A currency with your name on it. Work, daily bonuses, a shop, a bank with interest, jobs, a lottery and twenty two games from the module, or an economy you design yourself from number variables, equations and chance. Free, and your bot.
Mika's balance
Rank 3 of 212. Next role at $25,000.
Last hour
/workBarista shift+240/dailyStreak day 6+1,000/shop buyLucky Dice-300/rob playerCaught by a Watchdog-350interest1% on the bank+125The module's settings, and what they change. Try a different daily bonus or interest rate and watch the replies update.
A symbol, a word, or a custom server emote. The module uses it in every reply.
Paid every 24 hours on whatever is in the bank. Capped at 5%.
Promoted when the balance passes the amount, demoted when it drops back.
/dailyDaily bonus claimed
You collected $1,000 coins. Come back in 24 hours.
Wallet: $5,820 coins
Bank interestInterest paid
1% on $12,500 in the bank: +$125 coins.
Runs once a day for everyone with a bank balance.
Message reward+$20 coins
Earned for chatting. Once every 5 minutes per member, so spam does not pay.
Three embed colours, a success, a main and an alert, cover every module reply. The lottery announces in a channel you pick, or stays off.
Everything the Economy and Minigames module ships. Keep the ones that fit your server, switch off the rest, or rebuild any of them in the builder.
/balanceCheck the currency and bank balance of a user
/money giveGive a user some of your currency
/bank depositDeposit your money in the bank to earn interest per day
/bank withdrawWithdraw your money from the bank
/money auditCheck recent currency gains and losses
/money addAdmin onlyAdds currency to a user's balance
/money removeAdmin onlyRemoves currency from a user's balance
/ec adminAdmin onlyAdmin command for managing the server economy
/dailyClaim your daily bonus
/workDo work, get paid
/job listCheck your available jobs
/job applyApply for a new job
/begBeg for money with a low risk
/fishTired of working? Go fishing
/crimeAttempt a crime with a high risk
/shop viewSee what is for sale
/shop buyBuy something from the shop
/inventoryLook inside your inventory
/item giveGive someone an item
/rob playerTry and rob a player's wallet. If they catch you, you lose money
/rob bankRob a person's bank. You will need a team of players
/scratchcardBuy a scratch card for a chance to win big
/lotteryView the next lottery or buy a ticket
/blackjackPlay a game of Blackjack
/dicebetChallenge another player to a dice bet
/dosPlay a game of double or steal with another person
/high-lowPlay a game of higher or lower
/chance-dicePlay Chance Dice
/5dicePlay a game of 5dice
/rpsRock paper scissors with another player
/tictacPlay a game of TicTacToe
/turbotacPlay a game of TurboTac
/hangmanPlay a game of hangman
/matchpairsPlay a game of Match Pairs
/lightoutTurn off all the lights
/mastermindCrack the code
/ec leaderboardView the economy top 10 leaderboard
/ec statsCheck out your economy stats
/ec cooldownsCheck your economy and minigame cooldowns
Nine items with real effects on work, robberies and fishing. Add your own with an image, a price, a limit and whether it is used up.

$100
Stops you from forgetting to clock in when using work.
/shop view/shop buy coffee/inventory/item giveItems can be usable, used up on purchase, or static trophies that only sit in the inventory. Any item can grant a role when bought.
Every earning and game command in the module, with the risk it carries. Pick one to see the reply.
/workShift complete
You worked as a barista and earned $240. Come back in 30 minutes.
Each command has its own cooldown and can be turned off. A study server keeps work and daily; a casino server keeps everything.
This is the whole trick. A balance is a Number variable. Every command is a few blocks that read it, decide something, and change it. Press the commands and watch the blocks run.
{BGVAR_coins}1,250User variable, Number{BGVAR_bank}3,000User variable, NumberThe random numbers here are the builder's own random variable. The cooldown is the command's cooldown setting. Nothing on this panel needs a block that does not exist.
No dedicated economy blocks, and none needed. These are the general purpose ones, grouped by the job they do. Open one to see what it asks for.
Each one is a real flow you can drag out block by block. The equations are the only maths involved.
The cooldown is a command setting, not a block, so it is one field.
A temporary number for this run.
On the rare branch, add a Gem to the inventory variable and double the haul.
