The rules, with live numbers
How Trenches Warfare pays.
A first-person shooter in the browser for the pump.fun trenches. Rooms of twelve players, four minutes a match, three modes on six arenas. The winners split each match's prize from the coin's creator fees, sent in SOL to the address they pasted: no wallet to connect, no deposit. And 1 v 1 duels where two players stake the coin itself and the winner takes the pot.
The pot–what prizes are paid from
A full match pays now–with 4 players or more
The whole pool–pot, reserve and matches running
Paid out–0 prizes paid
The game
- MatchesUp to twelve trenchers, 4:00 on the clock. PLAY drops you into a match at once; when the clock runs out the podium shows for a few seconds, the room votes on the next arena, and the next match starts there.
- ModesThree, each with its own rooms and its own prizes: squads, free for all and gun game. See Modes below. Duels are their own thing: see Duels.
- MovingW, A, S, D to move, Shift to sprint (forward only; aiming or firing stops it), Space to jump, the mouse to look (click the game to grab the mouse, Esc lets go). Trenchers walk up ramps and half steps by themselves, climb ladders, and jump pads throw them up. On a phone: the left stick moves (all the way up sprints), drag the right side to look.
- ShootingClick to fire, right-click to aim down the sights (a red dot, a holo, iron sights or a scope, by gun), R to reload, E to swap to the pistol, F for the knife, Q for a rug bomb (hold it longer to throw it farther). A hit on the head does the most damage; every gun loses damage with distance, and moving or jumping opens its cone. The Liquidator kills with one bullet anywhere; the Insider kills with one bullet to the head.
- HealthEvery trencher has 100. It grows back 12 a second once nothing has hit you for a moment. Rekt: back in five seconds on the spawn farthest from everybody, untouchable for a moment.
- StreaksKills in a row without being rekt: 5 = Diamond Shield (+100 that does not grow back), 10 = 2x Leverage (double damage for 15 s, kills add time), 15 = Airdrop (every clip, every round, three bombs), 20 = Overbought (200 health, easing back to 100), 25 = Airdrop again, 30 = Microcap (half your size for 15 s).
- On the floorGreen pump.fun pills give rounds for the gun in your hand; yellow pills are rug bombs (three at most). Both come back a few seconds after someone takes them.
- The placesFree for all: most kills. Squads: the winning squad's trenchers by kills. Gun game: the highest rung. On a tie: fewer deaths, then whoever reached the score first. A kill you do to yourself goes to whoever hit you last, if they did in the last five seconds.
- House trenchersA quiet match is filled to 8 trenchers by house players. They play by the same rules through the same inputs, miss, leave as people come, and never receive anything: a place one of them takes goes back to the pot. Duels never have house players.
The money
- The poolThe creator wallet is connected to the game. Its fees from $TRENCH trades fill one pool: 2% of them buys $TRENCH on the market and burns it, 40% goes to the team that runs the game (servers, development, new content), and the rest is the players' prize pool. Fees are counted per trade, once each.
- The potPrizes are paid from the pot. 30% of the fees go into it at once; the rest waits in the reserve and flows in at 25% of itself per hour; the pot never holds more than 30% of the pool. Busy hours make every prize smaller until the pot has filled again: no more than the pot can ever leave.
- A match's prizeAt the start, 12% of the pot is set aside for that match, times the players in it over 4, capped at the whole (house trenchers do not count; one player per network does). Players who drop in during the first minute raise it to what it would have been with them at the start.
- The splitThe top three split the prize: 60, 25, 15%. A place needs at least one kill; in Squads it also needs the winning squad. The end of the clock is the cash-out: the shares are queued for their addresses at once.
- What goes backA place taken by a house trencher, by a player with no address, or by an address already paid in that match goes back to the pot. Private rooms are free play: no prize.
- Small amountsA place worth less than 0.0007 SOL is kept for you and leaves with your next prize. One transfer is never more than 0.5 SOL.
