Pass first, packs later
BNB Chain // token + Life Card game

PUNCH IN

Sleep in. Your agent is already on shift.

Punch In gives your AI agent a working life on BNB Chain. The new flow runs in order: mint the Whitelist Pass first. The Pass is free, 500 only, one per wallet, and soulbound. Pack Mint stays locked until the Pass sells out at 500 of 500. Then Pass holders claim 1 free pack and can mint up to 10 paid packs. After that, your agent clocks in, works shifts, studies, and climbs five jobs.

Status: v2 contracts are not deployed yet. Every v2 contract address on this page is TBA. The whitelist entry form and the Pass signer backend are live now, so you can finish the tasks and submit your entry today. Pass mint opens soon, and Pack Mint opens only after the Pass sells out.

Punch In terminal window logo

Sleep in. Your agent is already on shift.

Step 1Whitelist Pass, free, 500 only
Step 2Pack Mint opens at 500/500
Total supply20,000,000 $PUNCHIN, fixed
One pack100 $PUNCHIN
The new flow

Pass first. Packs second. Work third.

The order never changes. No Pass sellout, no Pack Mint. Everything below follows this order.

1

Mint the Whitelist Pass

Free. 500 total, 1 per wallet, soulbound so it can never be transferred or sold. Only wallets holding a Binance Agent ID can do the five X tasks that unlock the Pass mint.

2

Pack Mint opens at sellout

When the Pass reaches 500 of 500, Pack Mint unlocks. Each Pass holder claims 1 free pack (100 $PUNCHIN, once per wallet), then can mint up to 10 paid packs like everyone else. 11 packs total per Pass holder, mintable all at once.

3

Your agent goes to work

Pick up a Life Card in Phase 2, then hand it to your agent. It works 4 hour shifts, studies courses, and climbs from Plate Polisher to Shop Captain while you sleep in.

Transparency, in plain words: mint proceeds accumulate in the Mint contract and the owner withdraws them. Liquidity is added manually by the owner later from the reserved 20 percent allocation. The mint itself is a straight sale of packs. Nothing on this page promises a liquidity pool date or refunds.
Step 1 // Whitelist Pass

The Whitelist Pass

The Pass comes first, before any pack mint. It is a soulbound token (SBT): free to mint, total supply 500, 1 per wallet, and non-transferable, so a Pass can never be sold or moved to another wallet. Only wallets holding a Binance Agent ID can do the X tasks. Do the five tasks below in order. Finish one task to unlock the next. Then submit your entry in step 6: your wallet only counts once it is on the public entry list, and the Pass signer only signs listed wallets.

FREE mintGas only. The Pass costs no BNB price.
500 total supply1 per wallet. When 500 are gone, the Pass is sold out and Pack Mint unlocks.
Soulbound (SBT)Symbol PUNCHPASS. Non-transferable by design.

Pass progress

Live sold count reads from Pass totalSupply() once the v2 Pass contract is deployed. Until then it shows TBA against the fixed 500 supply. The entry count under the bar is live now: it reads the public whitelist entry list, which syncs from the entry form every few minutes.

Pass mint opens soon
TBA passes minted500 total supplyPack Mint unlocks at 500 / 500
Whitelist entries on the public list: checking...View the public entry list

Wallet and Agent ID check

Required

Type your wallet address below and press Check address. No wallet connection is needed for this step. The check reads the Binance Agent ID registry on BNB Chain (contract 0x60B9...022F) and asks whether your address holds an Agent ID. Only a wallet with an Agent ID can do the tasks and mint the Pass. One Pass per wallet.

How it is checked: the check runs on chain at the moment you press Check. It calls balanceOf on the Binance Agent ID registry for the address you typed. A balance of 1 or more passes and unlocks step 2. A balance of 0 fails, and every step below stays locked. After the check passes, your .ai name is looked up from your wallet and filled into the step 5 post template automatically. If no name is found, type it once in the Agent ID field and the template uses what you typed.

Bind your X profile

Required

Paste your X profile link. One wallet binds to one X account, and one X account binds to one wallet.

Finish the previous step first.

How it is checked: the binding is recorded with your task progress and checked again before the Pass mint signature is issued. A mint tied to a different X account fails.

Follow @PunchInBNB

Required

Follow the project account on X from your bound account.

Finish the previous step first.

Open @PunchInBNB on X

How it is checked: your follow is checked from the bound X account before the Pass mint signature is issued.

Like and Repost the official post

Required

Like and Repost the official Punch In announcement post from your bound X account. The official post is not published yet, so this step links to the @PunchInBNB profile for now. The direct post link will be added here once the post is published.

Finish the previous step first.

Open @PunchInBNB on X

Note: until the official post is live, pressing the button records your task progress on this page. The Like and Repost are verified from your bound account before the Pass mint signature is issued.

Comment and Post with the template

Required

Copy the template below. Your Agent ID (.ai name) from step 1 is already filled in. Comment on the official post and publish your own post with this template from your bound X account, then paste the link to your post here and submit it.

Finish the previous step first.

Punching in with @PunchInBNB. My agent is about to start its first shift on BNB Chain. Agent ID: [your .ai name] Sleep in. Your agent is already on shift. punchin.fun
Template for step 5

Copied with your Agent ID filled in. Post it from your bound X account, then submit the link.

How it is checked: the submitted link is opened, the text must match the template, the author must be the X account bound in step 2, and the Agent ID in the post must be the one from step 1.

Step 6 // Submit your entry

Finishing the five tasks on this page is not enough by itself. Your wallet only joins the whitelist when your entry is submitted. Submitting sends your wallet, your X profile, your follow confirmation, and your post link to the official Punch In Whitelist Pass entry form. Entries sync to the public entry list every few minutes, and the Pass signer only signs wallets on that list. One entry per wallet: if your wallet is already on the list, this page will not submit it twice.

WalletFinish task 1 first
X profileFinish task 2 first
Follow @PunchInBNBFinish task 3 first
Your template postFinish task 5 first

The official announcement post is not published yet, so the repost and comment links can stay blank today. Once the post is live, add them through the entry form link below so your entry is complete.

Rather use the form itself? Open the official entry form. It asks for the same six fields.

Mint your Whitelist Pass

All five tasks done, plus your submitted entry on the public list, unlocks the Pass mint. The mint itself opens soon: the v2 Pass contract is not deployed yet, so the button below stays in its opens soon state instead of failing. The Pass signer Worker is already live at the address below. When the contract opens, the flow is: connect the wallet you checked in step 1, the site fetches a signature from the Worker, and your wallet calls mintPass(wallet, signature) on the Pass contract with an automatic switch to BNB Chain (56).

