MOLD Whitepaper. Game Platform Based on Decentralized Smart Contract Takumi Asano/Toshimizu Kanou/Shunsuke Yoda

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MOLD Whitepaper Game Platform Based on Decentralized Smart Contract Takumi Asano/Toshimizu Kanou/Shunsuke Yoda 2017-08-20 The information contained herein is for informational purposes only. And, whether express or implied, MOLD disclaims any liability for the information contained herein. The information described in this document is subject to change without notice.

EXECUTIVE SUMMARY MOLD is a fair and secure distributed gaming platform that supports the development of new games and simplifies the transaction of valuable data such as in-game items, weapons and gears. MOLD uses tokens uniquely defined on Ethereum to allow in-game items, weapons and gears to circulate in the market without going through a third party. Unlike previous centralized game systems, game tokens used in MOLD are not owned by the game operator. Thus, a brand-new value to the data is given in the virtual space of games. With the advancement of technology and the development of mankind, this new value created in the virtual space becomes more realistic and offers the possibility of gradually bringing about great economic benefits. In order to maintain fairness, MOLD allows transactions to be verified by the user, where flows of funds are visible to avoid counterfeit currency, repeated transfer and other fraudulent acts. Previous monetary systems are based on client-server network structure, and their centralized payment systems are vulnerable to hacking and other external attacks. Also, the system costs much as result of financial regulations and processing complexity. In a distributed monetary system with a P2P network structure, information will neither be kept in one place, nor does it depend on third parties, offering higher security and cost reduction. Definitions MOLD: Names of services and the platform moldcoin: Unit of game tokens circulating within MOLD Community: All the network members of MOLD User: A network member of MOLD Player: A gamer plays on MOLD Administrator: The person that reviews, manages and approves user proposals 1.1 Market Size and Prospects In recent years, the PC gaming market continues to grow, notably Multiplayer Online Battle Arena (MOBA), First Person Shooting (FPS) and Role-Playing Game (RPG) and especially Massively Multiplayer Online (MMO). With the popularization of smart phones and application of new technology, the mobile and VR gaming markets are also growing very fast. The world gaming market was 59 billion USD in 2014, 73.4 billion USD (up about 25% increase year-on-year) in 2015, and over 960 billion USD (up about 29% increase year-on-year) in 2016. (Fig 1. Supported by JPY) Particularly, the growth rate of the e-sports market is worth noting (Fig 2.). It increased from 340 million USD in 2015 to 450 million USD in 2016 (up to about 30% increase year-on-year), and is expected to rise to 1.8 billion USD in 2019. The underlying cause is the fundamental change of human professions. With the progress of science and technology, physical labors and operations will be taken over by robots or AI. Therefore, the human beings will be liberated from most of the labor-intensive professions and turn to pursue a higher-quality life and recreation as career. MOLD will convert the in-game data into game tokens, making decentralized transactions possible. Players are independent from operator restrictions and free to sell in-game items with each other.

1.2 Pain Points and Opportunities Centralized system in game industry in developed countries has led to lose of game expertise and degradation of classic games. Our decentralized gaming system provides more opportunities and bigger stage for creative game expertise. 1.2.1 Game Tokens Inflation in Traditional Game Industry The worst inflation happens at the end of a game s lifecycle. At that time, game operators abandon the economic system within the game and continuously focus on issuing tokens such as diamonds and gold. For example, those game operators motivate players to spend in games through PVP system. Since the right of issuance is hold by the operators, game economy is controlled completely by them. MOLD: However, issuing moldcoins makes game operators forfeit rights of issuance of tokens. At the same time, game operators lose control power to the game economy. The whole economy system in game industry will be market-oriented. After many games use moldcoin to be their currency in circulation, players obtain their economic strength in completion of different games and forming a large gaming league. 1.2.2 Potential Danger in Virtual Assets Since every game has its own lifecycle, players economical attribution to games is controlled by game operators only. Once a game is off-stream, players assets become zero. MOLD:All virtual assets in MOLD game platform will be in moldcoin form. moldcoin is a decentralized game token, which does not belong to the game operator but all participants in MOLD game community. Even if a game is off-stream, players still can withdraw virtual assets and use it to next games. 1.2.3 Power in Game Operators Instead of Players The nature of games is to serve players. In traditional game industry, game operators almost determine all features in games. This has led to disparity in game quality and playability. MOLD: Mold will establish a community truly belongs to gamers. Whether a game on MOLD platform will be on stream is determined by players votes after they experience the trial game.

