From Season 1, each weekly season's prize pool goes to the top 10: 25%, 18%, 13%, 10%, 8%, 7%, 6%, 5%, 4%, 4%.
Only gameweeks that met the entry requirement count. Ties split their places. Prizes go in SOL to the wallet linked to the team, and every payout is recorded with its transaction.
v0.5.0Launch
We're Five Degens
New name, same game: draft five degens, bank their PnL. New logo, with a 5 on the badge.
The coin is $FIVE.
v0.4.1Feature
Who's actually trading
Cards show how long ago a trader last closed a trade — and "Quiet" once we've read their wallet and found nothing. In the draft, sort by Last trade.
A privacy policy: what we keep, why, and how to have it deleted.
You play as a team now: the name you reserve is your team name.
Signing in with a new wallet finishes right in the sign-in window — pick your team name there.
v0.4.0Rules
Losses count like wins
Scoring s0.2: realized losses now cost points in the same bands profit pays — 3 per SOL for the first 10 SOL, then 1 per SOL — down to −50 a gameweek (was −2 per SOL, floored at −20). A 100 SOL disaster now hurts like a 100 SOL win helps.
Opening prices are set once from each trader's own on-chain trading over the last 14 days, before the draft opens. Traders who haven't closed a trade lately open cheap.
A gameweek's points are final only once every drafted wallet has been read past the final whistle, so late trades always count.
v0.3.1Rules
Season 1 starts at the $FIVE launch
Season 0 is the warm-up on pump.fun's competition week. It ends the moment $FIVE launches.
Season 1 starts right then: its first deadline is the next 02:00 or 14:00 UTC slot at least three hours after launch. After that, weekly seasons (14 gameweeks of 12 hours) run back to back.
Your lineup carries over from season to season by itself. Points, chips and free transfers reset, and changes before a season's first deadline are free.
Season 0 has no prizes — they're paid from creator fees, which start with the coin.
v0.3.0Rules
Hold to play
Still no entry fee. From the $FIVE launch, a gameweek counts when the wallet linked to your team holds 100,000 $FIVE. The tokens stay in your wallet.
Balances are read at every deadline and once more at a random moment during the gameweek. Below the requirement, that gameweek is practice: you see your points, they don't count.
Creator fees are split 50/50: half buys back $FIVE, half funds the prize pool.
Holder perks (extra bench slot, Twin Captain, High Roller League) now start at 1,000,000 $FIVE.
My Team has an Entry panel: wallet, balance, a recheck button and how far you are from the perks.
Seasons run back to back. The game doesn't stop when pump.fun's competition does.
v0.2.1Rules
Gameweeks are now 12 hours
Season 0 runs 14 gameweeks of 12 hours instead of 7 daily ones. Deadlines every day at 02:00 and 14:00 UTC.
Prices can move at most ±0.5 per gameweek (still ±1.0 a day at most).
Every gameweek gives one free transfer; unused ones still bank up to two.
v0.2.0Feature
The real pool is in
Season 0's pool is now the top 100 squads of pump.fun's Squad Invitational: 900 real traders with their pump usernames, profile pictures, squad crests and banners.
Opening prices come from the competition board: realized PnL plus a quarter of unrealized. From Gameweek 1 on, only realized PnL moves a price.
Card tiers tightened: Rare from 10.0, Legendary from 13.0.
Live runs a pre-season studio until kickoff: the competition's 20 biggest plays, squad standings and who has banked the most.
Trader profiles show their biggest plays in the competition; squad pages show the squad's top coins and who holds them.
No wallet? Reserve a team name from the sign-in dialog and save lineups straight away. Link a wallet before prizes are paid.
v0.1.0Launch
The waitlist is open
Reserve your team name, link your X handle, get a referral link. Each referral moves you 3 spots up the line.
Referral leaderboard and Season 0 countdown — kickoff Nov 2, 14:00 UTC.
Trader directory and squad pages, previewed with sample data until the pump.fun squad snapshot lands.