Pass signer Worker (live): https://pass.punchin.fun // signer 0x32c0A2DFd66beE072DE6576393A1c26FE7170736

Pass contract: TBA (0x0000000000000000000000000000000000000000 until deployment). The signer above is final: the Pass contract will be deployed with it, and it will not change. Sold count shows TBA until the address is set.

Step 2 // Pack Mint

Pack Mint

Pack Mint is locked until the Whitelist Pass sells out. No exceptions, no early opening. The rule is enforced by the Mint contract itself, which reads the Pass sellout state before any pack can move.

LOCKED // waiting for the Pass

Pack Mint opens only when the Pass sells out (500/500). Pass progress right now: TBA / 500 (the v2 Pass contract is not deployed yet, so the count is TBA). Once the lock lifts, this section switches on by itself: it reads Pass totalSupply() and Mint passSoldOut() on chain.

$PUNCHIN pack mint board

Live pack numbers (packsSold, packsRemaining, costForQty) read from the v2 Mint contract once it is deployed. Until then every live figure shows TBA.

Locked
TBA packs soldTBA of the mint allocationTBA packs total
Starting tier price0.0015 BNBPer pack, Tier 1 of 9. Live tier reads TBA until deployment.
Per pack100 $PUNCHINFixed pack size, every tier
Paid limit per wallet10 packsPlus 1 free pack for Pass holders
Life Cards20,0000.005 BNB each, Phase 2, card mint closed at launch

Mint $PUNCHIN packs

Two ways to mint, once the lock lifts. Pick one below. Regular Mint is open to everyone, no Binance Agent ID needed. Agent Mint is for Binance Agent ID holders only, and the site checks your Agent ID on chain. Either way, you connect your own wallet and you sign in your own wallet. Connecting switches to BNB Chain (56) automatically when needed.

Price: starts at 0.0015 BNB per pack, rising 0.0001 BNB every 5,000 packs sold, capped at 0.0023 BNB. 1 pack = 100 $PUNCHIN. Max 10 paid packs per wallet.

Pass holder bonus: 1 FREE pack per Pass holder wallet, claimed once, on top of the 10 paid packs. It does not count toward the paid quota, so a Pass holder can hold 11 packs total and can mint them all at once after sellout.

Regular Mint selected. No Agent ID check runs for this mode. Connect any wallet to be ready.

Wallet: not connected yet. Tap Connect at the top right and your address fills in here by itself. No typing needed.

1Wait for the Pass selloutPack Mint unlocks only at 500 of 500 Passes minted.
2Connect walletOne click. Your address fills in. Agent Mint also checks your Agent ID for you.
3Claim free, pick packsPass holders claim 1 free pack, then choose up to 10 paid packs. See the BNB cost before you mint.
4Press MintOne button. You confirm the mint in your own wallet on BNB Chain.

Free pack for Pass holders

After the Pass sells out, a Pass holder wallet claims 1 free pack (100 $PUNCHIN) once. The claim calls claimFreePack on the Mint contract and does not use any of the 10 paid pack quota.

10 packs (max 10 paid)
Mint amount (tier table estimate)0.0150 BNB
You receive1,000 $PUNCHIN

The cost at mint time is read live from the Mint contract (costForQty) before you confirm. Final live figures show TBA until the v2 Mint contract is deployed.

Invite link

When a friend mints for the first time through your link, your quota goes up by 1 pack.

Copied. Send it to a friend before their first mint.

Is Pack Mint open?

No. Pack Mint opens only when the Whitelist Pass sells out at 500 of 500. The v2 contracts are not deployed yet, so the Pass count is TBA and the mint stays locked.

What do I need to mint?

For Regular Mint: any wallet on BNB Chain plus enough BNB for the packs and gas. No Binance Agent ID needed. For Agent Mint: a wallet on BNB Chain that holds a Binance Agent ID, checked on chain, plus BNB for the packs and gas. Max 10 paid packs per wallet in both modes, plus 1 free pack for Pass holders.

How is the price worked out?

See the tier table and calculator below. If a buy crosses a tier, each pack is charged at its own tier price. Final cost is what the Mint contract shows at buy time through costForQty.

Token packs

$PUNCHIN Pack

0.0015 BNB to start

1 pack = 100 $PUNCHIN. Price steps up by 0.0001 BNB every 5,000 packs sold, capped at 0.0023 BNB per pack.

  • Max 10 paid packs per wallet (1,000 $PUNCHIN)
  • Pass holders: plus 1 free pack, 11 total, mintable all at once
  • Regular Mint: open to everyone. Agent Mint: Binance Agent ID required, checked on chain
  • Hard cap 50,000 packs (5,000,000 $PUNCHIN)
  • Locked until the Pass sells out at 500 of 500
NFT

Life Card

0.005 BNB

Your agent working identity. One card, one lifetime serial number, one job ladder to climb. Phase 2, coming later. Card mint is closed at launch.

  • Total supply 20,000 cards, symbol PLIFE
  • Serial numbers are never reused
  • Opens in Phase 2, after the pack mint phase

Pack price tiers

Price is set by how many packs have already sold, not by time. If your buy crosses into the next tier, each pack is charged at its own tier price and the total is summed.

TierPacks soldPrice per packYou receive

Try the pack calculator

Set how many packs have already sold, pick how many you want, and see the exact cost. Crossing a tier is summed pack by pack, the same way the mint charges it.

10

Calculator uses the launch tier table above. Final cost at mint is the amount shown by the Mint contract at the time you buy.

Your total
0.0150 BNB
Packs
10
You receive
1,000 $PUNCHIN
Starting tier
Tier 1 at 0.0015 BNB
Breakdown
10 packs at 0.0015 BNB
Phase 2 // The Life Card

One card. One working life.

The Life Card comes later, in Phase 2. It is not part of the launch mint: the card mint is closed at launch and opens as its own phase after the pack mint. Every Life Card carries its whole career on its face: who it is, what job it holds, how clean its record is, and what it has earned. This is the card layout, shown with an example career.

1
Lifetime serial number

Printed once at mint and never reused, even if the card changes hands. Serials run from the first card to card 20,000.

2
Current job and rank

The job the card holds right now, from Plate Polisher up to Shop Captain, plus any shops it runs at the top.

3
Reputation score

Built shift by shift from clean, on time work. Promotion reads it, and the top job will not open below 0.95.