1.2.4 Unfair One-Sided Spend; Confused Item Value In traditional game industry, players assets are designed to be 100% spending and 0% revenue. Also the value of items in games are determined by game operators only. MOLD: Every item in Mold is given an initial virtual value. Players can earn profit through trading their game items. The value in each item is determine by the market only. 1.2.5 Monopolies of the Market Set High Rivalry to Game Developers. Imbalance In Game Industry As is known to all, game monopolies have controlled 80%--90% game market. There is little transparency in whole game industry. If there is no relationship between game developers and the game operators, it is almost impossible to push the game to market. Also game operators possess 80%--90% game revenue. MOLD: Transaction record of moldcoins will be made to public in Ethereum. Its content is transparent and cannot be distorted. We are making every effort to build a decentralized game platform in order to unite better games and let players experience gaming perfection. Revenue for game developers are written on smart contract by 90% of the game revenue. 1.2.6 Help the Poor to Dispense Dilemma and Life Kaizen The world game market is growing continuously, while the global poverty has not yet come to a solution. Children in some third-world areas have to work every day to earn living necessities instead of getting educated. Even in those poor areas, popularity rate of mobile devices increases year by year. It is estimated that till 2020, almost each mankind will have at least one mobile terminal. Yet children who do not have bank accounts knows little about life improvement through internet. MOLD: Through Mold virtual game platform, the virtual space provides these children with the opportunity to earn income. In addition, Bitcoin and other existing encrypted currencies are different, moldcoin will be based on ordinary familiar services to be more popular. MOLD is a distributed game platform based on Ethereum. It uses the distributed network structure to manage and keep the moldcoin used on the platform without user management through the third party organization. The distributed model is different from the existing centralized model, saving transaction and other operating costs. moldcoin, the assets that are not involved in third party organizations, is a new encrypted token in the virtual space. Because of the transparency of the smart contract, most of the intellectual property rights of MOLD will be announced in open source. 1.3 Project Future, Mission Statement Future Outlook MOLD is dedicated to building second world in cyberspace. In particular, as a "of players, from players and for players" platform, Mold supports new game development, goal for the establishment of a free gaming market. Emancipate people from physical labor and create a world where people can benefit from games. The ultimate goal will be to create a huge economic value in the virtual reality world by supporting fully immersive VR game development. 2.1 Introduction of Game Token moldcoin are in line with ERC20 standards, and game token can be traded freely after pre-sell ends. We will let more exchanges support our game tokens trade in the shortest possible time. 2.2 Game Token Acquisition Rule 2.2.1 How to acquire GameTokens As a token for applications, moldcoin will be involved in all the processes in the MOLD system. There are four ways to obtain moldcoins.

Purchase during pre-sell on official website Purchasing at Exchange Receiving moldcoins from Other Users Selling in-game Items New players need moldcoins to recharge and buy paid games. moldcoins are available through the local MOLD platform or paid by other users. In addition, when playing games already in MOLD, players can also sell tokenized items at the exchange to get moldcoins. MOLD local platform will also import trading systems that combined with crypt currency such as moldcoin and Ether. 3.1 Pre-Sell Details 3.1.1 Total Amount of Game Tokens A total of 2.5 billion moldcoins are issued. 2 billion moldcoins will be sold out through pre-sell. Of the remaining 500 million moldcoins, 200 million moldcoins will be sold to a small group of people non-publicly in a shortterm, and 300 million moldcoins will be distributed to the MOLD development team. Because the total amount of tokens is preset, the price per moldcoin will increase with the demand as the games on MOLD gain more market shares. moldcoin is different from the existing international currency in that its total amount is fixed and circulates in a decentralized system, therefore it follows market principles, where value is determined by demand. 3.1.2 Game Token Pre-sell moldcoins are initially distributed through pre-sell. Anyone can use ETH to buy moldcoins. Those who hold other encrypted currencies, such as ETC or BTC, will need to use the existing exchange to obtain ETH to purchase moldcoins. Pre-sell will be available in phases I, II and III from Oct 1, 2017 onwards until 2 billion moldcoins is completely distributed. moldcoins per ETH obtained through the pre-sell will be changed over time as shown in the Figure below(fig.3). The first phase of the pre-sell will last 120 hours. During this period, each ETH can get 15000 moldcoins. The second phase will last for 240 hours, and each ETH gets 12000 moldcoins. In the third phase, each ETH can get 10000 moldcoins. Anytime in phase I, II and III, the sales will end immediately once the 2 billion mold is distributed. If not all 2 billion moldcoins are distributed during the period, the sales will end in 2,400 hours after the first phase begins. At this point, the remaining moldcoins will be distributed to presell participants according to number of moldcoins they have. Actual start time and end time are based on Ethereum blocks. 4.1 Platform Model 4.1.1 Platform Description Application UI/UX For platforms based on webpages and mobile phones, which aims for general population including children, adults and game enthusiasts, UI should be easy to understand. To enhance UX, features less demanding will be removed to improve the overall system functionality for users. All the players need to register an account and go

