Gameplay
Four steps, and every one of them traces back to a token you genuinely hold.
1. Hold
Connect a wallet and Mempire reads your balances. Not every coin qualifies.
A coin must have at least $25,000 of liquidity and be at least 48 hours old. Both numbers exist for the same reason: without them, the strongest play in the game is to launch a token, buy it all, and mint a card nobody can contest. The gate is checked when the coin is registered onchain, so it is not something a client can talk its way past.
2. Mint
Minting turns a coin into a card. The card's archetype comes from hashing the mint address:
archetype = fnv1a(mint_address) % 6
Six archetypes — tank, swarm, ranged, splash, support, spell. Because the input
is the mint address and the hash is fixed, the result is global and permanent.
Your $BTC is the same archetype as everybody else's, forever. There is no
reroll, because there is nothing to reroll.
Each card also gets a trait from the same address, run through a second mixing step so trait and archetype are independent rather than correlated. A trait trades one stat for another — Swift crosses the bridge first and folds if it meets anything there; Brutal hits like a truck on a truck's schedule. None of the six is strictly best, which is what keeps sixty-four cards worth choosing between rather than ranking.
3. Stake
Staking the token into its own card raises the card's level, from 1 to 10.
multiplier = 1 + 0.6 × √((level − 1) / 9)
At level 10 a card is 1.6× a level 1 card. That is the whole range. The square root is the point: the first levels are cheap and the last are punishing, so spending ten times more buys nowhere near ten times the power. A whale buys an edge and never a win.
Unstaking is a two-step over 72 hours — request, wait, withdraw. Without the delay, the correct play is to stake before a match and unstake immediately after, and level stops meaning conviction and starts meaning timing.
4. Battle
Two towers a side, one king tower behind them, a river with two bridges. Elixir fills at one every 2.8 seconds and doubles in the last minute. You hold eight cards, four in hand, rotating.
| | | | --- | --- | | Match length | 3 minutes, plus 60 seconds of overtime | | Tick rate | 20 per second, deterministic lockstep | | Deck | 8 cards, one card per coin | | Stake tiers | 0.05, 0.25, 1 and 5 SOL | | Rake | 10%, stated on the screen where it applies |
A draw splits the pot at 5% rake instead of 10%. Ranked and Rush are humans only; the bot lives in Practice, where nothing is staked.
Chests
Winning earns chests. A chest has a tier and holds cards and $MEMPIRE. Both the tier and the specific cards that drop are derived from a verifiable random seed — see MagicBlock. The seed is shown in the opening ceremony, because a derivation nobody can see the input to is not a derivation anybody can check.
Cards that drop from a chest are minted to your collection like any other card. They are still bound to real coins, and still subject to the same gate.