4
Career record

Total shifts and lifetime $PUNCHIN earnings, kept on the card for its whole life. A worked card carries its history with it.

NFT // PLIFE

Life Card mint facts

0.005 BNB per card
  • Symbol PLIFE, total supply 20,000 cards
  • Phase 2, coming later. Card mint is closed at launch
  • Serial numbers are printed once at mint and never reused, even after a card changes hands
  • Every card starts as a Plate Polisher with a fresh career record
How it will work

How the card mint works

  • Step 1. Connect the wallet that holds your Binance Agent ID.
  • Step 2. Choose how many cards to mint when Phase 2 opens.
  • Step 3. Confirm the total: cards times 0.005 BNB, plus gas.
  • Step 4. Your cards arrive with their serial numbers printed on them, ready for a first shift when the game opens.

Example card shown for layout. Your card starts at Job 1 with a fresh record and builds its own history from its first shift. No card mint date is announced yet.

Tokenomics

20 million $PUNCHIN. Fixed.

The full supply is set at launch. No more $PUNCHIN can be created after that.

20M $PUNCHIN total
Allocation of the fixed 20,000,000 $PUNCHIN supply.
Mint

5,000,000 $PUNCHIN in packs of 100. Covers the paid pack mint plus the free pack claims for the 500 Pass holders. Hard cap: 50,000 packs.

25%
Game

11,000,000 $PUNCHIN reserved for the game itself: shift wages and in game rewards as agents work and climb.

55%
Liquidity

4,000,000 $PUNCHIN reserved so $PUNCHIN can trade. See the note below for how the pool gets funded.

20%
How liquidity works here: liquidity is added manually by the owner from the reserved allocation once the mint is ready. Mint proceeds accumulate in the Mint contract and the owner withdraws them. The mint itself is a straight sale of packs, and no pool date or refund is promised.
How $PUNCHIN moves

An economy that runs on shifts

$PUNCHIN enters through the mint, flows to working cards as wages, and leaves circulation through study and shop deeds. Here is the full loop, end to end.

Step 1Mint packs

5,000,000 $PUNCHIN move in packs of 100: the paid pack mint, plus 1 free pack for each of the 500 Pass holders.

Step 2Game reserve

11,000,000 $PUNCHIN sit in the game reserve, ready to pay wages as cards work.

Step 3Wages paid

Every finished 4 hour shift pays the card holder in $PUNCHIN, scaled by job and reputation.

Step 4Study and climb

Holders spend $PUNCHIN on the four courses. Tuition is what unlocks each promotion.

Step 5Shops at the top

Shop Captains post a 2,500 $PUNCHIN bond per shop. The 500 deed tax is burned on the spot.

Where $PUNCHIN comes from

  • Pack mint: the only sale of new tokens to the public.
  • Shift wages: paid from the game reserve for finished work.
  • Shop earnings: income from shops a top card runs.

Where $PUNCHIN goes

  • Course tuition: 500 to 4,000 $PUNCHIN per course, split 50 percent burned and 50 percent back to the wage budget.
  • Shop deed tax: 500 $PUNCHIN burned for every shop opened.
  • Shop bonds: 2,000 $PUNCHIN held on the deed while a shop stays open.
Fixed means fixed: the 20,000,000 supply is set at launch and cannot grow. The only way $PUNCHIN leaves circulation is the shop deed tax burn, so a working economy slowly tightens its own supply.
The game

Shifts, study, promotion, your own shop

A Life Card works 4 hour shifts and earns $PUNCHIN wages. Wages fund courses. Courses plus shifts unlock the next job. At the top, your agent runs a shop.

Heads up:The wages, course costs, and gates on this page are the at launch design targets for the game. They are the numbers the game is being built to, published now so you can plan before the game opens.
4 hour shiftsClock in, work the shift, clock out on time. Then a short cooldown before the next one.
One thing at a timeA card can work, study, or be listed. Never two at once. Holding more cards means more lives in play.
Reputation mattersGood shifts build reputation. Promotion checks it, and the top job asks for 0.95 or higher.
Shops at the topAn eligible card can open up to 3 shops and earn from running them.

The five jobs

Courses that unlock promotion

Promotion needs both: enough completed shifts at your current job, and the matching course finished. Tuition is paid in $PUNCHIN. At launch design target, study runs in sessions of about 12 hours each: Health Course 4 sessions, Driving Course 8 sessions, Stall Course 6 sessions, Captain Course 8 sessions. Claim each session as it finishes.

Where tuition goes: every course fee is split in two. 50 percent of the tuition is burned, out of circulation for good. The other 50 percent returns to the game wage budget, so study today helps pay the wages of every working card tomorrow.

Promotion gate

Shifts plus course, both required. There is no paying your way past the shift count.

Top job gate

Shop Captain also needs reputation of 0.95 or higher, earned from clean, on time shifts.

Opening a shop

Shop bond is 2,500 $PUNCHIN: 500 is burned as deed tax on the spot, and 2,000 is written on the deed and redeemable after a 7 day close request.

What each promotion asks for

The full ladder, with the exact gates. Shift counts are completed shifts at your current job. All figures are the at launch design targets.

PromotionShifts at current jobCourse requiredTuitionExtra gate
Start: Plate Polisher0NoneFreeHold a Life Card
Plate Polisher to Counter Runner10Health Course500 $PUNCHINNone
Counter Runner to Delivery Driver25Driving Course2,000 $PUNCHINNone
Delivery Driver to Market Stall Owner50Stall Course2,500 $PUNCHINNone
Market Stall Owner to Shop Captain100Captain Course4,000 $PUNCHINReputation 0.95 or higher

How a shift wage is worked out

Four things decide what a finished shift pays. In plain words: start with the wage band for the job, adjust it for the card reputation, adjust it again for the state of the game economy, then scale it by how much wage room is left today.

Shift wage = job wage band, times reputation, times fiscal multiplier, scaled by the daily soft cap

Reputation runs from 0.85 to 1.15, so a trusted card earns up to 15 percent over the band and a card with a poor record earns down to 15 percent under it. The fiscal multiplier is the game wide dial set by the health of the wage budget. The daily soft cap then scales the result by the wage room left today.

1. Job wage band

The band printed on each job above, from 40 to 60 $PUNCHIN for a Plate Polisher up to 480 to 680 for a Shop Captain.

2. Reputation, 0.85 to 1.15

Clean, on time shifts push the multiplier up. Discounted clock outs pull it down.

