Tokens.
Chaos.
Race your friends
for the pot.
Every coin you grab is a piece of the prize. Bank it before they steal it.
One token. It becomes the track.
$RUSH is the entry asset. Everyone in a room commits the same amount, the pot turns into Crown Coins on the track, and what you bank pays out in $RUSH at the horn.
Contract address is a placeholder until launch. Nothing here is financial advice. Tokens can lose value.
Gameplay
How it worksResults
Payout formulaCoins first, money second. Rush secured 428 of 1,461 coins, so Rush takes 29.3% of the distributable pot. The finish order is a flex; the coins are the money.
Try the payout calculatorItems / power-ups
All twelvePick your shell
Degen's ride. Slime trim, chaos guaranteed.
Visual only. Shells never change speed, weight, pod size or odds.
How a race works
Every ruleBank it, or risk it?
Coins you carry can be stolen. Coins you bank are yours forever. Every fork on every track asks the same question.
Pick a route and see how it goes. Results are random and the announcer is not on your side.
Pick a route. The clock is running.
Terrible friends.
Every disaster becomes a clip
The game watches for the moments worth sending, cuts a vertical clip, stamps the overlay, and hands it to you before the results screen loads.
Fun with fake coins first.
Coin Rush launches with practice coins and no real value. If it isn't fun for free, it isn't ready. Token-entry rooms come later, only where the rules allow, with the payout formula on screen before you press ready.
How a race works
From "make a room" to "give me my coins back", every rule explained.
Seven things happen in every race
1Everyone enters with the same amount
A room has one entry amount. Nobody can buy an advantage at the door. Eight players at 100 $RUSH is 800 $RUSH, full stop.
2The entries become the pot
The combined entry is the race pot. It's shown to everyone in the lobby before the countdown, along with the fee and the payout rule for that room.
3The pot becomes coins on the track
800 $RUSH becomes 800 Crown Coins scattered across the track. If a token's denomination makes that awkward, the game applies a visible multiplier so the numbers stay readable.
4You race and collect
Drive through coins to pick them up. They go into the coin pod on the back of your Rig, which glows brighter the more you carry. Everyone can see who's loaded.
5Carried coins are vulnerable
Until you bank, your coins can be stolen, spilled, swapped, taxed, or lost to hazards. Getting hit while loaded spills part of your stack behind you, where anyone can grab it.
6You choose when to bank
Bank routes are slower and safer. Greed routes are faster, richer, and have no bank access. Bank arches lock your coins permanently.
7The coins you secured are your payout
When the horn sounds, your share of the distributable pot equals your share of the secured coins. The finish line is a flex. The bank is the money.
The rule that never changes
Token enters the race → becomes coins → coins become gameplay → gameplay determines payout.
The lobby
A host creates a room, sets the rules, and gets a link. Friends open the link, pick a character, commit their entry, and press ready. When the last player is ready, the full pot appears and the countdown starts.
What the host chooses
| Setting | Options | Default |
|---|---|---|
| Entry | Practice coins, or a fixed amount of a supported token in real-value rooms | Practice coins |
| Players | 2 to 8 | 4 |
| Match length | 2, 3, 4, 5 or 6 minutes | 4 minutes |
| Mode | Coin Rush, Winner Takes All, Bounty Rush, Kingpin, Team Rush, No Bank, Safe Run | Coin Rush |
| Track | Any unlocked track, or random | Cloud Circuit |
| Power-ups | On, off, or a custom set | On |
| Banking | On, or off (No Bank mode) | On |
| Rigs | Standardized (required for real-value rooms) or free choice | Standardized |
| Visibility | Private link only, friends can join, or open lobby | Private link |
What every player sees before pressing ready
- Entry amount and total pot
- The fee for that room, in coins, before you commit
- The payout rule for the selected mode
- Who's in, who's ready, who's still picking a hat
- The ruleset version, so replays and disputes reference the exact rules
Entries are held from the moment you press ready. If the room never starts (host cancels, a player drops before countdown, or the room times out), every entry is returned in full. Nothing is ever taken from a race that didn't happen.
Cloud Circuit, 4 min
| Rush | Ready |
| Degen | Ready |
| Pixie | Ready |
| Skully | Ready |
| Momo | Ready |
| Koda | Ready |
| Mochi | Picking a visor |
| Open slot | Invite link copied |
Pot calculator
Set up a hypothetical room and see exactly how the pot turns into coins on the track.
Where the coins go on the track
Distribution is per track and per ruleset. The split above is the Cloud Circuit default. Coins should always feel scarce enough that people fight over them.
The coin economy inside the race
Track coins
The bulk of the pot, laid out along racing lines, off-camber corners and the edges of jumps. Predictable, contested, and the first thing to get vacuumed up.
Shortcut coins
Dense piles inside greed routes, toll gates and high-roller lanes. Bigger reward, no bank access, more hazards, more people waiting for you at the exit.
Mystery crates
Crates hold a random coin count from a published range. Mochi lives for these. The announcer has opinions about them.
Bounties
A slice of the pot is attached to racers instead of the track. Hitting a marked player releases bounty coins as loose drops.
Final-phase drops
Rare coins that only spawn during Last Call, when the banks are closing and everyone is carrying too much.
Spilled coins
Not a new source. Every coin someone spills is a coin that was already in the race. Nothing is created or destroyed mid-match, just moved from pod to floor to pod.
Denominations
An 800-coin pot isn't 800 pickups. Coins come in six denominations so a big pot stays readable on the track, and so one shortcut pile can be worth a real chunk of it.
Jackpot coins only appear in vaults, crates and Last Call drops. The pot total never changes; denominations just decide how it's bundled.
Bank vs Greed
Coins exist in two states. The entire strategy of Coin Rush lives in the gap between them.
Unbanked
Coins currently riding in your pod. Visible to everyone. They can be:
- stolen by contact and Pickpocket
- spilled when you take a heavy hit
- lost through hazards like the Coin Vortex
- swapped with an opponent's stack by Bag Swap
- taxed down by a targeted percentage
- multiplied through risk routes and Multiplier pickups
Banked
Coins you've driven through a bank arch. Locked for the payout. Once banked:
- they cannot be stolen
- they cannot be lost
- they leave your pod, so you look poorer and get targeted less
- they count toward your guaranteed share
- they cannot be un-banked, wagered again, or moved
The fork
You're carrying 90 unbanked with 140 already banked. The road splits.
Safer. Slower. A bank arch halfway down locks the 90.
Faster. Another 150 coins on the line. Two hazards, one ambush corner, no bank.
Lock 90 now, or chase another 150 and risk losing all 90? There is no correct answer. There is only who's behind you and how much time is left.
How the bank works
- Bank arches are giant glowing Crown Coin gateways. You cannot miss them, by design.
- Drive through the arch. Coins vacuum out of your pod and into the vault. You hear the lock slam. You see +87 secured.
- Banking is instant on contact. There is no button and no stop.
- Bank routes cost time. Every track's bank line is measurably slower than its racing line.
- Bank exits are ambush zones. Skully knows this. Skully is there.
- During Last Call, banks limit or close. Plan around the clock.
Spilling
Take a major hit while loaded and part of your unbanked stack explodes out of your pod and onto the track. Anyone can grab it. Including the person who hit you. Especially the person who hit you.
| Hit | Spill | Example at 120 carried |
|---|---|---|
| Light contact | 5% | 6 coins |
| Heavy attack | 25% | 30 coins |
| Hazard (vortex, collapse) | 15% | 18 coins |
| Hit while Greed Boosted | 40% | 48 coins |
| Hit with Vault active | 0% | 0 coins |
| Hit with Insurance | Half | 15 coins on a heavy hit |
Spill percentages are rounded down. Spilled coins are live on the floor for 12 seconds, then despawn back into the track pool for the next lap. No coin ever leaves the race.
Why spilling is the best part
- Visible theft. Everyone sees exactly who lost what.
- Instant comebacks. Last place drives into a 30-coin cloud and is suddenly in it.
- Pileups. Coins on the floor pull four Rigs into the same corner.
- Revenge. You know who did it. They're two seconds ahead.
- Clips. Every big spill is auto-captured.
Last Call: the final 30 seconds
The race escalates on a timer. Standings should be able to flip completely in the last half minute.
- Bank arches start closing one by one
- Coin value may increase
- The biggest carriers get bounty markers over their heads
- Rare coins spawn
- Music intensifies, hazards ramp up, power-ups spawn faster
- The announcer stops being polite
- Every spill drops double the coins
- Hitting a marked carrier is worth more than any pickup on the track
- Last bank arch closes at 00:10
- No banking left
- Whatever you hold at the horn, you keep
- Whatever's on the floor at the horn stays there
Watch the phase changes
This is the banner sequence the HUD shows. The demo runs at 3× speed.
Results and payout
Coins first, money second. The results screen shows what each player secured, then what that's worth.
The payout rule (Coin Rush mode)
Your share = your secured coins ÷ all secured coins
Your payout = your share × distributable pot
- Secured coins means everything you banked, plus whatever is still in your pod when the horn sounds.