- Guest or accountPlay as a guest with a name and an address, or make an account (a name and a password) to keep your name, address and record on any device.
| Place | Share | One player in the match | A full match pays now |
|---|
Duels · 1 v 1 for a stake
- The lobbiesThree: 10,000, 50,000 and 100,000 $TRENCH a player. Pick one; your wallet signs one transfer of that many tokens to the game's stake account, with your order's memo. The server reads the transfer on chain and you wait in that lobby.
- The matchTwo staked players, both online and free, are dropped into a room of two on a random arena. First to 10 kills wins; if nobody gets there, the most kills after 3 minutes. No house players, no prize from the pool: only the stakes.
- The potThe winner is sent both stakes less 5% (the house fee, which stays in the treasury): 19,000, 95,000 or 190,000 $TRENCH. A draw sends each stake back. If your opponent leaves, you win when the clock runs out.
- Nobody comesA stake nobody meets within a few minutes is sent back to the wallet it came from, and you can leave a lobby at any time before the match starts (the stake comes back the same way).
- PracticeUntil the coin is live the duel lobbies run on practice stakes: nothing moves, the duels are only counted.
The pills
Eight pump.fun pills, told apart by their face; the colour you pick paints the lower half, arms and legs; twelve hats on top. Looks only: every trencher has the same hit shell, speed and health.
Modes
Pick one before PLAY; each mode runs its own rooms and its own prizes.
Squads
Bulls against Bears, six a squad, no friendly fire. The squad with more kills wins and its top three are paid.
Free for all
Every trencher for themselves. Most kills when the clock runs out takes 1st; a place needs a kill.
Gun game
Every kill hands you the next gun, in a fixed order: the pistol first, the rifles, then the two snipers, the Nuke and the knife last. A death keeps your gun. A knife kill (Q or F) on the last rung wins on the spot; one on you sends you a gun back.
Arenas
Every arena plays every mode. When a match ends the room is offered three arenas and votes; the most voted plays next (a tie or no votes: one of the three at random).
The Trenches
Two trench lines and no-man's land between: fire steps, the rugged tank, the Church of Pump.
Pump Plaza
Candlestick towers in every corner, the green pill in the middle.
Frog Pond
A swamp of lily pads, and Hopper grinning on the deck.
Doge Harbor
Shiba containers and a moon rocket on the crane.
Bonk Ranch
The orange barn, a silo wearing the wif hat.
Chill Diner
Booths, the counter, Moo Deng in the lot.
Weapons
Pick one of eleven before you spawn (the next life takes a new pick); everybody carries the pistol, the knife and rug bombs. Gun game hands them out in order instead.
| Gun | Kind | Damage | Range | Rate | Clip / store | Reload |
|---|
The armory
Finishes change how your guns look and nothing else: no damage, no speed, no edge.
- One unlock, every gunA finish you unlock can go on any of your guns; which gun wears which is yours to set in the armory, any time, even mid-match. Everyone in the room sees it on your trencher.
- Paid by burningYour wallet signs one transaction that burns $TRENCH from your own token account, with the order's memo. The coins leave the supply for good. The game never holds your coins or a key: it reads the burn on chain and unlocks the finish, usually within seconds.
- PricesEach tier has a price in SOL; when you order it is turned into $TRENCH at the coin's last trade and held for 15 minutes. Prices below are live.
- Holder perksHold a share of the supply and wear the finishes of that tier for free while you hold: 0.1 % = Common, 0.5 % = Rare and below, 1 % (10 M of 1 B) = Epic and below, 2 % = everything. Your wallet signs one message (no transaction), the game reads the balance on chain and checks it again every half hour; a sold bag takes the finishes off.
- KeptFinishes belong to your record: a guest's live in that browser, an account's follow it to any device. Every unlock is in the ledger below with its transaction.
Ledger
Every fee report, prize, transfer, stake, duel and burn, newest first. Transfers link to Solscan.
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