3. Daily soft cap

The cap is 1.5 percent of the wage budget, minus the wages already paid that day. As the room runs down, wages scale down with it. There is no hard cap on the day: shifts still pay, just at the scaled rate, and the room refills tomorrow.

Working an easier job pays less, but it is safer (at launch design target): a card may work a job below the highest job it has unlocked. The pay is the lower job pay band, not the top job band. In return the accident risk drops: half the normal risk if the job is one step below the highest unlocked job, a quarter if two steps below, and no accident risk at all if three or more steps below.

A day in a working life

Hour 0Clock in

Your agent clocks the card in. The shift timer starts and the card is locked to work for the next 4 hours.

Hours 0 to 4Work the shift

The card works its current job. You do nothing. Your agent can be running several cards at once.

Hour 4Clock out, get paid

Clock out on time to bank the full wage and protect reputation. Late clock outs pay less and dent the score.

Between shiftsStudy or rest

Spend wages on the next course, or clock straight back in after the short cooldown. One action at a time, per card.

Life boards

Three boards run your agent's whole working life

Everything a Life Card does happens on one of three boards: Shifts for work, Training for courses, and Safety for incidents and suspensions. Pick a card first, then act on it. Every button also exists as a copyable prompt for your agent, with the card number in it, so the two of you can never clock in the wrong card by accident.

Shifts

Work board

The work board for all five job stations. This is where shifts start and end.

  • Select a Life Card, then clock in: Clock in #N
  • Work the 4 hour shift, then clock out on time: Clock out #N
  • A short cooldown of about 2 hours runs between shifts. Cooldown blocks work only, never study.
  • One card, one activity: a card that is working cannot study or be listed at the same time.
  • Working an easier job is safer (at launch design target). A card can work a job below the highest job it has unlocked. The accident risk drops: half if the job is one step below, a quarter if two steps below, and zero if three or more steps below. The wage is still paid at the lower job pay band.
Punch In shift prompt: clock in my Life Card #N for a 4 hour shift at its current job. Clock out on time when the shift ends and report the wage and my new reputation.
Agent prompt

Training

Course board

The course board for the four promotion courses. Study is what turns shifts into a promotion.

  • Enrol the selected card: Enrol #N and pay the tuition in $PUNCHIN once, at enrolment.
  • Study runs in sessions of about 12 hours each (at launch design target). Claim each finished session: Claim course #N
  • Session counts (at launch design target): Health Course 4 sessions, Driving Course 8 sessions, Stall Course 6 sessions, Captain Course 8 sessions.
  • A card cannot start its next shift until a finished course is claimed.
  • Promotion reads both records together: regular shifts at the current job, plus the matching course finished.
  • Tuition is split: 50 percent burned, 50 percent returned to the game wage budget.
Punch In course prompt: enrol my Life Card #N in its next course. Tell me the tuition in $PUNCHIN first, then claim each session as it finishes and report when the course is complete.
Agent prompt

Safety

Incident board

The board for violations, food safety incidents, suspensions, and getting back to work.

  • Delivery Drivers: 3 road violations inside 30 days means free Safety School, to be finished within 72 hours of the trigger.
  • Safety School (at launch design target): free, 2 sessions of about 12 hours each, and you can claim only one session per day. Finish both sessions within the 72 hours.
  • Miss that deadline and the driving licence is suspended. The Driving Course must be taken again, tuition paid again.
  • Stall and shop cards: 4 food safety incidents means a 72 hour suspension.
  • After a suspension, return from this board: Back to work #N
Punch In safety prompt: check my Life Card #N for violations, incidents, or a suspension. If Safety School is due, start it now and tell me the deadline. If a suspension has ended, put the card back to work.
Agent prompt

When a shift runs into trouble

Some shifts hit a delay event at clock out. You choose: clock out now at a discounted wage with a reputation dip, or work about 2 hours of overtime, finish the job, and keep reputation intact. The choice cannot be undone. Overtime counts as part of the same shift, and it never counts toward promotion.

Incidents that cannot wait

A road violation, a food safety incident, or an expired result cannot be fixed with overtime. Those shifts settle at once with their consequences, and the Safety board takes it from there.

Your shops, on chain

Shops a Shop Captain opens are listed under My Shops on this board, with the bond written on each deed. After a close request, a shop stays listed until its bond is claimed back at the end of the 7 day wait.

Copied. Paste it to your agent.

My Shops

When the game opens, this panel lists every shop your cards run on chain: the shop, its card, and the bond written on its deed. The rules below are final and published now, ahead of the first shop.

Opens with the game

The bond, per shop: 2,500 $PUNCHIN

  • 500 $PUNCHIN is burned as deed tax on the spot, the moment the shop opens. It never comes back.
  • 2,000 $PUNCHIN is written on the deed and held as the bond. This part is refundable when the shop closes properly.
  • Maximum 3 shops per card: 1 main shop plus 2 branches. Every shop carries its own bond.

Getting the bond back, in two steps

  • Step 1. Apply to close the shop. The shop stops trading and the 7 day wait starts.
  • Step 2. After the 7 days, claim the 2,000 $PUNCHIN bond back from the deed.
  • While a close is waiting, the card cannot be listed or transferred.

Fine tiers, burned from the bond

Food safety incidents are fined straight from the shop bond, and the fine is burned. Each new incident steps the fine up one tier.

250$PUNCHIN, 1st incident
500$PUNCHIN, 2nd incident
750$PUNCHIN, 3rd incident
1,000$PUNCHIN, 4th incident
Four incidents means closure: a shop that reaches 4 food safety incidents is closed. Keep the record clean and the bond stays whole.
Life Card market

Worked cards change hands here

A Life Card carries its serial number, job, reputation, and career record with it, so the market trades working lives, not blank cards. A card that has already climbed is worth reading before it is worth pricing.

Secondary market, settled in BNB

The market opens after the mint, in the roadmap order on this page. Listings, prices, and floor data appear here when it opens. Nothing is listed yet, because no Life Cards exist yet.

Coming later

Listing rules

  • While a card is listed, it cannot work or study. Listed is an activity of its own.
  • A card cannot be listed or transferred while it is working, studying, running an open shop, or waiting on a bond claim, including the 7 day close wait.
  • The short rest cooldown after a shift does not lock a card. It can be listed as soon as the shift is settled.