- Distributable pot means the full pot minus the room fee that was shown in the lobby.
- Coins on the floor at the horn are excluded, so shares always sum to 100%.
- Shares are computed to four decimal places and rounded down. Any rounding remainder is returned to the room, never kept.
- The finish order is displayed and celebrated. It does not change the payout in Coin Rush mode.
Try a results screen
| Player | Secured | Share | Payout |
|---|---|---|---|
| Rush | 30.25% | 229.9 | |
| Degen | 25.50% | 193.8 | |
| Skully | 21.38% | 162.4 | |
| Pixie | 12.88% | 97.8 | |
| Koda | 10.00% | 76.0 |
Edit any number. Shares recompute from the secured column, payouts from the distributable pot.
Run it back?
After a private race, the lobby votes. If everyone's in, the room re-forms with the same rules, optionally at a higher entry. Double or Nothing is a mode you enter on purpose, not a default.
- Rematch vote lasts 30 seconds
- Anyone can leave; the room continues if two or more stay
- Raising the entry requires every remaining player to confirm the new amount
- Payouts from the previous race settle before the next one begins
Run it back?
Yes, obviously.
Game modes
Eight ways to play. All of them end in an argument.
Coin Rush
Collect, steal, bank. Your share of the pot is your share of the secured coins. The race for the finish line is real, but it's not the money.
- Best for: any group, first race
- Players: 2 to 8
- Payout: proportional by secured coins
Winner Takes All
Most secured coins at the horn takes the entire distributable pot. Second place gets a clip of themselves losing.
- Best for: small private groups who trust each other, or don't
- Players: 2 to 6
- Payout: 100% to first, ties split evenly
Bounty Rush
Whoever is carrying the most unbanked coins becomes The Mark, with a giant bounty icon over their Rig. Hitting The Mark causes an increased spill. The target changes every time the lead changes.
- Best for: 5 to 8 players
- Twist: banking makes you safe and makes you poor-looking, which makes you not The Mark
- Payout: proportional
Kingpin
One random racer starts with a huge chunk of the available coins already in their pod. Everyone else hunts them. If the Kingpin survives with the bag, they dominate the payout.
- Best for: 4 to 8 players
- Twist: the Kingpin can bank early and lock a strong result, or run
- Payout: proportional
Team Rush
2v2, 3v3 or 4v4. Team coin balances combine. Teammates protect carriers, block opponents, run interference, or sacrifice themselves into a Coin Vortex for the cause.
- Best for: 4, 6 or 8 players
- Twist: one designated carrier per team can bank the whole team's stack
- Payout: team share, then split evenly within the team
No Bank
Every bank arch is closed. Everything stays vulnerable until the horn. Pure chaos.
- Best for: people who think Coin Rush is too relaxing
- Availability: weekend rotation
- Payout: proportional by what you hold at the horn
Safe Run
Reduced combat, smaller spills, more route optimization. Learn the tracks, learn the bank lines, learn that Degen is lying to you.
- Best for: first three races, or racing with someone's little cousin
- Availability: always, practice coins only
- Payout: none, practice coins
Double or Nothing
After a private race finishes, the lobby votes to run it back. Same rules, optionally a higher entry. Every remaining player confirms the new amount before anything is held.
- Best for: the person who just lost
- Availability: any private room
- Payout: per the selected mode
Character roster
Six racers. One personality each. All of them obsessed with coins.
Hover a render for the second pose.
Rush
"Small bets. Big moves."
- Look
- Kid racer in a red Crown cap and lightning shades
- Trait
- Confident, greedy, charming. Certain the next pile is worth it.
- Play
- Never banks early. Never banks late either. Never banks.
- Rival
- Pixie. Greed vs speed.
- Line
- "One more lap."
Degen
"No brakes. All send."
- Look
- Acid-green goblin in a DEGEN beanie and headphones
- Trait
- Hyperactive, unpredictable, steals everything.
- Play
- Fast, light, annoying. Pickpocket on cooldown at all times.
- Rival
- Everyone. Degen steals from everyone.
- Line
- "You weren't using those."
Pixie
"Fast friends. Faster laps."
- Look
- Pink-haired speedster with Crown headphones
- Trait
- Cocky, obsessed with lap times, addicted to bombs.
- Play
- Wins the race. Forgets the bank. Loses the pot.
- Rival
- Rush. Speed vs greed.
- Line
- "Catch up."
Koda
"Calm mind. Heavy pockets."
- Look
- Shiba in a blue jacket and lightning shades
- Trait
- Calm. Slow. Never panics.
- Play
- Banks early, spills less, shoves hard. The tank.
- Rival
- Nothing. Koda does not react.
- Line
- "Hit me again."
Skully
"Win or crash. It's content."
- Look
- Hooded reaper with a scythe and a skull-badged Rig
- Trait
- Silent. Calculating. Always waiting near bank exits.
- Play
- Camps the bank. Takes everything you were about to lock.
- Rival
- Anyone leaving a bank.
- Line
- "..."
Mochi
"Good vibes. Better drops."
- Look
- White rabbit in gold racing goggles
- Trait
- Never takes safe routes. Lives for mystery crates.
- Play
- Refuses to bank on principle. Somehow wins anyway.
- Rival
- The concept of a bank.
- Line
- "Double it."
Rivalries
- Rush vs Pixie: greed vs speed. Pixie wins the race. Rush wins the pot. They both think that means they won.
- Degen steals from everyone, including teammates in Team Rush, which is technically not allowed and technically not stopped.
- Koda does not react. To anything. Ever. Banks at 20% and drives home.
- Skully camps the bank exit. Has never said a word. Has never needed to.
- Mochi refuses to bank on principle and treats every mystery crate like a personal invitation.
- The announcer is horrified by all of them and says so, loudly.
Design rules
- Large heads, compact bodies
- Readable silhouette at 40 pixels
- Exaggerated hands, gloves, paws
- Big facial expressions
- One dominant personality trait
- One signature accessory and one signature Rig
- Simple enough to be a vinyl toy
Rigs
Compact, exaggerated, one-person racing machines. Every one of them tells on you.
Anatomy of a Rig
- Wide stance, exposed suspension
- Oversized tires, toy-like proportions
- Modular front and side bumpers
- Chunky exhaust with a cosmetic trail
- A simple, readable silhouette from any camera angle
- And on the back, the reason you're being followed:
The unbanked coin pod
As you collect, the rear pod fills up and gets brighter. Everyone can see it. The more you carry, the larger the glow, the louder the jingle, the bigger the bounty marker, and the more the pod physically bulges.
"That guy is loaded."
Pod states
| Carrying | Pod | What others see |
|---|---|---|
| 0 to 10% of pot | Dim, quiet | Nothing worth chasing |
| 10 to 20% | Warm glow, soft jingle | Worth a hit if convenient |
| 20 to 30% | Bright, visible coin bulge, loud jingle | A target |
| 30%+ | Blazing, overflowing, audible from across the track | The Mark. Everyone's coming. |
Banking empties the pod. Looking poor is a legitimate defensive strategy.
Pick your shell
Degen's ride. Slime trim, chaos guaranteed.
Visual only. Shells never change speed, weight, pod size or odds.
Rig categories
Five categories in casual rooms. One standardized Rig in every real-value room.
Balanced
Middle of everything. The Rig you race in the MVP, and the only Rig in real-value rooms.
Dash
Best lap times, biggest spill on impact. Pixie's whole personality.
Bruiser
Slower, spills less, shoves harder. Koda-shaped.
Scavenger
Wider pickup radius, slightly larger pod capacity, weaker attacks.
Bandit
Contact steals a little more, Pickpocket lasts a little longer. Degen has three.
Fairness rule
No pay-to-win stats anywhere tokens are on the line. Competitive modes use standardized or clearly balanced Rigs, and the ruleset shows which. Cosmetics never change odds.
Signature Rigs
Every racer has a Rig with their badge on the nose. Same stats in real-value rooms, different attitude.
Cosmetic shells
Unlockable Rig shells. Visual only, never stats.
Cosmetics
Purely visual. Purely for showing off.
What cosmetics never do
- Change speed, weight, pickup radius, pod capacity or spill rate
- Change how a power-up behaves
- Hide or shrink the pod glow (opponents must always be able to read your carried value)
- Alter payout odds in any room, ever
Cosmetic purchases are optional, refundable within the window described in the Terms, and never required to play or to win.
Tracks
Every track asks the same question: how much are you willing to risk for the next pile?
Race higher.
Floating islands above the clouds, a crown castle at the summit, waterfalls off every edge, and a start-line arch with your name on it. 2.8 km. Difficulty two of five.
Signature rule
The castle vault opens once per lap and dumps a coin burst down the waterfall road. Everyone converges. Nobody banks.
Routes
- Bank route: the castle gate tunnel
- Greed route: the waterfall jump, no rails
- Ambush zone: the arch on the final straight
Palm trees. Fast turns. No friends.
A resort boulevard at golden hour: palm-lined highway, a red elevated overpass, and the lighthouse tower at the center of it all.
Signature rule
The tower vault opens once per lap and dumps a coin burst over the boardwalk. Everyone converges. Nobody banks.