through a simple platform tutorial before stepping into the vast game worlds. The game developers tokenizing the items and operating the items exchange in order to support trading between players. Game developers publishing games on MOLD can use the MOLD system to tokenize the specified ingame items and bundle them with the game system. The project will also be dedicated to environment development, so that game developers can easily tokenize the items in the game and bundle them with the game while providing trading services related to the tokenized items at the exchange market. Trading items in custody To reduce the risks of trading between players, MOLD has proposed a custody-based trading system. 4.1.2 Revenue from the MOLD Platform Games published on MOLD must use moldcoin as a billing system. Game developers receive benefits by moldcoin, 10% of which will be automatically deducted for MOLD platform using fee. Then this revenue will be distributed and spent on dividend, game development support or placing game advertisement or as reserve, savings or profit, depending on the votes. As a self-reliant and distributed organization, the community will make decisions based on public vote. 4.1.3 Income Distribution Voting System MOLD conducts one vote in every 3 months to distribute earnings made on the MOLD platform as per dividend game development support, game advertisement placement", "reserve", "savings" and "profits". Users are given right to vote, where 1 moldcoin represents 1 vote. When the vote is completed, a maximum of 2.5 billion votes, which is the total amount of mold, is used to calculate the proportions of different subjects. 50% of the unexercised votes will be used as for savings and the remaining 50% will be distributed to dividends, game development support, game advertising, reserve and benefit programs. The voting system uses the open sourced "The DAO" mechanism. 4.1.4 Platform Revenue Distribution The part of platform revenue as dividend will be allocated to users according to moldcoins they hold.

4.2 Support for Game Development The part of platform revenue as support for game development will be used to provide funds for new games to be developed or experiencing underdevelopment. Game developers who want to get game development support can submit a game project proposal to MOLD manager, based on a 10% fixed platform fee plus a α sales charge. The proposal should be written in a white paper or plan that includes well-defined community benefits. The submitted proposal will be published on MOLD once reviewed and approved by the platform manager. After public announcement, the proposal will be rigorously reviewed and debated by the users before taken to the vote. Game development support will be subject to two voting rounds. The first voting round is same as the distribution of platform income, where each user is given the right to vote with 1 moldcoin for 1 vote. After voting, total amount of 2.5 billion votes, as maximum amount, will be used to calculate the proportion of the voting and distribution for the game projects. The fund raised to support game development will be saved in MOLD until the target amount for the projects is reached, then second round of voting will be conducted. The second voting round is held to reconfirm the result. In another word, this voting is to reconfirm whether the game project, for which the required capital has been raised, can be funded by the community. If the majority votes approve the proposal, the fund will be released by giving ETH to the project initiator. 4.3 Detailed Plan for Platform Revenue Placing game advertisement The part of the platform revenue allocated for game advertisement will be used to advertise the games in MOLD. A professional marketing company will be selected by the MOLD development team who are responsible for the advertising. In order to enhance the values of MOLD itself and Moldcoin, advertising will be centered on games that have received financial support, have a long-term prospect or being played by fast-growing player base. The details and invoices of the funds will be always available to public to avoid improper use of funds. Reserve The part of the platform revenue allocated for reserve will be used for MOLD operation and maintenance. The details and invoices of the funds will be always made available to the public to avoid the improper use of funds. Savings The part of the platform revenue allocated for savings will be transferred into the next vote. When votes are cast for the platform revenue, 50% of the unexercised votes will be deemed for savings. Benefits The part of platform revenue allocated for benefits will be used to support MOLD development team of the operation platform. MOLD Development MOLD will begin its development in November 2017,1 month after pre-sell. The initial development funds for November 2017 are from the $2 million raised by the private and short - term presale raised for minority groups in December 2016. After that, it will be handled flexibly according to pre-sell's fund-raising situation and will be