What buyers should check

  • Current job and rank, from Plate Polisher to Shop Captain.
  • Reputation score. The top job needs 0.95 or higher, and the score travels with the card.
  • Career record: shifts completed, courses finished, and lifetime $PUNCHIN earnings, all printed on the card.
My Life Cards: when the market opens, connect your wallet here to see your own cards, their status, and any live listings. Until then this panel is the full rulebook, published ahead of the first listing. The v2 Market contract address is TBA in the Contracts section.
Leaderboard

The hardest working cards, ranked

The leaderboard ranks Life Cards, not wallets. It reads the career record printed on each card: lifetime earnings first, then shifts completed. It arrives in a later phase, when courses and promotions open. The rule is published now so the race is fair from the first shift.

Top Life Cards by lifetime earnings

No entries yet. No Life Cards exist yet, and the board starts counting when the first card finishes its first shift.

Coming later
RankLife CardJobLifetime earningsShifts completed
The board is empty until the game phases open. Rankings use the career record on each card, so a card keeps its place even if it changes hands.
How ranking works: cards are ordered by lifetime $PUNCHIN earnings, with shifts completed as the tie breaker. Reputation and job are shown for reading, but they do not change the order.
Roadmap

Built in order, opened in order

No dates are promised here on purpose. Each phase opens when it is ready and tested, and the phase order never changes.

Phase 1You are here

Pass, then packs

The Whitelist Pass mints first: free, 500 only, soulbound, gated by the five X tasks and a Binance Agent ID. Pack Mint stays locked until the Pass sells out, then opens with the free pack claim for Pass holders.

  • Whitelist Pass: 500 supply, 1 per wallet, soulbound, Agent ID required for the tasks
  • Pack Mint: locked until Pass 500 of 500, then 1 free pack per Pass holder plus up to 10 paid packs per wallet
  • Life Card mint stays closed in this phase
  • v2 contract addresses are TBA until deployment, then published in the Contracts section
Phase 2After the mint

Life Cards and first shifts

The Life Card mint opens at 0.005 BNB (20,000 total, symbol PLIFE), and the game opens for every card holder. Cards clock in for 4 hour shifts, earn their first wages, and start on the Health Course.

  • Life Card mint opens, card mint was closed at launch
  • Shift clock in and clock out live
  • Wages paid from the game reserve
  • Reputation tracking begins
Phase 3The climb

Courses and promotions

All four courses open and the full five job ladder unlocks. The first Market Stall Owners appear, and the race to Shop Captain begins.

  • All four courses open for enrolment
  • Promotions run on the published gates
  • Life Card market opens, settled in BNB
  • Public leaderboard of top earning cards
Phase 4The high street

Shops open

Eligible Shop Captains open up to 3 shops each, post their bonds, and start earning from running them. The deed tax burn begins with the first shop.

  • Shop opening with the 2,500 $PUNCHIN bond
  • Shop earnings paid to the card holder
  • Season events for working cards
Contracts and supply

What is fixed, in writing, before you mint

The v2 contracts are not deployed yet. Every address below is the zero placeholder with a TBA note, and the real addresses will be published in this section at deployment. Nothing on this page claims BscScan verification, because there is nothing deployed to verify yet.

v2 contract addresses All TBA

Do not send anything to these placeholder addresses. Only trust the real addresses once they replace the placeholders in this section.

PunchInToken ($PUNCHIN)TBA
0x0000000000000000000000000000000000000000
PunchInPass (PUNCHPASS)TBA
0x0000000000000000000000000000000000000000
Pass signer (backend, live)LIVE
0x32c0A2DFd66beE072DE6576393A1c26FE7170736

Not a contract: the signer address the PunchInPass contract will be deployed with. Its key lives only in the Pass signer Worker at pass.punchin.fun, which signs only for wallets on the public entry list.

PunchInMintTBA
0x0000000000000000000000000000000000000000
PunchInLifeCard (PLIFE)TBA
0x0000000000000000000000000000000000000000
PunchInGameTBA
0x0000000000000000000000000000000000000000
PunchInMarketTBA
0x0000000000000000000000000000000000000000

The fixed rules

  • Supply is fixed at 20,000,000. No function can create more $PUNCHIN after launch.
  • Pass before packs. The Pass supply is 500, soulbound, 1 per wallet. Pack Mint is hard gated on the Pass sellout at 500 of 500.
  • Pack price follows the tier table on this page, set by packs sold and nothing else. It starts at 0.0015 BNB and is capped at 0.0023 BNB.
  • Two mint modes. Regular Mint is open to everyone once unlocked. Agent Mint needs a Binance Agent ID, checked on chain at the mint.
  • Proceeds stay in the contract. Mint proceeds accumulate in the Mint contract and the owner withdraws them. Liquidity is added manually by the owner later from the reserved 20 percent allocation. The mint itself is a straight sale of packs.
Whitepaper digest and guide

The full rules, in one place

The whitepaper digest below covers the flow, the economy, and the game, topic by topic. Under it sits the how to play guide, written the way the boards actually work, button by button. If the two ever seem to disagree, the digest is the rule and the guide is the walkthrough.

Overview

Punch In runs on BNB Chain. The launch flow is Pass first, packs second. Anyone with a Binance Agent ID can do the five X tasks and mint the free Whitelist Pass (500 supply, soulbound). Pack Mint opens only when the Pass sells out. Then anyone can mint packs with Regular Mint, Binance Agent ID holders can also use Agent Mint, and Pass holders claim 1 free pack on top of the paid quota. Life Cards arrive in Phase 2, then agents climb five jobs in the game, ending as a Shop Captain who can run shops.

It is not a tap every shift game. Punch In is agent native: every action exists as a button on this site and as a copyable prompt for your own AI agent, and both routes follow the same on chain rules. Play it yourself, or hand it to your agent.

  • Pass: PunchInPass (PUNCHPASS), free, 500 supply, 1 per wallet, soulbound.
  • Token: $PUNCHIN (BEP-20), fixed supply 20,000,000.
  • NFT: the Life Card (PLIFE), 20,000 cards, Phase 2, each with a lifetime serial number that is never reused.
  • High risk actions, such as selling a Life Card, claiming a shop bond back, or opening a shop or branch, need a separate explicit confirmation each time.
  • The v2 contracts are not deployed yet. All v2 addresses are TBA in the Contracts section.

Pass, mint and allocation

The Whitelist Pass mints first. It is free, limited to 500, 1 per wallet, and soulbound. Only wallets holding a Binance Agent ID can complete the five X tasks, and only task completers can mint the Pass. The mint uses a backend signature: task completers submit an entry, the entry lands on the public entry list at punchin.fun/assets/entries.json, and the live Pass signer Worker signs only for listed wallets. The wallet then calls mintPass(wallet, signature) on the Pass contract.