Routes
- Bank route: the marina loop, slow and covered
- Greed route: the overpass jump
- Ambush zone: the tower exit
High risk. Higher rewards.
Skyscrapers, ticker signs, neon coin markets, rooftop roads, tunnels and giant ads for things that don't exist.
Signature rule
Route prices fluctuate mid-race. The toll gate that cost 5 coins on lap one costs 30 on lap three, or nothing.
Routes
- Bank route: the subway tunnel
- Greed route: rooftop toll lanes
- Hazard: Audit Zone on the exchange floor
Slippery roads. Hot competition.
Icy roads, giant bank doors, avalanche chutes, frozen coins and armored transports crossing the track.
Signature rule
Players can crack temporary vaults for huge coin drops, but cracking takes time and everyone can see you doing it.
Routes
- Bank route: inside the facility
- Greed route: the ice shelf
- Hazard: avalanche sweeps the outer lane
Industrial chaos.
Sludge pools, conveyor belts, furnaces, stamping presses and robotic arms that are not paying attention to you.
Signature rule
Fresh coins physically emerge from the machines during the race. Sludge pools slow loaded Rigs the way an Audit Zone does.
Routes
- Bank route: the loading dock
- Greed route: on top of the conveyor
- Hazard: the stamp press
High above it all.
Stone bridges between floating islands, temple ruins, no guard rails, a very long way down.
Signature rule
Go over the edge and your pod spills into the clouds. The coins respawn at the temple below for whoever's behind you.
Routes
- Bank route: the temple interior
- Greed route: broken-bridge jumps
- Hazard: wind gusts on the outer spans
Stay on track.
A spiral overpass around an active volcano. Lava flows, ash, and a loop that keeps bringing you back past the same ambush corner.
Signature rule
Periodic eruptions redistribute loose coins around the loop. Whatever was on the floor gets moved. Whatever was in your pod gets warm.
Routes
- Bank route: the tunnel under the spiral
- Greed route: across the lava bridge
- Hazard: eruption on a countdown
Cloud Circuit, from above
Map 01. Every lap crosses the castle bridge, drops past the waterfall, and forks at the pipe: castle tunnel to bank, or over the edge for the pile.
What every track must contain
Tracks support economic choices, not just racing lines. Every Coin Rush track ships with all seven.
Fewer coins, fewer hazards.
More coins, more hazards, no bank.
Slower line through at least one arch.
Fast, narrow, and punishing.
Usually the bank exit.
One opportunity everyone can see from a distance.
A place where four Rigs end up in one corner.
Phase three. Limited-time layouts on existing worlds.
Power-ups and hazards
Built around greed, stealing, banking, deception, risk, protection and sabotage. Not borrowed from anyone.
Every power-up changes the economic game, not just the race. Pick one up from a crate, see it in the bottom-center HUD slot, use it when it hurts the most.
Magnet
CollectMVPPulls nearby loose coins toward you for a few seconds. Perfect timing: right after someone else spills.
Pickpocket
StealMVPFor a short window, any contact with another Rig steals a small portion of their unbanked coins directly into your pod. No spill, no floor, no chance for them to get it back.
Vault
ProtectMVPTemporarily protects your carried coins from spilling. You can still be hit, slowed and shoved. You just won't drop anything.
Tax
StealTarget an opponent. They lose a small percentage of their unbanked coins, which fall as loose drops behind them. Anyone can collect. Best used on the leader while you're right behind them.
Bag Swap
RareStealSwap unbanked balances with a nearby opponent. Extremely disruptive. Heavily telegraphed: a three-second alarm, a visible tether, a chance to get away.
Insurance
ProtectOn your next major hit, you lose half as many coins as you would have. Passive. Stays with you until it's used.
Multiplier
CollectYour next 20 track coins count double. Does not apply to stolen or spilled coins. The pod glows extra bright while it's active, which is a problem.
Decoy Bag
DeceiveMakes your pod look far fuller than it is for a short time. Bait attacks. Draw the bounty away from your teammate. Waste someone's Bag Swap.
Jammer
SabotageBriefly disables active power-ups on nearby opponents. Their Vault drops, their Magnet dies, their Greed Boost cuts out. Then hit them.
Lockbox
RareBankInstantly secures a small fixed amount of carried coins without touching a bank. The only way to bank during Protect Your Bag.
Bounty Tag
SabotageMark another racer. Anyone who hits them receives bonus loose coins. Turns the whole lobby into your personal hit squad.
Greed Boost
RiskMassive speed while you're carrying a big unbanked balance. The catch: you spill far more when hit. The richer you are, the faster you go, the worse it ends.
Hazards
Track features that reinforce the economic game. Each one is a bad idea somebody will try anyway.
Toll gate
Pay coins to enter a faster route. The price is on the sign. On Neon City, the sign changes.
High roller lane
Requires a minimum unbanked balance to enter. Big rewards inside. Everyone waiting outside knows exactly how rich you are.
Broken bank
Looks like a normal bank arch. Temporarily fails. You drive through, nothing locks, the sign flickers. Rare, chaotic, telegraphed by a flickering arch so it can be read on replay.
Coin vortex
Pulls Rigs and loose coins toward the center. Great for collecting. Great for being collected.
Audit zone
Slows you down based on how much unbanked value you're carrying. Rich players crawl. Rich players become targets.
Market crash
A section of track collapses during an event, forcing everyone onto narrower lanes. Pileup guaranteed.
$RUSH
Every token that enters the race becomes part of the track economy.
What the token does
Four jobs, all inside the game. It is not a yield product and it has no job that isn't racing.
Entry asset
Token rooms take $RUSH at the door. Same amount from everyone, pot shown before anyone moves.
Coin representation
Entry tokens become Crown Coins for the match. One token, one coin, or a visible multiplier when the numbers get awkward.
Cosmetics
Rig shells, trails, poses, horns. Visual only. Never stats, never odds.
Tournaments
Some events require holding or spending $RUSH to enter. Prize pools follow the same integrity rules as private rooms.
Token in, coins on the track, token out
The number of coins in a race always equals the pot. Nothing is minted mid-match, nothing disappears. Coins left on the floor at the horn are excluded, so shares always sum to 100%.
Allocation
Proposed split of a 1,000,000,000 fixed supply. Final numbers, vesting and lockups are published before any token room opens.
Placeholder allocation. Replace with the final tokenomics before publishing.
Fees and burns
| Item | Rule |
|---|---|
| Room fee | One published fee per room, in $RUSH and as a percentage, charged only if the race completes |
| Fee split | A published share of every room fee funds tournament prize pools; a published share is burned |
| Cosmetics | Priced in $RUSH; a published share burned on purchase |
| Practice rooms | No token movement of any kind |
| Cancelled or voided race | All entries returned in full, no fee, nothing burned |
Get $RUSH
Links go live at launch. Until then, every link below is a placeholder and anyone selling "$RUSH" today is not us.
Risks, plainly
- $RUSH can lose value, including all of it. Only enter token rooms with amounts you can afford to lose.
- Token rooms are available only in regions where they have been enabled after legal review. See Eligibility and regions.
- Nothing on this site is financial, investment, legal or tax advice.
- Practice coins have no value and cannot be converted to $RUSH.
- The game must be fun with fake coins first. If it isn't, the token doesn't launch.
The economy
The money is the consequence of the game, not the identity of the game.
Practice coins first
Coin Rush launches with fake coins only. Every room, every mode, every track, no real value. The design bar is simple: if the game needs money to be exciting, the game isn't strong enough yet.
Early development uses practice coins, testnet assets, sponsor-funded rewards and non-withdrawable credits. Real-value rooms arrive only after the game is validated as fun for free, and only after regulatory review in each region where they'd operate.
Order of operations
- Ship the game with practice coins
- Prove people run it back without money on the line
- Legal review per region
- Token-entry rooms where permitted, with KYC where required
- Never the reverse
What $RUSH is for
The token has a real job in the game. It should never feel stapled on.
Entry asset
Certain rooms use $RUSH for entry. 100 $RUSH in, same for everyone, pot shown before anyone moves.
Coin representation
Entry tokens become Crown Coins for the duration of the match. One token, one coin, or a visible multiplier when denominations are awkward.
Cosmetic economy
Rig shells, trails, poses, horns. Never stats. Never odds.
Tournament access
Certain events can require holding or spending $RUSH to enter. Prize pools follow the same integrity rules as private rooms.
Fees
One fee, shown in coins in the lobby before you press ready. No hidden take, no house manipulation of coin placement, no rake from spills.
| Room type | Fee | Charged when |
|---|---|---|
| Practice coins | None | Never |
| Private token room | Published %, capped | Only if the race completes |
| Open lobby | Published %, capped | Only if the race completes |
| Tournament | Published per event | Stated in the event rules |
| Cancelled or voided race | None | All entries returned in full |
What you always see
- Entry amount and total pot
- Fee amount, in coins and as a percentage
- The distributable pot after the fee
- The exact payout formula for the selected mode
- The ruleset version number
If any of these five things aren't on screen, the race can't start. That's a hard rule in the client and the server.
