Guide

Everything about how ArenaR works — from what a zone is to how a battle is decided.

Basics

Each chart is a real piece of market history. You see 150 daily candles, plus H1 for the last two weeks and M15 for the last few days. The instrument, the dates and the next 40 days are hidden. You mark where you expect price to react; then the future is replayed and your zone is judged by what price actually did.

ZoneA price band you draw where you expect price to react: below price for a buy, above it for a sell.
ATRAverage daily range over the last 14 days. Distances and sizes are measured in ATR so every market and year is on one scale.
PipThe usual price step: 0.0001 on most currency pairs, 0.01 on yen pairs. Shown on the price axis relative to the last close.
EntryThe zone edge nearest to price — like a limit order waiting for price to come to you.
Stop0.6 ATR beyond the far edge of the zone. If price gets there, the trade is lost.
Target1× or 2× the stop distance from the entry, depending on the reward you choose.
RThe result in units of risk: a stop is −1R, a 1:1 target +1R, a 1:2 target +2R.
MirroredSome charts are shown upside down so famous moves can't be recognised. In a battle both players get the same version.

Your settings, explained

Every zone is traded the same way, so results are comparable between players. You choose the reward and how much you put on it.

Reward: 1:1 or 1:2

Target +1REntry · near edgeStop −1R · zone + 0.6 ATRzone
1:1 — target as far as the stop
Target +2REntry · near edgeStop −1R · zone + 0.6 ATRzone
1:2 — target twice as far

With 1:1 the target is close: it gets hit more often, but each win is +1R. With 1:2 a win is worth +2R, but price has to travel twice as far — sometimes it turns before the target and comes back to the stop. On random zones both average out to about zero; the choice pays off only if you read the level well.

In battles the result in R is compared first — so a well-read 1:2 beats a 1:1, and a greedy 1:2 that gets stopped loses even to a zone price never reached.

Entry, stop and zone size

current price≥ 0.3 ATRup to 0.34 ATR (≈ 25 pips EUR/USD)entry = edge nearest to pricestop = 0.6 ATR beyond the far edge
  • Entrythe zone edge nearest to the current price — a limit order waiting for price to come to you.
  • Stop0.6 ATR beyond the far edge of the zone. A wider zone means a wider stop — and, because the reward is a multiple of the stop, a farther target too.
  • Zone widthat most 0.34 ATR — about 25 pips on EUR/USD, scaled to each market's volatility so a zone means the same on gold, GBP/JPY or EUR/GBP. The hint on each chart shows the limit in pips. In battles the zone must also sit at least 0.3 ATR away from price.
  • ATRthe average daily range of the last 14 days. All distances are in ATR, so every pair and year is on the same scale.

Solo risk per zone

◆ 10◆ 25◆ 50◆ 100◆ any amount

How many coins each zone risks — one of the quick picks or any whole amount up to your balance, fixed for the session. A stop loses the risk, a 1:1 target wins it back once, a 1:2 target twice. If the 40 days end with the trade still open, it is closed at the last price.

Example: risk ◆ 25 with 1:2 → target +◆ 50, stop −◆ 25, zone never reached ◆ 0.

Battle stake

◆ 1◆ 5◆ 10◆ 25◆ 50◆ 100◆ 250◆ 500◆ 1,000◆ 5,000

Both players lock the same stake. The winner takes the pot minus 10%; a draw returns both stakes. If no opponent with a close rating is found within a minute, the battle doesn't start and nothing is charged.

Defaults for reward, risk and stake are saved in your profile settings.

How a level is judged

Every zone gets a class from what price actually did over the next 40 days. In battles the class also gives points.

ALevel held+3 pt

Price reached your zone and moved at least 1 ATR away from it. The level did its job.

BReaction+2 pt

Price reached the zone and reacted by 0.3–1 ATR. A real level, but a modest turn.

CNot reached+1 pt

Price never came to the zone, or touched it and stalled without a clear move either way.

DBroken0 pt

Price closed a day beyond the far edge of the zone before it reacted. The level failed.

ENo zone-1 pt

In a battle you ran out of time without a valid zone. Always the worst outcome.

Solo

A session

  1. Pick the risk per zone (fixed for the session), the default reward and the session length: 5, 10, 20 charts or no limit.
  2. Mark up to 6 zones on the chart. The position tool shows entry, stop and target for each one.
  3. Press Check. The next 40 days are replayed; every zone that was reached becomes a trade and is settled in coins.
  4. Read the breakdown, then go to the next chart. At the end you get the session summary.

Rules

  • No skippingevery chart you are dealt has to be traded with at least one zone. Leaving the page doesn't change the chart — it waits for you.
  • New charts onlya chart you have seen never comes back.
  • Open tradesif the 40 days end with a trade still open, it is closed at the last price.
  • Same-bar ruleif one M15 candle touches both the stop and the target, it counts as a stop.