Pack Mint is hard gated on the Pass sellout. The Mint contract reads the Pass state, and no pack can be minted before 500 of 500. After sellout, one pack is 100 $PUNCHIN. Pack price is set by packs already sold: 0.0015 BNB per pack to start, rising 0.0001 BNB every 5,000 packs, capped at 0.0023 BNB. A purchase that crosses a tier is summed pack by pack, and the amount the mint shows at purchase time through costForQty is the amount due.

  • Per wallet limit at the pack mint: 10 paid packs, 1,000 $PUNCHIN. Pass holders get 1 extra free pack, claimed once through claimFreePack, which does not count toward the paid quota. 11 packs total per Pass holder, mintable all at once.
  • Mint allocation hard cap: 5,000,000 $PUNCHIN, 50,000 packs, including the 500 free Pass holder packs.
  • Allocation of the fixed 20,000,000: Mint 5,000,000 (25%), Game 11,000,000 (55%), Liquidity 4,000,000 (20%). No more $PUNCHIN can be created after launch.
  • Mint proceeds accumulate in the Mint contract and the owner withdraws them. Liquidity is added manually by the owner from the reserved allocation. The mint itself is a straight sale of packs at the tier prices.
  • No transfer lock. $PUNCHIN moves like a normal BEP-20 token.

Shifts and wages

A regular shift runs about 4 hours. Clock in on the Shifts board, work the shift, and clock out on time to bank the full wage. Wages are paid in $PUNCHIN from the game reserve and vary with the card job, its reputation, and the day conditions.

  • Wages per shift, clean shift: Plate Polisher 40 to 60, Counter Runner 110 to 160, Delivery Driver 200 to 300, Market Stall Owner 320 to 450, Shop Captain 480 to 680 $PUNCHIN.
  • Delay event at clock out: take a discounted wage now with a reputation dip, or work about 2 hours overtime and protect reputation. The whole stretch counts as one shift, and overtime never counts toward promotion.
  • Cooldown between shifts is about 2 hours. Cooldown blocks work only, not study.
  • One card, one activity at a time: work, study, or listed. Several cards can run in parallel.

Training and promotion

Promotion needs both halves: enough regular shifts at the current job, counted at that job only, and the matching course finished on the Training board. Tuition is paid in $PUNCHIN once, at enrolment, and study runs in sessions that are claimed as they finish.

  • Plate Polisher to Counter Runner: 10 shifts plus the Health Course, 500 $PUNCHIN.
  • Counter Runner to Delivery Driver: 25 shifts plus the Driving Course, 2,000 $PUNCHIN.
  • Delivery Driver to Market Stall Owner: 50 shifts plus the Stall Course, 2,500 $PUNCHIN.
  • Market Stall Owner to Shop Captain: 100 shifts plus the Captain Course, 4,000 $PUNCHIN, and reputation of 0.95 or higher.
  • Course sessions (at launch design target): study runs in sessions of about 12 hours each. Health Course 4 sessions, Driving Course 8 sessions, Stall Course 6 sessions, Captain Course 8 sessions. Claim each finished session.
  • Safety School (at launch design target): free, 2 sessions of about 12 hours each, one claim per day. It must be finished within 72 hours of the trigger, or the driving licence is suspended.
  • A finished course must be claimed before the card can start its next shift.
  • Tuition split: 50 percent of every course fee is burned, and 50 percent returns to the game wage budget.

Safety, shops and market

Safety keeps the working world honest. Delivery Drivers collect road violations: 3 inside 30 days means free Safety School, finished within 72 hours, or the driving licence is suspended and the Driving Course must be retaken at full tuition. Safety School (at launch design target) is free, runs 2 sessions of about 12 hours each, and allows one claim per day. Stall and shop cards collect food safety incidents: 4 means a 72 hour suspension, then a return to work from the Safety board.

  • Shops are for Shop Captains only: Captain Course finished, reputation 0.95 or higher, and a bond of 2,500 $PUNCHIN per shop. 500 is burned as deed tax on the spot, 2,000 is written on the deed.
  • Up to 3 shops per card: one main shop and two branches, each with its own bond. While a shop is open, the card cannot work other job shifts.
  • Closing a shop: apply first, then claim the 2,000 $PUNCHIN bond back after a 7 day wait.
  • Life Cards trade on the market in BNB. While listed, a card cannot work or study, and a card that is working, studying, running a shop, or waiting on a bond claim cannot be listed or transferred.

Reputation and product flow

Reputation is the game memory. Clean, on time shifts build it. Discounted clock outs after a delay event lower it. It is read at the moments that matter: wage calculation every shift, and the gate to Shop Captain and shop opening, which both ask for 0.95 or higher.

The product flow is a loop: mint the Whitelist Pass, mint $PUNCHIN packs once the Pass sells out, mint a Life Card in Phase 2, hand the card to your agent, work shifts for wages, spend wages on courses, climb the ladder, and open shops at the top. $PUNCHIN leaves circulation through the 500 $PUNCHIN deed tax burned for every shop opened, against a supply that can never grow past 20,000,000.

  • There is no staking in Punch In. $PUNCHIN is earned by working and spent on study and shops.
  • Do not promise liquidity, refunds, or returns. The mint is a straight sale of packs at the tier prices. Liquidity is added manually by the owner from the reserved 20 percent allocation.

How to play, step by step

The short guide. Do each step with the exact card you mean to act on. Buttons carry the card number, so check the number before you confirm.

Step 1Mint the Whitelist Pass

Do the five X tasks in the Whitelist Pass section. Agent ID required. Free, 500 only, soulbound.

Step 2Mint $PUNCHIN packs

Pack Mint opens when the Pass sells out. Pass holders claim 1 free pack, then up to 10 paid packs at the tier price.

Step 3Get a Life Card

Mint a card for 0.005 BNB in Phase 2. No card, no shifts. Your card starts as a Plate Polisher with a fresh record.

Step 4Select the card

On any board, select the exact Life Card first. There is no automatic default. The wrong selection acts on the wrong card.

Step 5Clock in, clock out

Use Clock in #N on the Shifts board. About 4 hours later, Clock out #N, on time, for the full wage.

Step 6Study, promote, or hand it to your agent

Spend wages on the next course from the Training board, claim each session, and promote when the shift count and the course both check out. Or copy a board prompt and give it to your own AI agent.

Address lookup

Check a wallet

Enter any BNB Chain wallet address. We check the chain right away to see if it holds a Binance Agent ID. Then we show its mint position and build its invite link. Mint position figures read from the v2 Mint contract once it is deployed, so they show TBA until then.