Economic integrity
The game should never create ambiguity about who is owed what.
Amount, fee, formula, mode, before you commit.
Not in a doc. On the ready screen.
Coin placement is seeded from the ruleset and the room id, published post-race.
Fixed coin supply. Every coin traceable from spawn to pod to bank.
Every real-value race produces a signed result record and a replay.
See above. Always in coins.
See below. One rule, applied every time.
See Fair play.
The client never decides a coin balance. Ever.
Disconnects
One rule, applied the same way every time, so nobody has to argue about it.
| When | What happens |
|---|---|
| Before the countdown | Entry returned in full. Room continues without you or waits, host's choice. |
| During the race, reconnect within 20 seconds | You rejoin where you were. Your Rig is invulnerable and frozen while you're gone. Coins in your pod stay in your pod. |
| During the race, no reconnect | Your Rig parks at the nearest bank. Your banked coins and any coins in your pod at the moment of disconnect count as secured. You cannot collect more. |
| Server fault or match void | All entries returned in full to every player. Fee waived. The room gets a rematch link. |
Voided races
A race is voided and every entry returned when:
- the server detects a state desync it cannot reconcile
- more than half the room disconnects within the first 30 seconds
- a confirmed exploit affected the outcome
- the signed result fails verification
A race is never voided because someone lost. The results screen is final once the signed record is written, and it's written within seconds of the horn.
Where real-value rooms run
Token-wagered competitive games can fall under gambling, gaming, contest, money-transmission, securities or other rules depending on where you are and how the game is structured. So real-value rooms are enabled region by region, not globally.
Before a region opens
- Specialist legal review for that region
- Age and eligibility rules confirmed
- KYC and AML requirements determined and built
- Whether skill-based treatment applies
- Custody, prize and token treatment settled
- Geofencing in place
- Platform-store restrictions checked
What you'll see
- A region status list, updated as rooms open
- Practice coins everywhere, always
- Real-value rooms only where they're permitted, with the rules for that region linked from the lobby
- Identity verification where the region requires it, before your first token entry, never mid-race
The Rushverse
A world where everything runs on coins, and Coin Rush is the biggest sport in it.
The world
Cities float because of coins. Machines eat coins. Doors demand coins. Characters obsess over coins. Races decide status.
The Rushverse gives the in-game economy a reason to exist. It's a bright, chunky, glossy 3D cartoon arcade world with financial absurdity everywhere you look: coin refineries, vault mountains, exchanges that are also nightclubs, and a mint that's frankly a safety hazard.
Keywords: expressive, saturated, toy-like, glossy, chunky, playful, slightly unhinged, internet-native, energetic, competitive, collectible, meme-aware.
The Crown Coin
A circular coin with an abstract three-point crown cut into the center. Currency icon, app icon, map signage, bank arches, clothing, Rig badges, merch, avatars.
The HUD
Simple. Readable at speed. No dollar values during gameplay, ever.
| Position | Shows |
|---|---|
| Top left | Banked coins, green, with a lock |
| Top center | Timer |
| Top right | Unbanked coins, gold, with a coin |
| Bottom center | Power-up slot |
| Near a Rig | Temporary bounty indicator, The Mark badge |
| Final phase | Large red Last Call banner, then Double Drops, then Protect Your Bag |
Banking UX
- Giant glowing Crown Coin arch, unmistakable from any distance
- Secure vault aesthetic with green confirmation effects
- Coins fly from the pod into the arch
- +87 secured
- Heavy vault lock sound
Securing coins should feel almost as good as collecting them.
Audio
- Coins: bright, weighty metallic clink. Piles sound dense.
- Pod: subtle jingle that grows with carried value
- Banking: coins vacuum upward, then a vault slam
- Getting hit: impact plus explosive coin scatter
- Last Call: siren and stadium announcement
- Music: fast, playful, rhythmic, electronic-cartoon
The announcer
A sports commentator who's been online too long. Teasing, reactive, short.
- "Rush is carrying way too much."
- "Degen just stole 40 coins!"
- "The bank is right there. Just bank."
- "He did not bank."
- "Pixie has become The Mark."
- "Last Call!"
- "Pixie just robbed everyone."
Roadmap
Extremely focused first. Fun with fake coins, or it doesn't ship.
MVP
- One track: Cloud Circuit
- Four characters: Rush, Degen, Pixie, Skully
- One standardized Rig
- Four players
- One mode: Coin Rush
- Three power-ups: Magnet, Vault, Pickpocket
- Driving, collection, collision, spilling, banking
- One greed shortcut
- Final 30-second phase
- Results screen
- Practice coins only
If this is fun without real money, the concept works. If it needs money to be exciting, it's not strong enough yet.
More of everything
- 8 players
- More tracks
- Character selection, full cast
- Rig cosmetics
- 10+ power-ups
- Private friend groups
- Rival stats
- Auto clips
- Rematch and Double or Nothing
- Bounty Rush
- Team Rush
The long game
- Token integration
- Regulated real-value modes where permitted
- Tournaments
- Spectator mode
- Seasonal tracks
- Character lore, comics, shorts
- Physical merchandise
- Creator events
- Branded tournaments
Long-term vision
Coin Rush should be able to exist as a multiplayer game, a crypto-native social game, a competitive tournament product, a streaming format, a character IP, a merch brand and a short-form content engine, and the characters should be funny to someone who's never heard the word token.
A great arcade game whose economy happens to be crypto-native. Not a crypto product pretending to be a game.
North Star questions
Every feature has to pass all five.
- Does this create a fun decision between greed and safety?
- Can another player ruin my plan in a funny way?
- Can I immediately understand what happened visually?
- Does this produce stories between friends?
- Would this still be fun with fake coins?
Start a race
Practice coins. Four friends. One terrible idea.
Join the waitlist
The MVP is in closed testing. Get a room link when your group's turn comes up. Practice coins only, no wallet needed, nothing to install beyond the game.
What a first session looks like
- Open your room link. Pick Rush, Degen, Pixie or Skully.
- Everyone gets 100 practice coins. The room shows the 400-coin pot.
- The announcer explains the bank arch. Nobody listens.
- Race Cloud Circuit for four minutes. Collect, get hit, spill, bank.
- Last Call at 00:30. Somebody panics.
- Results. Somebody banked 41% of the pot from fifth place.
- Run it back.
Platforms
Desktop first. Controller and keyboard supported. Mobile and console are on the roadmap after the MVP proves out.
Requirements
- A modern desktop browser or the desktop client
- A stable connection; movement, collisions and coin state are all server-authoritative
- Friends who can take a joke
Coin Rush Docs
Ruleset v0.1. Everything the game does, in one place.
Ruleset v0.1, practice coins. Last updated September 15, 2026.
Overview
Coin Rush is a multiplayer arcade racing game with an economic layer. Every player in a room commits the same entry. The combined entry is the pot. The pot is represented inside the race as Crown Coins. Coins you carry can be taken; coins you bank cannot. At the horn, the coins you secured decide your share of the pot.
Race loop
| Phase | Duration | What happens |
|---|---|---|
| Lobby | until all ready | Host sets rules. Players pick a racer and commit entry. Pot, fee, payout rule and ruleset version are shown before anyone can press ready. |
| Countdown | 5 s | Entries are held in match escrow. Coins spawn per the track distribution. |
| Race | 2 to 6 min | Collect, steal, spill, bank. Bank arches open. Crates respawn on a fixed timer. |
| Last Call | final 30 s | Banks close in sequence, bounty markers appear, rare coins spawn, spills double at 15 s, no banking from 10 s, Protect Your Bag from 5 s. |
| Horn | 0 s | Server freezes state. Secured totals are computed. Result is signed and settled. |
| Results | 30 s | Podium, coin totals, pot shares, auto-clips, rematch vote. |
Lobby and rooms
| Setting | Options | Default | Real-value rooms |
|---|---|---|---|
| Entry | Practice coins or a fixed token amount | Practice | Fixed $RUSH amount, capped per region |
| Players | 2 to 8 | 4 | 2 to 8 |
| Length | 2, 3, 4, 5, 6 min | 4 min | 3 to 5 min |
| Mode | Any of eight | Coin Rush | Coin Rush, Winner Takes All, Bounty Rush, Team Rush |
| Track | Any unlocked, or random | Cloud Circuit | Any |
| Power-ups | On, off, custom set | On | Full set or a published subset |
| Rigs | Standardized or free choice | Standardized | Standardized only |
| Visibility | Private link, friends, open | Private link | Private link or friends |
Coin economy
Supply is fixed for the duration of a race and equals the pot. Nothing is minted or burned mid-match. Coins move between three states only: on the track, in a pod, or banked.
| Pool | Share of pot | Where |
|---|---|---|
| Track coins | 55% | Racing lines, corners, jump edges |
| Shortcut coins | 15% | Greed routes, toll lanes, high roller lanes |
| Mystery crates | 10% | Random count from a published range |
| Bounties | 10% | Attached to racers; released as drops on hit |
| Last Call drops | 10% | Held back; spawns only in the final 30 s |
Denominations keep an 800-coin pot readable: bronze 1, silver 5, gold 10, diamond 50, legendary 100, jackpot 500. Jackpots appear only in vaults, crates and Last Call drops.