actively reported on the SNS and the official home page. Security Monitoring To protect the security of user-defined tokens for smart contracts, MOLD can ensure a comprehensive security monitoring of the platform. In order to prevent malicious attacks from outside, professional security consultants were hired to evaluate the blockchains created on Ethereum. MOLD will also adopt this measure to provide players and users with a trustworthy platform. Before the service is published, users will be notified with the results of security monitoring and whether security is proven. Game Development In order to promote MOLD to the game enthusiasts in general who are unfamiliar with encryption, networking and computer technology, games will be developed using MOLD in addition to the development of the distributed gaming platform MOLD. The games can be run independently of the operator in trading items, and by taking full advantage of the MOLD mechanism, allow players to really appreciate the difference between MOLD and the game platforms in the past. The development team will release game type and concept at the end of Aug 2017. The game will be in development stage after the end of pre-sell. Marketing As a unified encrypted token system designed for all games in the world, MOLD will be positioned as a crossborder gaming platform marketed to all game-related businesses. We are working fully utilized to attract global game companies to join, followed by marketing campaigns in the United States, Europe, Japan and South Korea. 5.1 Partner introduction Morning Field Japan Co.,Ltd. Shanghai HengYu Domain Software Ltd Archiact Network Technology Co., Ltd. (Shanghai) Hakuja Corp. LM3LAB Corp. Wonder, Hearts, Co., Ltd ACTY AGENT Co.Ltd. Archiact Inc. 6.1 Core Team Members Introduction Takumi Asano (cofounder and chief creative officer) Takumi Asano, who is only 19 years old, is an extreme talented technical expert in Japanese game industry. He has unique views and ability in planning and developing the game. Takumi Asano is a dream realizer. He founded Morning Field Japan Co., Ltd. in Tokyo, japan. As the executive director of the company, he is fully responsible for the use of Fintech related technology services to do research and planning development. Takumi Asano is young and passionate, with unlimited creativity, extremely active thinking ability, advanced technical planning capabilities, and sharp sense of the market, he created large numbers of legends in the industry. Invited by Toshimizu Kanou, Takumi joined this project. He is responsible for the overall planning and creative work for the project. Toshimizu Kanou (cofounder and chief marketing officer) At the age of 18, Kanou began to study International Business Informatics at Nihon University and was proficient in Chinese, Japanese and English. He also specializes in philosophy, psychology, archaeology, cosmology, religion, philosophy, and action psychology. Kanou has deep research and study in information technology, Internet cracking, hackers, software and hardware, etc. He is also a pioneer of IT industry in Japan with his own research ability. In recent years, Kanou has studied deeply on blockchain, and he has strong cognition and insight in the field of blockchain. Kanou has great passion for IT, block chain, and the Internet. With the team, Kanou will be fully responsible for the marketing by his achievements and capabilities in the IT, blockchain, and marketing areas.

Li Long (Full Stack Engineer) Being a full stack engineer in Lvri and entrepreneur, Li has been engaged in software industry for over 20 years. From Japan, Britain, Machine Translation software, Internet, free software, mobile APP embedded software to the Internet of things research and development, Li has extensive experience. In November 2016, Li becomes expertise of blockchain and artificial intelligence and created XIAOB robot. James (Engineer) Software architect. More than 15 years of software designing experience. He has a variety experience of general software, mobile APP and block chain technology project development. Ryuya Kou (Engineer, and, Hacker) After graduating from Tokyo's private high school, Ryuya Kou studied finance and Mathematical Sciences, computer science in Tokyo University. Takumi Asano was a good friend of him in high school and he was involved in MOLD system development. Shunsuke Yoda (Strategist and Consultant) After graduating from Kaisei Senior High School, Shunsuke Yoda went to Tokyo University. Yoda worked as member in Uganda New Business Segment and won fourth price in the Global Enterprise Challenge Competition. In Tokyo University, Yoda mastered in monetary system and business system. Meanwhile he takes part in long strategical development of MOLD project. Shizuka Eguchi (Market Researcher) In Tokyo University, Shizuka Eguchi joined International Business Competition Administrative Department as core member. Eguchi mastered in Global finance and marketing research. Together with Ryuya Kou, Eguchi participated in MOLD developing team with deep understanding of cryptocurrency. Hirofumi Amano (game consultant director) Hirofumi Amano graduated from a private high school in Tokyo and went to China to further study. He currently studies finance law in Fudan University in Shanghai. Amano has met Asano in middle school age. He is also a cofounder of MorningFieldJapan company. He has many years of game experience, and has a deep understanding of the success factors in games. Note The information contained herein is for informational purposes only and not intended to induce any sales of MOLD or company-related shares or securities. We will only advice under legal terms. The information and analysis provided in this document should not be used as basis for judgment on investment and does not include specific recommendations. Therefore, this document does not offer views or suggestions related to or leading investment. The purpose of this document is not to market or induce securities. MOLD is not responsible for any loss or damage of any kind, whether directly or indirectly caused by errors, omissions or inaccuracies recorded in this manual. In addition, the information recorded in this document is subject to change without notice. Moldcoin is the encrypted game token used in MOLD. Moldcoin cannot be used for controlling MOLD purpose. While moldcoin is managed by users, it does not mean owning Moldcoin can control MOLD. Moldcoin holders will not be given the right to force any systematic change. 1. Moldcoin Access Risk Due to Loss of Credential Information The buyer's moldcoin is associated with the Ethereum wallet address before it is allocated. The address of the Ethereum wallet is the information that managed by the buyer himself. If the information is lost, the loss of the authority to login may cause loss of moldcoins. The buyer must keep the information of private key safely in more than one, or in physically work-independent place with backup. 2. Risk Related with Ethereum Protocol Both moldcoin and MOLD are based on the Ethereum protocol. Therefore, any malfunction or unintentional or