Wallet address

No lookup yet. Paste an address, or connect a wallet and it fills in for you.

A referral in a link you arrived with is kept in this tab and passed on at mint, so the friend who sent you gets the credit.

Your mint position

Agent ID statusNot checked yet
Packs minted so farTBA // v2 Mint not deployed yet
Remaining mint quotaTBA // v2 Mint not deployed yet
Life Card quotaPhase 2, coming later

Once the v2 Mint contract is deployed, this panel shows the real mintedPacks count and remaining quota for the address. Your invite link. Anyone who mints for the first time through it raises your quota by 1 pack.

Copied. Send it to a friend before their first mint.

Invite and referral

Bring a friend to work, earn a bigger quota

Every wallet starts with a paid mint quota of 10 packs once Pack Mint opens. Invites are how that quota grows, one successful first mint at a time.

1

Get your link

Enter your wallet address in the Address Lookup section. Your personal invite link is built from that address, ready to copy.

2

Your friend mints

Your friend opens your link, connects their own wallet, and mints successfully for the first time after Pack Mint opens.

3

Your quota grows

The moment that first mint lands, your remaining quota goes up by 1 pack, which is 100 $PUNCHIN.

The rule, plainly: when a friend mints successfully for the first time using your link, your quota goes up by 1 pack (100 $PUNCHIN). First mint only, one credit per friend, and the link has to be the one they arrived with. Repeat mints by the same friend do not add more.

Your invite link

The generator lives in the Address Lookup. Look up your address there and the same link appears in both places.

Open Address Lookup

Copied. Send it to a friend before their first mint.

For Agents // agent prompt

Let your agent do it for you

Punch In is built to be played by your agent. Copy this prompt, paste it to your own AI agent, and it can work through the Pass tasks, the pack mint, and the game on your behalf using your Binance Agent Wallet.

Copy and paste to your AI agent
You are my AI agent for Punch In on BNB Chain. Use the Binance Agent Wallet Skill with my Binance Agent ID to act for me on BNB Chain. 1. Whitelist Pass first. The Pass is free, supply 500, 1 per wallet, soulbound (PUNCHPASS). Help me finish the five tasks at punchin.fun in the Whitelist Pass section: wallet and Agent ID check, bind my X profile, follow @PunchInBNB, Like and Repost the official post, then Comment and Post with the template that has my Agent ID (.ai name) filled in. The Pass mint opens soon. The v2 contracts are not deployed yet, so do not try to mint the Pass until the site says it is open. 2. Pack Mint stays locked until the Pass sells out at 500 of 500. After sellout, if I hold a Pass, claim my 1 free pack first (100 $PUNCHIN, once per wallet, it does not use my paid quota). Then mint paid packs for me: 1 pack is 100 $PUNCHIN, priced from 0.0015 BNB per pack and rising by 0.0001 BNB every 5,000 packs sold, capped at 0.0023 BNB. Max 10 paid packs per wallet. Check the current tier price before you confirm, and tell me the total BNB cost first. 3. The Life Card mint (0.005 BNB, symbol PLIFE, total supply 20,000) opens in Phase 2 and is closed at launch. Check it is open before you try. 4. Once I hold a Life Card, clock it in for 4 hour shifts, clock out on time, and enrol it in courses so it can climb the jobs: Plate Polisher, Counter Runner, Delivery Driver, Market Stall Owner, Shop Captain. 5. Always report back to me before spending: what you are about to do, how much BNB or $PUNCHIN it costs, and the result after it is done. Never use a contract address from anywhere except the Contracts section at punchin.fun. Right now every v2 address there is TBA. Project: Punch In (token symbol PUNCHIN), BNB Chain. Website: punchin.fun. X: @PunchInBNB.

Copied. Paste it to your agent and it can take it from there.

Prefer clicking yourself? Every action in the prompt also exists as a plain button on this site. Same rules either way.

Punch In Skill

The public skill page for agents

This is the full operating skill for any AI agent playing Punch In for its holder. Copy it whole, or link your agent to this section at punchin.fun, section Skill. If a rule here and a habit of yours disagree, this page wins.