Banking
| State | Can be stolen | Can spill | Can be swapped | Counts at horn | Visible to rivals |
|---|---|---|---|---|---|
| Unbanked (in pod) | Yes | Yes | Yes | Yes, if still held | Yes, pod glow scales with balance |
| Banked | No | No | No | Yes | No |
- Banking is instant on contact with an open arch. No button, no stop.
- Bank routes are measurably slower than racing lines on every track.
- Lockbox secures 25 coins without an arch. It is the only way to bank after 00:10.
- Banked coins cannot be un-banked, wagered again or moved.
| Carrying | Pod | Read |
|---|---|---|
| 0 to 10% of pot | Dim, quiet | Nothing worth chasing |
| 10 to 20% | Warm glow, soft jingle | Worth a hit if convenient |
| 20 to 30% | Bright, visible bulge, loud jingle | A target |
| 30%+ | Blazing, overflowing, audible across the track | The Mark |
Spilling
| Cause | Spill | At 120 carried |
|---|---|---|
| Light contact | 5% | 6 |
| Heavy attack | 25% | 30 |
| Hazard | 15% | 18 |
| Hit while Greed Boosted | 40% | 48 |
| Hit with Vault active | 0% | 0 |
| Hit with Insurance | half of the above | 15 on a heavy hit |
| Any hit during Double Drops | double the above | 60 on a heavy hit |
Spills round down. Spilled coins are live on the floor for 12 s, then return to the track pool for the next lap.
Last Call
| Clock | Banner | Rule change |
|---|---|---|
| 00:30 | LAST CALL | Arches begin closing in sequence. Bounty markers on the top three carriers. Rare coins spawn. Crate timer halves. |
| 00:15 | DOUBLE DROPS | All spills doubled. |
| 00:10 | LAST BANK CLOSED | No arches open. Lockbox still works. |
| 00:05 | PROTECT YOUR BAG | No banking of any kind. Whatever you hold at the horn, you keep. |
Payout formula
Coins on the track floor at the horn are excluded, so shares always sum to 100%. Shares are computed to four decimals and rounded down. The finish order is shown and celebrated; in Coin Rush mode it does not affect payout.
| Player | Secured | Share | Payout of 760 |
|---|---|---|---|
| Rush | 242 | 30.25% | 229.9 |
| Degen | 204 | 25.50% | 193.8 |
| Skully | 171 | 21.38% | 162.4 |
| Pixie | 103 | 12.88% | 97.8 |
| Koda | 80 | 10.00% | 76.0 |
Modes
| Mode | Players | Payout | Notes |
|---|---|---|---|
| Coin Rush | 2 to 8 | Proportional by secured coins | Default. Collect, steal, bank. |
| Winner Takes All | 2 to 6 | 100% to highest secured; ties split | Small private groups. |
| Bounty Rush | 5 to 8 | Proportional | Richest carrier is The Mark; hitting them spills extra. |
| Kingpin | 4 to 8 | Proportional | One racer starts with a large share of coins. |
| Team Rush | 4, 6 or 8 | Team share, split evenly | Combined team balances; one carrier can bank for the team. |
| No Bank | 2 to 8 | Proportional by holdings at the horn | Banks closed all race. Weekend rotation. |
| Safe Run | 1 to 8 | None; practice coins | Reduced combat, onboarding and time trials. |
| Double or Nothing | 2 to 8 | Per selected mode | Post-race rematch vote; every player confirms a raised entry. |
Characters
Profiles describe playstyle in casual rooms. In real-value rooms all racers run the standardized Rig and these differences are cosmetic.
| Racer | Role | Rig class | Speed | Weight | Steal | Bank instinct | Line |
|---|---|---|---|---|---|---|---|
| The Rookie | Balanced | "One more lap." | |||||
| The Chaos | Bandit | "You weren't using those." | |||||
| The Speed | Dash | "Catch up." | |||||
| The Chill | Bruiser | "Hit me again." | |||||
| The Wild | Bandit | "..." | |||||
| The Lucky | Scavenger | "Double it." |
Rigs
| Class | Speed | Weight | Pickup radius | Pod capacity | Spill modifier | Steal modifier |
|---|---|---|---|---|---|---|
| Balanced | ×1.00 | ×1.00 | ||||
| Dash | ×1.25 | ×1.00 | ||||
| Bruiser | ×0.75 | ×1.00 | ||||
| Scavenger | ×1.00 | ×0.80 | ||||
| Bandit | ×1.00 | ×1.30 |
Power-ups
| Name | Type | Rarity | Duration | Effect | Notes | MVP |
|---|---|---|---|---|---|---|
| Magnet | Collect | Common | 4 s | Pulls loose coins within a short radius into your pod. | Best right after a rival spills. | Yes |
| Pickpocket | Steal | Common | 5 s | Any Rig contact steals 8% of the target's unbanked coins directly into your pod. | No spill, no floor, no chance to recover. | Yes |
| Vault | Protect | Common | 6 s | Carried coins cannot spill. You can still be hit, slowed and shoved. | Does not block Bag Swap. | Yes |
| Tax | Steal | Common | Instant | Targeted rival loses 10% of unbanked coins as loose drops behind them. | Anyone can collect the drops. | No |
| Bag Swap | Steal | Rare | Instant | Swap unbanked balances with the nearest rival in range. | 3-second alarm and tether before it lands; can be outrun. | No |
| Insurance | Protect | Common | Until used | Your next major hit spills half as much. | Passive. One charge. | No |
| Multiplier | Collect | Uncommon | 20 coins | Your next 20 track coins count double. | Does not apply to stolen or spilled coins. Pod glows brighter while active. | No |
| Decoy Bag | Deceive | Uncommon | 8 s | Your pod appears far fuller than it is. | Baits attacks. Draws The Mark in Bounty Rush. | No |
| Jammer | Sabotage | Uncommon | 3 s | Cancels active power-ups on rivals within range. | Drops Vault, Magnet and Greed Boost instantly. | No |
| Lockbox | Bank | Rare | Instant | Secures 25 carried coins without touching a bank. | The only way to bank during Protect Your Bag. | No |
| Bounty Tag | Sabotage | Uncommon | 15 s | Marks a rival. Anyone who hits them receives 15 bonus loose coins. | Stacks with The Mark in Bounty Rush. | No |
| Greed Boost | Risk | Uncommon | 6 s | Top speed rises with your unbanked balance. Spill on hit rises to 40%. | The richer you are, the faster and the worse it ends. | No |
One slot. Crates respawn every 12 s, every 6 s during Last Call. Power-ups never affect banked coins.
Hazards
| Hazard | Kind | Effect | Notes |
|---|---|---|---|
| Toll Gate | Route | Pay a posted coin price to enter a faster route. | Price fluctuates on Neon City. |
| High Roller Lane | Route | Entry requires a minimum unbanked balance. | Rich Rigs only. Everyone outside sees who qualified. |
| Broken Bank | Event | A bank arch that temporarily fails; coins do not lock. | Rare. Arch flickers 2 s before failing so it reads on replay. |
| Coin Vortex | Hazard | Pulls Rigs and loose coins toward a centre point. | Great for collecting. Great for being collected. |
| Audit Zone | Hazard | Slows each Rig in proportion to its unbanked balance. | Loaded Rigs crawl. Loaded Rigs get hit. |
| Market Crash | Event | A track section collapses, forcing all lanes into one. | Pileup guaranteed. Telegraphed by a 3 s siren. |
Tracks
| Track | Environment | Length | Difficulty | Signature rule | Bank route | Greed route | Ambush | Ships |
|---|---|---|---|---|---|---|---|---|
| Cloud Circuit | Clouds | 2.8 km | Castle vault opens once per lap and releases a coin burst. | Castle gate tunnel | Waterfall jump | Arch on the final straight | MVP | |
| Sunset Circuit | Resort | 3.1 km | Tower vault opens once per lap over the boardwalk. | Marina loop | Overpass jump | Tower exit | Phase 2 | |
| Neon City | Night city | 3.4 km | Route prices fluctuate during the race. | Subway tunnel | Rooftop toll lanes | Exchange floor | Phase 2 | |
| Frost Peak | Alpine | 3.0 km | Crackable vaults with huge drops; cracking is slow and visible. | Inside the facility | Ice shelf | Facility exit | Phase 2 | |
| Toxic Depot | Industrial | 2.9 km | Fresh coins emerge from machines mid-race. | Loading dock | On top of the conveyor | Stamp press | Phase 2 | |
| Sky Temple | Floating islands | 3.6 km | Fall off and your pod spills into the clouds; coins respawn below. | Temple interior | Broken-bridge jumps | Outer spans | Phase 2 | |
| Lava Loop | Volcano | 3.3 km | Eruptions redistribute loose coins around the loop. | Tunnel under the spiral | Lava bridge | Spiral apex | Phase 2 |
Every track ships with all seven required elements: safe route, greedy route, bank route, high-risk shortcut, ambush area, one big visible pile, one social collision zone.
