Two ways to get the same thing: playing or paying. Nothing in here gives you an edge that points cannot give you just the same.
What can you buy in the store?
Three things, and none of them trades for you. They show you more of the market or give you more size, and that is what moves your score.
Credits
The game currency. You earn them by playing (every round you survive, every tournament, every achievement and level) or buy them in packs. Everything else is paid with them.
See →Indicators
Drawn on your candles, they show what the chart alone does not: where price bounces, where the stops are, who is pushing. Each charge lasts 5 tournaments.
See →Extra contracts
More contracts per order: every point you get right is worth more, and so is every point you get wrong. They add to what your level gives you for a few tournaments.
See →How they help your score
Your place is decided by your P&L for the round. An indicator helps you enter at a better spot and put your stop where it will not get swept. Contracts multiply what you make from every good trade. Whoever reads the market best still wins: the store gives information and size, not luck.
Credit packs
One single payment. No subscription, nothing to cancel later.
How to get credits
There are two ways and both end up in the same place. One takes time, the other does not.
By playing
Free, but slow- Every round you survive pays, and the room multiplies: the same run in TOP EXPERT is worth eight times what it is in ROOKIE.
- Winning the whole tournament is what really adds up.
- Each of the nine achievements pays once, and so does every new level.
- A tournament won in ROOKIE leaves around 90 credits. The cheapest indicator costs 300.
By buying them
Thirty seconds- From $4.99. The credits land in your account straight away.
- The bigger the pack, the more free credits it carries.
- You can also buy them from inside a match, without leaving the tournament.
- Payment by Stripe. We never store card details at any point.
What they are spent on
Everything in here is paid for with credits, whether you earned them or bought them. Nothing gives you an edge that your level cannot give you just the same.
Indicators
They burn per tournament. Each charge lasts a few matches.
Support and resistance
- What you see
- The levels where price has already bounced. The more touches a level has, the thicker it is drawn.
- What it is for
- Knowing where price tends to stall or turn before it gets there.
- How it helps your score
- You enter near the level with your stop just on the other side: you risk a few points to make many, and you do not buy right under a ceiling.
5 tournaments per charge
Order blocks
- What you see
- The candle each strong move started from.
- What it is for
- It marks the zone price usually comes back to before carrying on.
- How it helps your score
- Instead of chasing a candle that has already run, you wait for the return to the zone and get a better price.
5 tournaments per charge
Liquidity zones
- What you see
- Where everyone else's stops pile up.
- What it is for
- These are the levels the market goes hunting for: that is where the sweeps happen.
- How it helps your score
- You do not leave your stop where everyone has theirs, and you can enter on the turn right after the sweep, the best entry of the round.
5 tournaments per charge
VWAP and bands
- What you see
- The session's volume weighted average price, with a band on each side.
- What it is for
- It is the magnet of the day: when price stretches far away, it tends to come back.
- How it helps your score
- You sell near the upper band and buy near the lower one, or ride the trend while price stays on the right side.
5 tournaments per charge
Flow and delta
- What you see
- Buying against selling pressure, bar by bar, under the chart.
- What it is for
- Seeing who is really pushing, even when the candle says something else.
- How it helps your score
- If price rises but delta fades, the move is running out: you close before it turns.
5 tournaments per charge
Order radar
- What you see
- The ladder of resting orders around price, with the big ones marked. The game places them near levels price has already respected.
- What it is for
- Knowing where the walls that can stop price are.
- How it helps your score
- You set your target just before the wall and do not give back points waiting for it to break.
5 tournaments per charge
Market depth
- What you see
- Where the volume really traded: the POC, the value area and the walls where someone big absorbed.
- What it is for
- Telling the fair price of the day from an expensive or cheap one.
- How it helps your score
- Inside the value area you trade the range; outside it, you look for continuation. The POC is the natural target of many trades.
5 tournaments per charge
Contract boost
Temporary and capped at half of what you have earned. Your level cap never expires.
You trade 6 contracts for 5 tournaments.
10 points your way: $120 instead of $100.
And 10 against you weigh $120 too. The loss limit stays the same.
5 tournaments per charge
You trade 7 contracts for 5 tournaments.
10 points your way: $140 instead of $100.
And 10 against you weigh $140 too. The loss limit stays the same.
5 tournaments per charge
You trade 8 contracts for 10 tournaments.
10 points your way: $160 instead of $100.
And 10 against you weigh $160 too. The loss limit stays the same.
10 tournaments per charge
Credits do not expire and cannot be exchanged for money. Fictional money inside the game: BullHero is not a broker and gives no access to real markets.