unexpected features of the Ethereum protocol may cause malfunction of the moldcoin or MOLD or features to run in an unwanted way. The original Ether in the Ethereum protocol may lose its value due to the same reason with moldcoin. For more information about the Ethereum protocol, please see http://www.ethereum.org. 3. Risk Associated with Buyer Eligibility Users with their account information or any third party with access to secret keys can perform moldcoin-related operations. To mitigate this risk, users should use electronic devices to prevent unauthorized access. 4. Risk Associated with Regulatory Measures and Legal Amendment Block chain technology is the subject reviewed by regulators around the world. MOLD and moldcoin may also be affected by any investigation, regulatory measures or amendments to the law, which may hinder or restrict MOLD. 5. Risk Associated with Lack of Attention to Games or Distributed Applications It is possible that the attention to MOLD and moldcoin is only limited to people who care about the production and development of decentralized applications and those who are interested in games, but not used in most businesses, individuals and other organizations that are unrelated to games. The lack of attention by people other than the limited population above may have an impact on the development of MOLD and the potential value of moldcoin. 6. Risk Associated with Buyer s Dissatisfaction with MOLD upon Completion MOLD is still in the planning stage, and substantial changes to the contents will still be possible before launch. Due to changes to planning and implementation at the designing period, or other reasons including the running of MOLD, it is possible that the forms or features of the moldcoin or MOLD that buyers purchased fall short of their expectations. 7. Risk Associated with Theft and Hacker Attacks Hackers and other groups or organizations may damage the usability of MOLD or moldcoin by various means such as Denial of Service, Sybil attack, Spoofing, Smurf, malware and protocol-based attacks. 8. Risk Associated with Weakness and Vulnerabilities in Encryption With advances in the encryption technology and quantum computer, more risks may emerge in the field of encryption and MOLD, resulting in moldcoins being stolen or lost. 9. Risk Associated with Voting System Users who hold large quantities of moldcoins have influence in most MOLD voting and decision making. Therefore, the influential users voting maliciously may hinder the proper development of MOLD. 10. Risk Associated with Insufficient Use or Utilization of MOLD While moldcoin should not be seen as an investment, it has the potential to have values over time. If MOLD is not fully utilized or used, Moldcoin values may be limited. If the above beccomes true, the platform will start with almost no market, which may limit the value of Moldcoin. 11. Risk Associated with Uninsured Loss Unlike bank accounts or accounts associated with other financial institutions, funds held with MOLD are not insured. When a loss or loss of value occurs, no public insurance company such as Federal Depository Insurance Corporation or a private insurance company will provide any relief measures. 12. Risk Associated with Dissolution of the MOLD Project The MOLD project may dissolve if it is unable to implement out of reasons including but not limited to: unfavorable changes in the values of Bitcoin, Etherthe and/or moldcoin or the lack of business relationships. 13. Risk Associated with MOLD Malfunction MOLD may be subject to system failure due to the low value of moldcoin. 14. Unforeseen Risks Encrypted token is a new technology that is not encrypted. In addition to the risks described above, the MOLD development team will face unforeseen risks. Unanticipated risks may emerge as result of unexpected combinations or changes of the risks described above.