$RUSH
| Field | Value |
|---|---|
| Ticker | $RUSH |
| Chain | TBA |
| Contract | placeholder until launch |
| Supply | 1,000,000,000 fixed |
| Roles | Entry asset for token rooms; in-race coin representation; optional cosmetics; tournament access |
| Room fee | One published fee per room, in $RUSH and as a percentage, charged only if the race completes |
| Fee split | Published share to tournament prize pools, published share burned |
| Escrow | Match-scoped. Held from ready until settlement, cancellation or void |
Integrity and anti-cheat
- Server-authoritative movement, collision and coin state. The client never decides a balance.
- Coin placement seeded from ruleset and room id; the seed is published after the race.
- Speed and teleport rejection, input validation, session replay for every real-value race.
- Anomaly detection across races, including collusion signatures.
- Every real-value result is cryptographically signed before settlement.
| Offence | Practice | Real-value |
|---|---|---|
| First confirmed | Warning, 7-day suspension | Permanent exclusion from token rooms; unsettled entries forfeited to affected players |
| Repeat or coordinated | Account termination | Account termination; reported where the law requires |
Disconnects and voids
| Event | Outcome |
|---|---|
| Drop before countdown | Entry returned in full |
| Drop, rejoin within 20 s | Rig frozen and invulnerable while away; pod intact; resume |
| Drop, no rejoin | Rig parks at nearest bank; banked plus pod counts as secured; no further collection |
| Quit mid-race | Treated as drop with no rejoin; resolved hits stand |
| Void: unreconcilable desync, more than half the room drops in first 30 s, confirmed exploit, or signature failure | All entries returned in full, fee waived, rematch link issued |
A race is never voided because someone lost. Results are final once the signed record is written.
Glossary
- Bank / arch
- A gateway that locks carried coins on contact.
- Banked
- Coins locked for payout; untouchable by any in-game action.
- Crown Coin
- The in-race unit representing a slice of the pot.
- Distributable pot
- Pot minus the published room fee.
- Greed route
- A faster, richer route with hazards and no bank access.
- Horn
- The end-of-race signal; state freezes.
- Last Call
- The final 30 seconds and its escalating rule changes.
- Pod
- The visible rear canister holding unbanked coins.
- Rig
- A Coin Rush vehicle.
- Rushverse
- The world where everything runs on coins.
- Secured
- Banked plus whatever is in the pod at the horn.
- The Mark
- The racer carrying the most unbanked coins in Bounty Rush, or the top carriers during Last Call.
- Unbanked
- Coins in a pod; can be stolen, spilled, swapped or taxed.
Changelog
| Version | Date | Change |
|---|---|---|
| v0.1 | 2026-09-15 | Initial practice ruleset. One track, four racers, one Rig, three power-ups, Coin Rush mode, Last Call phases, payout formula, disconnect rules. |
FAQ
Everything people ask, plus the stuff the announcer keeps yelling.
The basics
What is Coin Rush?
A multiplayer arcade racing game where friends enter with the same amount, the combined pot becomes collectible coins inside the race, and players race to collect those coins, steal unbanked coins from each other, and decide whether to bank or risk them. At the horn, the coins each player secured determine their share of the pot.
Is it a racing game or a gambling game?
It's a racing game. The game is the product. The economy underneath gives every decision consequence. It launches with practice coins and no real value at all, and it has to be fun that way before token-entry rooms are ever considered.
Do I need crypto, a wallet, or a token to play?
No. Practice-coin rooms need nothing. Real-value rooms, when and where they open, use a supported token and a connected wallet, and are entirely optional.
How many people can race?
Two to eight per room. The MVP runs four. Team Rush supports 2v2, 3v3 and 4v4.
How long is a race?
Hosts pick 2 to 6 minutes. Four is the default and the sweet spot: long enough to build a stack, short enough that Last Call arrives before you're comfortable.
Can I play solo?
Safe Run works as a solo time trial and tutorial. Everything else needs at least one other person to steal from.
What platforms?
Desktop first, via browser or the desktop client, with controller and keyboard support. Mobile and console come after the MVP proves itself.
Rules and payout
Does finishing first mean I win?
You win the race. In Coin Rush mode, the pot is split by secured coins, so the person who banked the most takes the biggest share regardless of finishing position. Winning the race and winning the pot are separate things, and both get celebrated.
What's the difference between banked and unbanked coins?
Unbanked coins ride in the pod on your Rig and can be stolen, spilled, swapped, taxed or lost to hazards. Banked coins have been driven through a bank arch and are locked for the payout. Nothing in the game can touch banked coins.
What happens to coins in my pod when the race ends?
Whatever you're holding at the horn counts as secured, alongside your banked total. Coins lying on the track at the horn are excluded from every payout. This is why the last five seconds are called Protect Your Bag.
How exactly is the payout calculated?
Your share equals your secured coins divided by all players' secured coins. Your payout equals that share multiplied by the distributable pot (the pot minus the fee shown in the lobby). Shares are computed to four decimals and rounded down; any remainder is returned to the room. The formula for each mode is shown on the ready screen before the race starts. You can try it on the results calculator.
How much do I spill when I get hit?
Light contact spills 5% of unbanked coins, a heavy attack 25%, hazards 15%. Greed Boost raises your spill to 40%. Vault blocks it entirely, Insurance halves it. Spilled coins are live on the floor for 12 seconds before returning to the track pool.
What is Last Call?
The final 30 seconds. Bank arches begin closing, bounty markers appear over the biggest carriers, rare coins spawn, hazards and power-ups ramp, and the announcer gets loud. At 15 seconds, Double Drops. At 10, the last bank closes. At 5, Protect Your Bag.
Can I bank during Protect Your Bag?
Only with a Lockbox, which secures a small fixed amount instantly. Otherwise, hold on.
What if I disconnect?
Reconnect within 20 seconds and you rejoin frozen and invulnerable with your pod intact. If you don't, your Rig parks at the nearest bank and everything you were holding counts as secured, but you can't collect more. Full rules on the Economy page.
Can I quit mid-race to protect my coins?
Leaving is treated like a disconnect with no reconnect: your Rig parks, your current holdings count, and you can't gain more. You can't use it to dodge a hit that's already landed, because the server has already resolved it.
Do teams share coins in Team Rush?
Yes. Team balances combine, the team's share is calculated on the combined secured total, and the team's payout is split evenly between teammates.
Money and tokens
Is there real money in the game right now?
No. The MVP and phase two use practice coins, testnet assets, sponsor-funded rewards and non-withdrawable credits only.
When do real-value rooms open?
After the game is validated as fun without money, and after legal review, region by region. There's no date, and we'd rather ship a fun game late than a wagering product early.
What is $RUSH?
The Coin Rush ecosystem token. Its job is to be the entry asset for certain rooms, to be represented as coins during a match, to power optional cosmetics, and later to gate some tournament events. It's not a yield product and nothing on this site is investment advice.
What fees are there?
One published room fee, shown in coins and as a percentage on the ready screen, charged only if the race completes. Practice rooms have no fee. Voided or cancelled races refund every entry in full with no fee.
Can the house influence who wins?
No. Coin placement is seeded from the ruleset and room id and published after the race. Coin supply is fixed. Every real-value race produces a signed result and a replay. Nobody at Coin Rush is in your lobby, and the server can't put a thumb on the scale without it showing in the audit record.
Can cosmetics or Rigs change my odds?
Never. Real-value rooms use standardized Rigs. Cosmetics are visual only and cannot hide your pod glow.
Can spectators bet on races?
No, and it's not on the roadmap. Spectators can watch, follow, react, vote on harmless map events and clip. No value in, no value out.
Fairness and cheating
How do you stop cheating?
Movement, collisions and coin state are all server-authoritative. The client never decides a balance. Speed and teleport detection, input validation, session replay, anomaly detection and signed race results are all required before any real-value room opens. Details on the Fair play page.
What happens if someone is caught cheating?
The race is voided and every entry is refunded. The account is suspended and, for real-value rooms, permanently excluded. Repeat and coordinated offences are reported where the law requires.
Is teaming up in a free-for-all allowed?
Ganging up on the leader is the game. Pre-arranged collusion to move a real-value pot to a specific player is not, and the anomaly systems look for exactly that pattern.
How do I report a problem with a race?
From the results screen, or from group history, choose Report race. Include the room id. Every real-value race has a signed record and a replay we can review. See Support.
Accounts and privacy
What do I need to make an account?
An email and a display name for practice play. Real-value rooms in regions that require it add identity verification before your first token entry.
Will you ever ask for my seed phrase or private key?
No. Never in the game, never on this site, never by email or DM. Anyone asking is not us.
Who can see my stats and clips?
Rival stats are visible to the friends in that group. Clips you share are visible wherever you share them. Anyone can opt out of appearing in other players' shared clips in settings. See the Privacy policy.
Can I delete my account?
Yes, from settings. Practice progress and cosmetics are removed. Records of real-value races are retained for the period the law requires, then deleted.
Is there an age limit?
Practice play is rated for teens and up. Real-value rooms are strictly 18 or older, or the higher age your region sets, with verification. See Eligibility.