What the result shows

  • ClassA–D, from what price did at the zone (see above).
  • Qualitythe size of the reaction from the zone in 0.25 ATR steps, up to 3.
  • Entryhow far price went against your entry before turning, in ATR. Smaller is a sharper entry.
  • Movethe best price reached from the entry before any stop, in ATR.
  • Tradethe outcome in R and coins.

Battles

How a battle runs

  1. Pick a stake. We look for a player at the same stake with a close rating; the allowed gap widens the longer you wait. If nobody is found within a minute, the battle doesn't start and nothing is charged.
  2. Both stakes are locked. You both get the same 5 charts, one at a time.
  3. Each round: one zone, 90 seconds, at least 0.3 ATR from price. Lock it with Enter or a swipe right. A round without a zone counts as class E.
  4. As soon as both players lock — or the timer runs out — the round is replayed with both zones on the chart. You have about 22 seconds to read the result before the next round.
  5. After the last round the battle is settled. “Continue” sends you straight to the next opponent at the same stake.

Stakes and fee

◆ 1◆ 5◆ 10◆ 25◆ 50◆ 100◆ 250◆ 500◆ 1,000◆ 5,000

The winner takes the pot minus 10%. A draw returns both stakes. Leaving mid-battle doesn't stop the clock: rounds you miss count as class E.

Who wins a round

  1. 01
    Trade result in R

    Profit comes first: +2R beats +1R beats no trade beats −1R. This is where your 1:1 or 1:2 choice counts.

  2. 02
    Level class

    Same result? The better level wins: A beats B beats C beats D. A round with no zone always loses.

  3. 03
    Level quality

    The size of the reaction from the zone, in 0.25 ATR steps.

  4. 04
    Entry precision

    How far price went against your entry before turning. Less is better.

  5. 05
    Move from entry

    The best price reached from your entry before any stop.

Who wins the battle

  • Roundsmore rounds won wins the battle.
  • Tietotal R across all rounds decides.
  • Still tiedthe sum of class points (A +3, B +2, C +1, D 0, E −1), then a draw.

Season pool

Seasons are coming soon. Part of every battle fee will go into a season pool; when a season ends, the pool is drawn among the players who were active — 25 winners, paid straight to their wallets. A new season will start every four weeks.

  • Pool20% of the fee from every battle with a winner (2% of the pot), plus anything left over from the previous season.
  • Qualifyat least 20 battles on at least 5 different days of the season, at any stake.
  • Ticketsone per battle in the season, up to 300. More tickets, better odds.
  • Prizes1st 25%, 2nd 15%, 3rd 10%, 4th–10th 5% each, 11th–25th 1% each. One prize per player.
  • Fairnessthe fingerprint of a secret random seed is published when the season starts; after the draw the seed and the entry list are revealed, so anyone can re-run the draw — the season page does it in one click.

Rating and leagues

Everyone starts at 1500. Rating changes only in battles (Elo, K = 32): about +16 for beating an equal opponent and −16 for losing, more when you beat a stronger player, less against a weaker one. Solo trades change coins, not rating.

BronzestartSilver1400Gold1550Platinum1700Diamond1850

Coins

  • Start◆ 1,000 when you sign up.
  • Soloeach zone wins or loses its risk by the trade result.
  • Battlesthe winner gets the pot minus 10%; a draw refunds both stakes.
  • Walletevery movement of coins is listed in your profile.
  • Valuecoins are game currency with no cash value.

Referrals

Your profile settings have a personal invite link. A player who signs up through it within 30 days becomes your referral. You earn 5% of the platform fee they pay in battles — for as long as they play. Each player in a battle pays half of the fee. Earnings build up in fractions of a coin; claim them to your wallet in whole coins.

Statistics

Your profile compares your zones with random zones of the same width on the same charts and with the same reward. Below that you see your results by class, distance from price, zone width, direction, reward and market. With fewer than 200–300 trades a ±0.2R gap is ordinary noise, so judge trends over many charts.

Controls

Touch and mouse

  • Press and dragdraw a zone up or down from where you press.
  • Tapdrop a zone of default width.
  • Drag a zonemove it; drag its edges to resize.
  • Swipe rightcheck (solo), lock the zone (battle), next chart.
  • Swipe up / downshow or hide H1 and M15.
  • Swipe leftdelete the selected zone; after the replay, show or hide the result.

Keyboard

  • Enter →check, lock or go to the next chart
  • ↑ ↓H1 and M15 on or off
  • Backspacedelete the selected zone
  • 1 2reward 1:1 or 1:2
Guide — rules, settings and scoring · ArenaR