01 · Start here
CLASH 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.
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.
- 01Prepare
Create or join a clan and verify your payout wallet.
- 02Lock the team
The clan leader selects the exact eligible War team.
- 03Play
Each selected player receives one frozen random challenge.
- 04Review
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 bounded automatic answers, puzzles and research, predictions, team coordination, onchain investigation, market intelligence, and manually reviewed real-world proof. Only the challenge types and rules published for that War apply.
A deterministic answer can be checked by the server.
A choice stays pending until the declared outcome is resolved.
Distinct assigned people must contribute under the published rule.
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.
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.
CLASH 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. CLASH 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 can later show a read-only snapshot of a configured public wallet and asset, but total watched reserves and the amount assigned to one War are separate facts. The current beta displays TEST units only and never signs a transaction.
09 · $CLASH
The memecoin layer is not live yet.
CLASH is being built as the memecoin for Clan Wars. Future ideas include public fee-to-Vault funding, Holder Wars, and reward multipliers. None of those ideas is an active entitlement, finalized tokenomic, or competitive advantage today. There is no confirmed public contract address on this site yet.
The official site will display a confirmed contract address only after launch approval. Never send funds to the TEST Vault address.
10 · Wallets & rewards
Your signature logs you in. It does not move funds.
CLASH 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.
The current settlement path uses valueless TEST credits and founder approval. Real rewards require a separate legal, security, custody, funding, and contract launch decision.
11 · Privacy
Collect less. Keep sensitive proof offchain.
The beta processes public wallet addresses, account and clan state, gameplay, server timestamps, submitted answers or TEST evidence, 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 current TEST privacy notice for retention and visibility details.
12 · 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 a TEST prize, and approve simulated settlement. 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. CLASH stores no founder private key; access follows possession of the single configured public wallet.