WAR docs

The game,
without the fog.

Everything a player needs to enter a Clan War, finish their task, score, and understand the Vault.

PrelaunchNo live token. No real assets.Support on X

01 · Start here

WAR is a multiplayer game for internet clans.

Join a clan, enter a scheduled War, complete the task assigned to you, and help your clan build the highest verified score. Every War has a fixed time window and a Vault prize set before play begins.

The short version

Join a clan. Enter the War. Finish your task. Score together. Highest final score wins.

02 · The game

One War. Multiple clans. One final ranking.

Wars open at one server-controlled moment for everyone. Clans play during the same fixed window under the published rules. Correct automatic answers score immediately; manual and future-resolved entries score only after they are verified.

  1. 01
    Prepare

    Create or join a clan and verify your payout wallet.

  2. 02
    Lock the team

    The clan leader selects the exact eligible War team.

  3. 03
    Play

    Each selected player receives one frozen random challenge.

  4. 04
    Review

    Proofs resolve and the verified clan scores become final.

03 · War teams

Up to ten selected players per clan.

The founder sets the exact team size for each War. The clan leader chooses that many eligible members before roster lock. The locked snapshot—not later clan membership—defines who played and who can share an eligible reward.

  • One selected player gets exactly one challenge.
  • Assignments are random, server-generated, and immutable after issue.
  • Players see their own task first and the completion status of their teammates.
  • Leaving, adding members, or changing a wallet later cannot rewrite a locked War team.

04 · Challenges

Different skills. One clan score.

A War can combine puzzles, Robinhood Stock Token calls, social signals, team coordination, research and manually reviewed real-world proof. Only the challenge types and rules published for that War apply.

Automatic

A deterministic answer can be checked by the server.

Prediction

Every call locks before one shared measurement window begins.

Social signal

Submit the public post URL; Mission Control reviews organic engagement at one fixed cutoff.

Proof

Unusual or real-world evidence may go to Mission Control review.

05 · Scoring & winning

Highest final verified clan score wins.

Submitted points are not the same as verified points. Only accepted or correctly resolved work enters the final score. For new Wars, an exact score tie is broken by the clan whose final scoring submission was received first by the server. Mission Control sees the authoritative receipt times and finalizes the reviewed result; it cannot silently edit the audit history.

WAR #001 predictions close 15 minutes after the War starts. Their market measurement begins only after that shared cutoff and ends at the fixed War close, so submitting near the deadline reveals no part of the measured outcome. Mission Control records the source timestamps used for resolution.

What never decides a War

Your browser clock, HTTP response order, worker speed, wallet balance, or how much token you hold.

06 · Proofs & review

Received does not mean verified.

A proof is bound to the authenticated player, clan, challenge, attempt, and server receipt time. The public states are Proof received, Under review, Verified, Rejected, and Held. A rejected retry is only available when the challenge rules and deadline still allow it.

Supported image evidence is limited to JPEG, PNG, and WebP within strict size and pixel limits. It must pass private malware scanning, is decoded and re-encoded without original metadata, encrypted at rest, and is available only through audited founder review. If the scanner cannot prove a file clean, the upload fails closed.

07 · Fair play

Signals create review—not secret automatic punishment.

WAR checks server timing, replay attempts, duplicate normalized proofs or receipts, implausibly fast actions, shared network correlations, cross-clan correlations, session anomalies, and roster conflicts. These are integrity signals. Shared homes, offices, and networks can be legitimate, so a signal is not proof of cheating by itself.

AI, spoofing, and multiple wallets

The team reviews suspicious AI-assisted submissions when a published challenge requires original human work. It also reviews location spoofing or fabricated real-world proof when location is part of that challenge, plus coordinated multi-account or multi-wallet patterns. WAR does not claim perfect AI or location detection, and it does not continuously track a player's physical location. Wallet count is never treated as proof that multiple humans participated.

Mission Control may hold, reject, or escalate suspicious work under the published War rules. Important interventions are authenticated, timestamped, and audited. No system can promise zero cheating; the goal is a reviewable, evidence-based decision rather than an invisible algorithm.

08 · The Vault

The Vault is the prize pool—not automatically the entire watched wallet.

Mission Control freezes a War's prize before play. The public Vault tracker reads native ETH from one configured Robinhood Chain wallet, but total watched reserves and the amount assigned to one War are separate facts. WAR #001 has an announced $2,000 worth-of-ETH prize pool. The tracker never signs a transaction and no address becomes a deposit instruction merely because it is displayed.

09 · Network

Built for Robinhood Chain.

WAR is preparing its public Vault and $CLASH asset layer for Robinhood Chain. The game server and PostgreSQL remain authoritative for rosters, task ownership, deadlines, proofs, score and winner review; putting those private game facts onchain would not make the War fairer.

Robinhood Chain is an EVM-compatible network. Its official Stock Token registry and price interfaces give WAR a public reference layer for market challenges. WAR uses the full term “Robinhood Chain” and does not claim a partnership or endorsement.

Independent project

WAR is not affiliated with, endorsed by, or officially connected with Robinhood Markets, Inc. Read the official Robinhood Chain documentation.

10 · $CLASH

The memecoin layer is not live yet.

$CLASH is the token behind WAR. At token activation, a published share of $CLASH trading fees is intended to route into the public Vault on Robinhood Chain, turning market activity into future War prize capacity. Holder Wars and reward multipliers remain future programs; holdings never add War points or improve tie priority. The fee share, route and official contract address are not published yet.

Do not trust an unofficial CA

The official site will display a confirmed contract address only after launch approval. Never send funds to any unconfirmed Vault address.

11 · Wallets & rewards

Your signature logs you in. It does not move funds.

WAR discovers compatible EVM wallets exposed by your browser and lets you choose one. Login asks for a one-time, expiring, origin-bound personal signature—not a transaction, approval, permit, seed phrase, or private key. The active payout wallet is captured in the locked roster so it cannot be swapped after a result to redirect a reward.

Result review and payout approval remain founder-controlled. A displayed prize does not authorize WAR to move assets: funding, legal terms, custody and the production settlement route must be confirmed first.

12 · Privacy

Collect less. Keep sensitive proof offchain.

WAR processes public wallet addresses, account and clan state, gameplay, server timestamps, submitted answers or proof, clan chat, and limited hashed security/network signals. Raw private clues, receipt images, personal information, and anti-cheat rules are not written onchain. Do not submit IDs, payment details, private keys, seed phrases, or information a challenge does not require.

See the privacy notice for retention and visibility details.

13 · Founder operations

Mission Control handles the human judgment.

One configured founder wallet can create and schedule Wars, review held/manual proofs, resolve predictions, inspect integrity signals and receipt times, finalize or void a result, freeze the internal prize allocation, and approve the non-broadcast settlement package. Every sensitive action requires an authenticated founder session and produces an audit record.

Mission Control is intentionally not public. Normal player wallets receive player access only. WAR stores no founder private key; access follows possession of the single configured public wallet.