CRANK TOYS

ROBINHOOD CHAIN · 4663 / 2,222

Fuse 2 capsules together to reveal them.

Free, one crank per wallet, and every capsule drops sealed. Grab a second, fuse the pair — both crack.

FREE CRANK

/ 2,222 dropped

SEALED OPEN

Plug in a wallet and the machine will say whether a capsule is waiting for you.

Nothing is signed here, nothing is stored. The machine just reads your wallet.

ONE FREE CRANK PER WALLET · NO COINS TAKEN · EVERY CAPSULE DROPS SEALED

HOW THE MACHINE WORKS GO CRACK A PAIR

Two sealed capsules. Give one a tap.

Two sealed capsules, then the same two cracked open: a frog in a suit and a shiny diamond ape.
One fuse, all the way through — two shells in, two toys out. Sample art.

THE MACHINE

Three moves. That is the whole machine.

  1. 1

    Crank one free.

    One capsule per wallet, no price at all — you pay gas and nothing else, and it lands in the tray sealed.

  2. 2

    Grab a second one.

    Somebody else's free capsule is already sitting on a shelf. One more is all you need.

  3. 3

    Fuse them and both crack.

    Hit FUSE on the two of them and the shells split in the same moment — two toys, not one.

Nothing is burned. Both toys stay yours. Fusing is not a trade and not a sacrifice — it is simply the only thing that opens a shell, and it opens two at a time.

THE FUSE SLOT

Pick two sealed capsules. Crack them open.

IN YOUR HANDS

Plug in a wallet and your capsules land in the tray.

Two sealed capsules in one wallet is all the slot needs. Neither one is burned.

TWO IN · BOTH CRACK · NOTHING BURNED

THE CAST

Twenty-four toys. Six colourways. One in twenty-eight comes out shiny.

One of these is rattling inside every capsule. Which one is settled the moment it drops, and stays hidden until you crack it.

The six colourways

    And ten legendaries.

    Ten capsules hold a toy that exists exactly once. The names are not out yet and the numbers never will be — a numbered legendary is a shopping list, and this page is not writing one.

      BEFORE YOU CRANK

      Small print, said plainly.

      What does a crank cost?
      Nothing. There is no price and no coin slot — the machine takes no payment and refuses a transaction that tries to attach one. You pay the network's gas, same as any transaction.
      How many can one wallet crank?
      Exactly one, ever. That is why the second capsule has to come from somebody else.
      Does fusing eat one of them?
      No. Both capsules survive, both flip from sealed to open, and both stay in your wallet. Nothing is destroyed, merged, upgraded or swapped — the two you fused are the two you keep.
      How does this pay for itself?
      A 10% royalty on marketplace sales, to one wallet. That is the only money the collection ever sees, which is why the crank is free.
      Can the toy change after I crack it?
      No. Every picture is drawn before the machine opens and its provenance hash goes into the contract once, never twice. The art host only ever picks which of a token's two pictures to serve: shut, or open.
      Can the owner pop them open?
      There is no button for it. The contract has no forced reveal, no batch reveal and no lever of any kind over the seal. Fusing is the only thing that opens a capsule here — including for whoever deployed it.