Tech and support
Why is everything server-authoritative? It adds lag.
Because there may be value on the line and the client cannot be trusted with final coin balances. The game predicts locally and reconciles with the server, so it feels responsive, but the server's version is the only one that counts.
Do I need a great connection?
A stable one. Rooms match on region to keep latency low. If your connection drops, the reconnect rules protect your pod for 20 seconds.
Where's the changelog?
Every ruleset change is versioned and logged, and every race records the ruleset it ran on. The changelog lives with the game client and is linked from the footer once the MVP opens.
I found a bug or exploit. What do I do?
Report it privately through Support. Exploits that could affect real-value outcomes are treated as security reports, not bug reports, and we say thank you properly.
1. Who we are and what these terms cover
Coin Rush is operated by Coin Rush Labs Ltd., ("Coin Rush", "we", "us"). These terms govern your use of the Coin Rush game, website, companion services and any content we provide (together, the "Service"). By creating an account or playing, you agree to these terms, the Privacy policy, the Fair play policy, the Responsible play policy and the Eligibility and regions rules, all of which are part of this agreement.
2. Eligibility
- Practice play requires you to be at least 13, or the minimum age of digital consent where you live if higher, and if you are under 18 you need a parent or guardian's permission.
- Real-value rooms require you to be at least 18, or the higher age of majority or legal gaming age where you live, to be located in a region where real-value rooms are enabled, and to complete any identity verification we require.
- You may not use the Service if you are barred from doing so under the laws of your region, if you have been excluded from Coin Rush, or if you have self-excluded and the exclusion period has not ended.
- We use location and device signals to enforce regional rules. Circumventing those controls, including with a VPN or proxy, is a breach of these terms and voids any real-value results.
3. Your account
- You need an account to play. Keep your login details secure. You are responsible for activity on your account.
- One account per person. Accounts are personal and cannot be sold, lent or shared.
- Display names must not impersonate others, contain hateful or sexual content, or include contact details. We may change a name that breaks this rule.
- We will never ask for your wallet seed phrase, private keys or password in the game, on this site, by email or by direct message. Anyone who does is not us.
4. Practice coins and credits
- Practice coins, testnet assets, sponsor-funded rewards and non-withdrawable credits ("Practice Assets") have no monetary value, cannot be withdrawn, exchanged, sold or transferred outside the Service, and can be reset or adjusted by us at any time.
- Practice rooms have no fee and no payout beyond Practice Assets.
- Any attempt to sell, trade or purchase Practice Assets outside the Service is a breach of these terms.
5. Real-value rooms
- Real-value rooms are only available where we have enabled them for your region, and only after any legal, licensing, identity verification and anti-money-laundering requirements for that region are satisfied. Availability is described on the Eligibility and regions page and may change.
- To enter a real-value room you commit the entry amount shown in the lobby in the supported token for that room. Entries are held in a match escrow from the moment you press ready until the race settles, is cancelled or is voided.
- Before the race can start, the lobby displays the entry amount, the total pot, the fee in tokens and as a percentage, the distributable pot, the payout formula for the selected mode and the ruleset version. By pressing ready you accept those specific terms for that race.
- Real-value rooms use standardized Rigs. Cosmetic items never affect outcomes.
- You are responsible for any taxes that apply to amounts you receive from real-value rooms.
- The custody structure for each region, including who holds escrowed entries and how settlement is performed, is published on this page before that region's rooms open: entries are held in a match-scoped escrow contract controlled by the game server and released only on a signed result, a cancellation or a void.
6. Race rules
- Races are governed by the ruleset version shown in the lobby. Rulesets are versioned, logged and referenced in every race record.
- Movement, collisions and coin state are determined by our servers. The server's record of a race is authoritative and final. Your client's display is a prediction that may be corrected.
- Coins in your pod are unbanked and may be reduced by other players' actions and by track hazards as described in the ruleset. Banked coins are locked and cannot be reduced by any in-game action.
- When the race timer ends, your secured total is your banked coins plus any coins in your pod at that moment. Coins on the track are excluded.
- Disconnection is handled as described on the Economy page, which forms part of these terms: rejoin within 20 seconds and resume; otherwise your Rig parks, your current holdings count as secured and you cannot collect more.
- A race is voided, and every entry returned in full with no fee, if we detect an unreconcilable state desync, if more than half the room disconnects within the first 30 seconds, if a confirmed exploit affected the outcome, or if the signed result fails verification. A race is never voided because a player lost.
7. Fees and payouts
- The only fee in a real-value room is the room fee shown before the race. It is charged only if the race completes and settles.
- Payouts follow the formula displayed for the mode. In Coin Rush mode each player's payout equals their secured coins divided by all players' secured coins, multiplied by the distributable pot, computed to four decimal places and rounded down. Rounding remainders are returned to the room's players pro rata and are never retained by us.
- Settlement happens automatically from the signed race result. You do not need to claim a payout.
- If settlement to your wallet fails for a reason outside our control (for example a network outage), we retry and hold the amount for you; it is never forfeited.
- We do not offer refunds for a completed race because you did not like the outcome. Cancelled and voided races are always refunded in full.
8. Cosmetics and purchases
- Cosmetics are digital items licensed to you for use in the Service. They are not investments, have no guaranteed resale value and do not affect gameplay outcomes.
- Where the law gives you a right to cancel a digital purchase, you can do so within the statutory period unless you have used the item in a race. Where no such right applies, purchases are final except where we say otherwise.
- Prices are shown before purchase. Tax may be added where required.
9. Fair play
You agree to the Fair play policy. In short: no cheats, no automation, no exploits, no collusion to move real-value pots, no account sharing and no interference with our servers or other players' connections. Confirmed breaches void the race, refund the other players and result in suspension or permanent exclusion.
10. Content, clips and your conduct
- The game automatically creates short clips of race moments. Clips featuring you may show your in-game name, character and Rig. You can opt out of appearing in other players' shared clips in settings; your own clips are always yours to share or delete.
- You grant us a licence to display in-game names, race results and clips within the Service and in features like group history and rival stats.
- Don't post content that is hateful, harassing, sexual, violent, infringing or unlawful, in display names, reactions, clips or anywhere else in the Service.
- Everything in the Service other than your content, including the Coin Rush name, logo, Crown Coin, characters, tracks, Rigs and music, belongs to us or our licensors. You get a personal, non-transferable licence to use it to play.
11. Suspension and termination
- You can delete your account at any time from settings. Practice progress and cosmetics are removed. Records of real-value races are kept for the period the law requires and then deleted.
- We may suspend or terminate your account for breach of these terms, for fair play violations, where required by law, or where we reasonably believe your use poses a risk to other players or the Service. We tell you why unless the law prevents it.
- If we terminate an account that holds escrowed entries for an unfinished race, those entries are returned, less any amount we are legally required to withhold.
12. Disclaimers
- The Service is provided as is. We work hard to keep it available, fair and fun, but we can't promise it will be uninterrupted or error-free.
- Nothing on this site or in the Service is financial, investment, legal or tax advice. $RUSH and any supported token can lose value. Only enter real-value rooms with amounts you can afford to lose.
- We may change, add or remove features, modes, tracks, characters, power-ups and rulesets. We won't change the ruleset of a race that has already started.
13. Limitation of liability
To the fullest extent permitted by law, we are not liable for indirect, incidental, consequential or punitive losses, or for lost profits, arising from your use of the Service. Our total liability to you for any claim is limited to the greater of the fees you paid us in the twelve months before the claim and USD 100. Nothing in these terms limits liability that cannot be limited by law, including for death or personal injury caused by negligence, for fraud, or your statutory consumer rights.
14. Disputes and governing law
- If you have a problem with a race, report it from the results screen or group history with the room id. We review the signed record and replay and respond within 5 business days.
- These terms are governed by the laws of the State of Delaware, United States, and disputes are resolved in the courts of Delaware, unless the consumer laws where you live give you the right to something else, in which case those rights apply.
15. Changes to these terms
We may update these terms. If a change is material, we tell you in the game or by email at least 14 days before it takes effect, and the updated date at the top of this page changes. Continuing to play after that date means you accept the new terms. Changes never apply to a race that already started.
Contact
Coin Rush Labs Ltd., 555 Crown Avenue, Suite 800, Vaultridge. Questions about these terms: see Support.
1. What we collect
You give us
- Account details: email, display name, password (hashed), avatar choice.
- Waitlist sign-ups: email and how many friends you're bringing.
- Support requests and race reports: whatever you write, plus the room id.
- For real-value rooms in regions that require it: identity verification details collected by our verification provider, and a wallet address for entries and settlement. We never collect seed phrases or private keys.
We collect automatically
- Gameplay data: inputs, positions, collisions, coin state, power-up use, results, ruleset version. This is the race record and it is what makes fair play and auditable payouts possible.
- Session replays for real-value races.
- Device and connection data: device type, operating system, browser, IP address, approximate region derived from IP, connection quality.
- Anti-cheat signals: timing anomalies, input patterns, client integrity checks.
