A squad game settled on-chain
When the Zone opens, four ordinary kids are pulled out of their lives and handed armour. A core of pure energy hangs over the arena, built from everything both squads put on the line. The squad that scores more goals carries it home.
Three lanes, one ball, and a playbook you seal before the other squad shows theirs. You win by outnumbering them where it matters, and the only way to be unstoppable is for all four of you to move together.
You and a rival each bring a squad of four and put up the same stake. Over eight rounds you take turns trying to get the ball into the other side's goal. Before each half you both secretly pick where your four players stand. Get more players into the ball's lane than they do and you score. The most goals takes the whole pot.
A match is two seals and two reveals, roughly ten minutes, and the site does the reveals for you. Open Quick match in the lobby, or send a challenge link to someone you want to beat.
Two squads of four step onto a floating arena split into three lanes: left, centre and right. A match lasts eight rounds. The squads take turns attacking, so each one attacks four times, and every player on a squad carries the ball exactly once.
The order of carriers is fixed and public. The defence always knows who has the ball. What they never know is where the carrier is going to run.
Every round, all eight players pick a lane. Only the carrier's lane matters for the score: if the attackers have more players there than the defenders, it's a goal. A tie goes to the defence, because a wall that holds is a wall that wins.
The other two lanes still matter as threats. A defender who guards the empty left lane is a defender who isn't guarding the ball, and an attacker running a decoy route is one less body behind the carrier. You can't hold every lane, so each round comes down to what you think they think.
When all four players of a squad stand in the same lane, they go fourfold and count as eight in that lane. A fourfold attack can only be stopped by a fourfold defence in the same lane. But a squad that has gone fourfold has left two lanes completely empty, so stacking is the strongest move in the game and also the easiest one to punish.
You don't play round by round. Before each half, every player picks their lanes for all four rounds of that half and seals them on-chain as a hash: keccak(contract, chain, match, half, seat, plan, salt). Once both squads are sealed, everyone reveals, and the contract checks each reveal against its seal and plays the four rounds itself.
Because the seal includes your seat number, nobody can copy a rival's hash and play it as their own. At half-time you've seen exactly how the other squad thinks, and they've seen you, which is why the second half is where matches get decided.
Every seat costs the same stake, and all eight stakes together form the core. The squad with more goals splits it four ways, less a small fee to the treasury. A draw hands every stake back in full, and a match that never fills up refunds everyone too. Winnings sit in the contract until you withdraw them, so a stuck wallet can't block anyone else's payout.
The fee is fixed at 2% and can never change. The contract has an owner whose only power is choosing where that fee goes, for example into a buyback for the game's token. The owner can't touch stakes, winnings or any match.
If a whole side never seals its first-half playbook, nobody has really played yet, so the match is called off and both players get their full stake back with no fee. Opening a match and walking away never costs you anything.
Once you've sealed, you're in. Each phase has a deadline. If somebody doesn't seal or doesn't reveal in time after that, anyone can push the match forward, and that player sits the half out. Keep the tab open during a match: the site reveals your lanes for you the moment both sides are sealed. A carrier who isn't there can't score, and a missing defender is one less body on the wall. Holding back a reveal never helps your own squad, because a missing player only ever takes power away from their side.
Whoever creates a match can reserve any seat for a specific wallet. Book your own four and call out a rival squad by address, and nobody else can slip into the lineup. A single wallet can also take all four seats on one side and play the whole squad itself, but it can never hold seats on both sides.
Everything that decides the outcome lives in one contract: seats, seals, reveals, scoring, the core and the payouts. There's no oracle, no randomness and no admin control over matches. Timing uses block timestamps only. The arena you're watching just replays what the contract decided.
The lobby lists live matches once the contract is deployed. Right now the site is running in demo mode against rival squads in your browser.