The only line that touches the balance.
"You mined {BGVAR_haul} coins. Wallet: {BGVAR_coins}." Colour it green.
Open the module's Events tab and you find four ordinary builder events. Pick one to see what it does and how you would change it.
The module pays members for chatting. It is a message event with a cooldown and an equation, which means you can copy it and change the rules.
{event_message_content}{BGVAR_coins}Custom variables and the built in ones, typed straight into an embed. Switch to see the template behind the reply.
{BGVAR_coins}A per user Number variable{BGVAR_bank}Another one{BGVAR_lucky_dice}An item count{BGVAR_pot}A Server variable everyone shares{random[min,max]}A random number{option_amount}What the member typed into the command{user}The member who ran it{event_variable_old_value}Balance before a change{event_variable_new_value}Balance afterMika rolled a {random[1,6]}
Stake: $200. Paid out at 2 to 1.
Balances are variables. Type them into any message and the bot fills them in.
Shared bots are quick to invite and identical in every server. Yours is quick to invite and does what you say.
| Feature | Your BotGhost bot | Shared economy bots | Coding your own |
|---|---|---|---|
| Runs under your own bot name and avatar | Yes | No | Yes |
| Named currency with a custom emote | Yes | Yes | Yes |
| Shop, inventory, bank, jobs, daily, lottery | Yes | Yes | Code |
| Twenty two games and risk commands included | Yes | Varies | Code |
| Roles from balance thresholds | Yes | Limited | Code |
| Write your own commands: heists, shops, taxes, mining | Yes | Limited | Code |
| Cooldowns, chance and comparison logic without code | Yes | No | No |
| Events on every balance change and on a schedule | Yes | No | Code |
| Hosting included | Yes | Yes | No |
| Cost | Free | Free tiers and paid tiers | Server bills and your time |
Shared bot features vary by bot and plan. Checked September 2026.
The same module and blocks, tuned very differently
A reason to be in the server between matches.
Reward the people who show up, without a mod handing out roles.
Points members earn during streams and spend on perks.
Coins for showing up to focus sessions, spent on nothing but bragging rights.
Economies run on infrastructure that has been hosting Discord bots since 2018.
From a fresh bot to a currency, a shop and your first custom command
Sign in to BotGhost, create a bot, and invite it to your server.
Open Modules and switch it on. Name the currency, pick a prefix or emote, and set the daily bonus.
Turn on currency for messages with a cooldown, set the bank interest, and pick a lottery channel.
Keep the starter items or add your own, then add economy roles at the balances you want.
Every command has a toggle. A family server can drop the gambling, a casino server can drop the jobs.
Open the command builder, make a Number variable, and build a /mine, a heist or a shop with buttons. This page shows the blocks.
What an economy actually is, the two ways to add one on BotGhost, and how to keep it from being farmed.
Strip any economy bot back and there is a number per member, some commands that add to it, some that take from it, and a few rules about when and how often. Everything else is presentation: the currency name, the emote, the colour of the embed, the flavour text on the work command.
BotGhost gives you both halves. The Economy and Minigames module is the presentation and the rules, ready made, with 39 commands and a shop. The command builder is the number and the rules, exposed, so you can write commands the module never thought of. They run on the same bot and most servers use both.
Switching the module on takes a minute. Building your own first command takes about ten, and the second takes two, because the shape is always the same:
A module has to work for every server, so its rules are averages. A builder command only has to work for yours. That is how you get a heist that needs four people, a shop that sells a channel, a tax that only applies above a million, or a mine command whose rare drop is a role.
Because balances are variables, every other block already understands them. A Role Condition can gate a game to VIPs. A DM can send a receipt. A timed event can pay interest at midnight. The custom variable change event can post a milestone the moment someone crosses it.
The exploits that kill economies are boring ones: spamming a command, betting more than you have, negative amounts. Cooldowns are a setting on every command and button. Comparison conditions catch overdrafts and negatives before the equation runs. Chance conditions set the house edge.
And when something slips through, the balance is a variable, so an admin command to set it back is one block, and the module's money audit shows the recent gains and losses that led there.
The economy is one part of the bot. Here is the rest of it.

Create a bot, switch on the Economy module, and have members earning by tonight. No code, nothing to install.