- Site analytics on this website, only if you allow analytics cookies. See the Cookie policy.
2. How we use it
- To run races, calculate and settle payouts, and show you results, history and stats.
- To detect and prevent cheating, collusion, fraud and abuse.
- To enforce age, region and eligibility rules, including self-exclusion.
- To provide support and investigate race reports using the signed record and replay.
- To send account and service messages, and marketing you've opted into.
- To improve the game: balancing, track design, matchmaking, performance.
- To comply with law, including anti-money-laundering obligations where real-value rooms operate.
Where data-protection law requires a legal basis, we rely on performing our contract with you, our legitimate interests in running a fair and secure game, your consent where we ask for it, and legal obligations.
3. Clips, stats and social features
- Auto-clips show in-game names, characters and Rigs. They never show real names, emails or wallet addresses.
- You control your own clips. You can opt out of appearing in other players' shared clips in settings; opted-out players are shown as a generic racer in others' shares.
- Rival stats and group history are visible only to members of that group.
- Friend leaderboards are limited to your groups. There is no public global leaderboard by default.
4. Who we share it with
- Service providers who host our servers, deliver email, verify identity, and help us detect cheating, under contracts that limit what they can do with the data.
- Other players, limited to what the game shows: in-game name, character, Rig, results, clips and stats as described above.
- Blockchain networks: entries and settlements in real-value rooms are recorded on the relevant network and are public by nature of that network.
- Authorities and regulators where the law requires it.
- A buyer or successor if Coin Rush is ever sold or merged, under the same commitments.
We do not sell personal data, and we do not show third-party ads inside the game.
5. How long we keep it
- Account data: while your account exists, then deleted within 30 days of deletion.
- Practice race records: 12 months, then aggregated.
- Real-value race records, replays and settlement data: for the period the law requires in the applicable region, then deleted.
- Identity verification records: for the period required by anti-money-laundering rules, then deleted.
- Anti-cheat evidence for confirmed breaches: for the duration of the exclusion.
6. Your choices and rights
- Access, correct, export or delete your data from settings, or by contacting us.
- Opt out of marketing at any time using the link in any email.
- Decline non-essential cookies on this site. Essential ones can't be turned off because the site wouldn't work.
- Depending on where you live you may have additional rights, including to object to or restrict processing and to complain to a data-protection authority. We honor them.
- Some data cannot be deleted on request while a legal retention period applies, for example real-value race records. We tell you when that's the case.
7. Children
Practice play is for players 13 and older, or the local minimum age if higher, with parental permission for under-18s. Real-value rooms are for adults only. We do not knowingly collect data from children under 13. If you believe a child has an account, contact us and we will remove it.
8. Security and transfers
We protect data with encryption in transit and at rest, access controls, and server-side authority over all race state. Our providers may process data in other countries; where we transfer data across borders we use safeguards recognized by the applicable law.
9. Changes and contact
If we change this policy materially we tell you in the game or by email before the change applies. Contact the privacy team through Support or at privacy@coinrush.game.
Coin Rush is designed to be fun with fake coins. Real-value rooms are optional, regional and for adults. If you use them, these tools exist to keep it a game.
Built-in limits
- Entry caps. Every real-value room has a maximum entry, set per region. There are no high-stakes rooms.
- Spending limits. Set a daily, weekly or monthly cap on total entries in settings. Lowering a limit applies immediately. Raising one takes effect after a 24-hour cooling period.
- Session reminders. A reminder after every hour in real-value rooms showing time played and net result in coins.
- Time-outs. Block yourself from real-value rooms for 24 hours, 7 days or 30 days. Practice play stays available.
- Self-exclusion. Exclude yourself from real-value rooms for 6 months, 1 year or permanently. This cannot be reversed early and we may share it with regional exclusion schemes where they exist.
- Reality check. Your lifetime net result in real-value rooms is always one tap away in settings, shown in tokens, not coins.
How the game itself helps
- Rooms only ever hold the entry amount. Nothing is wagered mid-race and there is no way to add value once the countdown starts.
- Double or Nothing requires every player to confirm a higher entry. There's no one-tap re-buy.
- No spectator betting. No side pots. No paid boosts.
- Dollar values are not shown during gameplay, and coins are always shown before token value on results.
Signs to watch for
Playing to win back losses, entering rooms with money you need for other things, hiding play from people close to you, or feeling anxious when you're not playing. If any of that sounds familiar, use a time-out and talk to someone.
Getting help
Free, confidential support services exist in most regions. We list the relevant ones for your region inside the game under Settings, Responsible play. Practice coins are always available and always free if you just want to race.
Minors
Real-value rooms are for adults only and are verified in regions that require it. If you're a parent or guardian and believe a minor has accessed a real-value room, contact Support immediately. We remove the account and refund unsettled entries.
What's not allowed
- Cheat software, modified clients, memory editing, or anything that alters how the game runs on your device.
- Automation, macros, scripts or bots that play for you.
- Exploiting bugs to gain coins, avoid spills, bank without an arch, or alter results, including a bug you didn't create. Report it instead.
- Collusion to move a real-value pot to a specific player. Ganging up on the leader mid-race is the game; a pre-arranged outcome is fraud.
- Account sharing, boosting or selling.
- Interfering with other players' connections or with our servers.
- Circumventing region, age or exclusion controls.
How we enforce it
- Server-authoritative everything. Movement, collisions and coin state are decided by the server. The client sends inputs and shows predictions. Final coin balances never come from the client.
- Speed and teleport detection. Positions that can't be reached from the last verified state are rejected.
- Input validation. Every input is checked for rate, range and plausibility.
- Session replay. Every real-value race is fully replayable from the server log.
- Anomaly detection. Statistical models flag unlikely patterns across races, including collusion signatures.
- Reconnect handling. Dropped connections follow one published rule and cannot be used to dodge a resolved hit.
- Signed race results. Every real-value result is cryptographically signed and verified before settlement.
What happens if you're caught
- The affected race is voided and every other player is refunded in full, fee waived.
- First confirmed offence in practice play: warning and a 7-day suspension.
- Any confirmed offence in a real-value room: permanent exclusion from real-value rooms and forfeiture of unsettled entries to the affected players.
- Coordinated or repeat offences: permanent account termination and, where the law requires it, a report to the relevant authority.
You can appeal any enforcement action through Support. We review the replay and the signed record with a second reviewer.
Reporting
Report a race from the results screen or group history with the room id. Report an exploit privately through Support; it's handled as a security report and we credit reporters who help keep pots honest.
Eligibility and regions
Practice coins everywhere. Real-value rooms only where the rules allow.
Age
| Activity | Minimum age | Verification |
|---|---|---|
| Practice play, all modes | 13, or the local minimum age of digital consent if higher; under-18s need a guardian's permission | Self-declared at sign-up |
| Cosmetic purchases | 18, or with a guardian's payment method and permission | Payment provider |
| Real-value rooms | 18, or the higher legal age of majority or gaming age in your region | Identity verification where the region requires it, before your first token entry |
| Tournaments with prizes | Per event rules; never below 18 for token prizes | Per event |
Region status
Real-value rooms open region by region after legal review, and are geofenced. This table is updated as regions change. If your region isn't listed, real-value rooms are not available there yet.
| Region | Practice play | Real-value rooms | Notes |
|---|---|---|---|
| Everywhere the game is distributed | Available | Not yet | MVP and phase two are practice coins only |
| United States (select states) | Available | Under review | Legal review in progress |
| European Union | Available | Under review | Legal review in progress |
| Restricted regions | Per platform rules | Not available | Regions where token-wagered games are prohibited |
What "under review" means
Specialist counsel is determining, for that region: whether the product can operate; age rules; KYC and AML requirements; whether skill-based treatment applies; custody structure; prize rules; token treatment; geofencing; and platform-store restrictions. Real-value rooms open only when all of those are settled and any required licences are held.
Location and circumvention
We use IP, device and, where you allow it, precise location to confirm you're in an enabled region. Using a VPN, proxy or spoofed location to access real-value rooms breaches the Terms, voids your results in affected races and may result in permanent exclusion.
Support and contact
Real people, real replays, no bots explaining rules at you. That's the announcer's job.
Player support
Account problems, purchases, settings, general questions.
support@coinrush.game
Response target: 2 business days.
Report a race
Use Report race on the results screen or in group history and include the room id. We review the signed record and replay.
Response target: 5 business days for real-value rooms.
Security and exploits
Found something that could affect a pot? Tell us privately. Treated as a security report, credited properly.
security@coinrush.game
Privacy requests
Access, export, correction or deletion of your data.
privacy@coinrush.game
Press and creators
Coverage, creator partnerships, branded tournaments.
press@coinrush.game
Logos, key art and screenshots available on request.
Responsible play
Limits, time-outs and self-exclusion are in settings. If you need to talk to someone, regional help lines are listed inside the game.
Service status
All systems operational (demo)
Live status, incident history and the ruleset changelog are linked here when the MVP opens.
Before you write in
- Check the FAQ, it covers most race questions
- Have your room id ready for race reports
- Never send seed phrases, private keys or passwords. We won't ask.
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Back to the start line