nameplate ink or a custom name | Half of the price |
| Losing a duel | 5% of the losing stake |
| A settled skittles frame | 5% of the pot |
Not every deployment has all of this switched on, and the changing table in particular can be set to send the whole amount to the den instead. The panel is the authority on what your own transaction will do.
The burned share goes to 0x…dEaD, an address whose private key does not
exist, so nothing sent there is ever spent again. Every one of those transfers
is a public on-chain event. You do not have to take this guide's word for any
of it, and you can total them yourself on a block explorer.
Where the burn is running, you do not have to: the total stands over the
plaza, on the strip above the square, as so many $DEN burned and gone for
good.
The two halves are fixed constants in the contracts: no setting turns them down. The duel and skittles shares are operator-set but capped on chain at 10% including the den's own fee, and each match settles on the rate recorded when it opened.
What $DEN buys at the changing table is priced in worth rather than a fixed
count: the rate follows the token's own market price, so a purse costs about
the same to play with whichever way the price has moved. Where the den reads
that price automatically it takes it from the token's trading venue, as a
median over several samples with a cap on how far one refresh can move it.
The purse is drained as steadily as it is filled: the tavern door is a daily
charge, saving an outfit costs, every bet is staked, and $GOLD has no exit at
all. Even the opening grant is set below a single day at the door.
Some wardrobe items are sold one to a wallet, and some are retired
from sale for good. $GOLD never converts back into $DEN, and the den does
not buy $DEN back: the only $DEN it pays out is season prizes, from a vault
funded in advance.
None of this is a promise about what the token will be worth. It is how the
two are wired, and the wiring is on chain.
Tokenomics sets out the whole structure, and
Wallet, $DEN, and $GOLD covers using it.
The prize at the end of a season is real $DEN
You do not need $DEN to start playing, and you do not need it to be good at
this. The booths are played in $GOLD, the house hands you a purse of it for
nothing the first time you ask, and calling markets right is the whole game.
The Sherwood Board ranks on return, not on how much you hold: your season's
profit divided by what you put in. That division is the point: $GOLD is bought
with $DEN, so buying more $GOLD raises the bar instead of clearing it.
Nobody can purchase a rank here.
Where the operator has deployed and funded a season, the top of the board
splits a purse of real $DEN at the end of it, claimed on chain with your
own wallet. Whether a season is running, and what is in its vault, is a property
of the deployment you are playing rather than a promise this guide can make.
Two floors decide whether you are in the running, and the portfolio card tells you which one you are short of rather than just saying no:
| Floor | What it wants |
|---|---|
| Enough trading | Enough settled markets and staked $GOLD for a percentage to mean something |
| A real stake | At least one $DEN game finished in the tavern that season. A duel or a frame of skittles |
Playing the booths in $GOLD is what decides where you place. The tavern game
is what puts you on the list at all.

What is available today
| Feature | Status | What that means for you |
|---|---|---|
| Watch the den | Works | A map you can pan and zoom. You have no character, and there is nothing to press. |
| Enter, walk, the orientation | Works | Entering needs a connected wallet. Seeing other players needs the multiplayer server. |
$GOLD YES/NO booths |
Depends where you are playing | Verified in a local test environment. A live public deployment is not confirmed. |
| Five-minute UP/DOWN | Development only | Bitcoin only. Played in $GOLD. Real-wallet payouts and long-running rounds are still being verified. |
Changing table ($DEN → $GOLD) |
Depends where you are playing | One way. Talk to Nori. The table quotes the rate live; $GOLD never buys back. |
| Duels in The Bone & Barrel | Depends where you are playing | A 2,000 $GOLD day pass at the door, then $DEN in escrow. Needs the escrow to be deployed. |
| Skittles on the tavern lanes | Development only | Two to four players, one $DEN entry fee each. Two players are winner-take-all; three or four pay the top two. Verified locally; no public deployment is confirmed to have it. |
| Archery at Wynn's butts | Works once you are inside the tavern | Free, no wager. The tavern door still has to let you in. |
| Profiles, chat, hearths | Needs the server | Works only where the game is connected to its multiplayer server. |
Cashing out $GOLD or $DEN |
Not available | $GOLD cannot be sold back. There is no confirmed off-ramp for $DEN. |
| Buying cosmetics | Where the wardrobe is open | Classic and a free pool of parts cost nothing. Where the operator has opened the premium wardrobe, eight full-set characters, three rare nameplate inks and a custom name are sold for $DEN, and individual parts are bought once with $GOLD and then owned. Any combination of what you own saves free. Where it is closed, everything free works as before. Random rare drops are not implemented. |
Important: this guide does not declare any token or contract address to be official, and what it says about burning, rates and prizes describes the contracts as written rather than guaranteeing what any particular deployment has switched on. Before trading, check the deployment details the operator has separately approved, along with the network shown on screen. Nothing here promises profit, a prize, or the ability to cash out.
Reading order
- Getting started and controls
- Wallet,
$DEN, and$GOLD - Tokenomics
- Markets, odds, and trading
- Portfolio, settlement, Claim, and Void
- Five-minute UP/DOWN
- Profile, multiplayer, and social
- Troubleshooting and safety
- Duels and the Duelling Board
- Skittles and the lanes
- Links, and reporting a bug
Where you can go
| Hall | What is inside |
|---|---|
| The Arrow & Ale | Sports markets |
| Sheriff's Ledger | Politics and elections |
| Friar's Augury | Technology and science |
| Sherwood Mint | The five-minute crypto arena. Bitcoin only for now |
| The Bone & Barrel | Staked $DEN duels, the skittles lanes in the annex, and Wynn's archery butts. 2,000 $GOLD at the door |
| Merry Men's Hall | Culture and entertainment |
What the status labels mean
- Works: you can use it today. Anything needing the multiplayer server also depends on that server being up.
- Depends where you are playing: confirmed in a test environment, not as a public service.
- Development only: it runs, but it is still being built and checked. Expect it to change, and do not put anything on it you would mind losing.
- Needs the server: it works only where the game is connected to its multiplayer server.
- Not available: it does not exist yet, and you cannot use it safely.
Availability changes as the game is deployed. Where a feature is not marked Works, treat this guide as describing what is intended rather than something you can rely on today.