Punch In Skill, full text Link to this skill
PUNCH IN SKILL Project: Punch In. Token: $PUNCHIN on BNB Chain. Pass: PunchInPass (PUNCHPASS). NFT: the Life Card (PLIFE). Website: punchin.fun. X: @PunchInBNB. WHAT PUNCH IN IS The launch flow is Pass first, packs second. Your holder does five X tasks (Agent ID required) and mints the free Whitelist Pass: supply 500, 1 per wallet, soulbound. Pack Mint is locked until the Pass sells out at 500 of 500. After sellout, a Pass holder claims 1 free pack and can mint up to 10 paid packs. Life Cards arrive in Phase 2. A card works 4 hour shifts, earns $PUNCHIN wages, studies courses, and climbs five jobs: Plate Polisher, Counter Runner, Delivery Driver, Market Stall Owner, Shop Captain. At the top it can run up to 3 shops. CURRENT STATE The v2 contracts are NOT deployed yet. Every v2 contract address in the Contracts section at punchin.fun is the placeholder 0x0000000000000000000000000000000000000000 with a TBA note. The Pass mint is in an opens soon state. The Pass signer Worker is live at https://pass.punchin.fun (signer 0x32c0A2DFd66beE072DE6576393A1c26FE7170736) and signs only for wallets on the public entry list at punchin.fun/assets/entries.json, but it cannot mint anything until the Pass contract exists. Do not attempt any v2 transaction until real addresses replace the placeholders and the site marks each action open. When a phase is not open, report that plainly instead of retrying or guessing a workaround. IRON RULES 1. Never invent an on chain outcome. Report only what a transaction or a read actually returned. If a read fails, say it failed. 2. Confirm the four high risk actions with the holder every time, before acting: selling or listing a Life Card, opening a shop or a branch, claiming a shop bond back, and applying to close a shop. No standing approval covers these. Ask each time. 3. Check the card is valid before acting: the exact serial number, that the holder wallet owns it, that it is not busy working, studying, listed, suspended, or waiting on a bond claim. 4. Never invent addresses or prices. Contract addresses are published in the Contracts section at punchin.fun and nowhere else counts. While they read TBA there, no v2 address exists for you to use. Prices come from the tier table and the mint itself, never from memory or guesswork. 5. Respect the flow order. No Pass sellout, no Pack Mint. Do not look for a way around the lock. PRE-FLIGHT CHECKS Before any action, confirm all of these: - The wallet is connected on BNB Chain (56). Switch chains automatically when the wallet allows it. - The action you want is actually open. The Pass mint, pack mint, card mint, game, and market open in phases, in that order. - The card serial number in the instruction matches the card you are about to act on. There is no safe default card. - The BNB balance covers the price plus gas, or the $PUNCHIN balance covers the tuition or bond. - For quota actions, the wallet is inside its limits: 1 Pass per wallet, 10 paid packs per wallet at the pack mint (plus 1 free pack for Pass holders). HOW TO GET THE PASS 1. Step 1: the holder wallet is checked on chain against the Binance Agent ID registry (0x60B9262456dE011F7d15a54CdD8c48bAaa8B022F on BNB Chain). Only a wallet holding an Agent ID can continue. The wallet .ai name is filled into the step 5 template from its reverse record when one exists. 2. Step 2: bind the holder X profile link. One wallet binds one X account. 3. Step 3: follow @PunchInBNB from the bound account. 4. Step 4: Like and Repost the official post. Until the post is published, the site links to the @PunchInBNB profile and notes the direct link will be added once published. 5. Step 5: Comment and Post with the site template, with the holder Agent ID (.ai name) already filled in, then submit the post link on the site. 6. Step 6: submit the entry on the site (or through the official entry form). The entry lands on the public entry list at punchin.fun/assets/entries.json within a few minutes. The Pass signer Worker signs only for wallets on that list. One entry per wallet. 7. Mint: once open, the site fetches a signature from the Pass signer Worker and the holder wallet calls mintPass(wallet, signature) on PunchInPass. The Pass is free, gas only, supply 500, soulbound. HOW TO MINT PACKS 1. Pack Mint is locked until Pass totalSupply reaches 500 and Mint passSoldOut() reads true. Check both before doing anything. 2. If the holder holds a Pass and has not claimed yet, claim the free pack first: claimFreePack on the Mint contract, 100 $PUNCHIN, once per wallet. It does not count toward the 10 paid pack quota. 3. Read packsSold from the Mint contract and work out the current tier. Tier 1 starts at 0.0015 BNB per pack. The price rises 0.0001 BNB every 5,000 packs sold, capped at 0.0023 BNB. One pack is 100 $PUNCHIN. Read the exact total with costForQty before confirming. 4. A buy that crosses a tier is charged pack by pack at each tier price. Tell the holder the exact total before confirming. 5. Limit: 10 paid packs per wallet, 11 total for Pass holders, mintable all at once. Mint allocation hard cap: 50,000 packs. 6. Two modes: Regular Mint needs no Agent ID. Agent Mint (mintPacks with the agent flag) needs the wallet to hold a Binance Agent ID, checked on chain. 7. If the holder arrived through an invite link, the referral in that link is passed on at mint. A friend whose first successful mint uses your holder link raises the inviter quota by 1 pack. HOW TO MINT A LIFE CARD 1. Phase 2 only. The card mint is closed at launch. Price is 0.005 BNB per card. Total supply 20,000 cards, symbol PLIFE. 2. After minting, report every serial number exactly as printed. Serial numbers are never reused. 3. A new card starts as a Plate Polisher with reputation at its starting value and an empty career record. WORK, OVERTIME AND WAGES - Clock in from the Shifts board, or with the board prompt, naming the card: Clock in #N. A shift runs about 4 hours. Clock out on time for the full wage and to protect reputation. - Cooldown between shifts is about 2 hours. It blocks work only, never study. - One card does one thing at a time: work, study, or listed. - Wage bands per clean shift, in $PUNCHIN: Plate Polisher 40 to 60, Counter Runner 110 to 160, Delivery Driver 200 to 300, Market Stall Owner 320 to 450, Shop Captain 480 to 680. - A shift wage is the job wage band, times reputation (0.85 to 1.15), times the fiscal multiplier, scaled by the daily soft cap. The soft cap is 1.5 percent of the wage budget minus wages already paid that day. There is no hard cap on the day. - Working a lower job (at launch design target): a card may work a job below the highest job it has unlocked. The wage is paid at the lower job wage band. The accident risk is lower: half if the job is one step below the highest unlocked job, a quarter if two steps below, and zero if three or more steps below. - Delay event at clock out: the holder chooses. Clock out now at a discounted wage with a reputation dip, or work about 2 hours of overtime, finish the job, and keep reputation intact. Overtime is part of the same shift and never counts toward promotion. Never choose for the holder without asking. - Incidents that cannot wait (a road violation, a food safety incident, an expired result) settle at once with their consequences. Overtime cannot fix them. STUDY - Enrol from the Training board: Enrol #N. Tuition is paid in $PUNCHIN once, at enrolment. Claim each finished session: Claim course #N. - Courses and tuition: Health Course 500, Driving Course 2,000, Stall Course 2,500, Captain Course 4,000 $PUNCHIN. - Course sessions (at launch design target): study runs in sessions of about 12 hours each. Health Course 4 sessions, Driving Course 8 sessions, Stall Course 6 sessions, Captain Course 8 sessions. Claim each finished session before moving on. - Safety School (at launch design target): free, 2 sessions of about 12 hours each, one claim per day. A Delivery Driver sent to Safety School must finish within 72 hours of the trigger, or the driving licence is suspended and the Driving Course must be retaken at full tuition. - Tuition split: 50 percent is burned, 50 percent returns to the game wage budget. - A finished course must be claimed before the card starts its next shift. - Promotion needs both: the shift count at the current job (10, 25, 50, then 100) and the matching course finished. Shop Captain also needs reputation of 0.95 or higher. SHOP, BRANCH AND BOND - Only a Shop Captain with reputation 0.95 or higher can open a shop. This is a high risk action: confirm with the holder every time. - Bond per shop: 2,500 $PUNCHIN. 500 is burned as deed tax on the spot. 2,000 is written on the deed and refundable. - Maximum 3 shops per card: 1 main shop plus 2 branches, each with its own bond. While a shop is open, the card cannot work other job shifts. - Fines are burned from the bond per food safety incident: 250, then 500, then 750, then 1,000 $PUNCHIN. Four incidents close the shop. - Closing is two steps: apply to close, wait 7 days, then claim the 2,000 $PUNCHIN bond back. Both steps are high risk actions: confirm each one. NFT MARKET - Life Cards trade in BNB once the market opens. A card carries its serial, job, reputation, shifts, and lifetime earnings with it. - Listing is a high risk action: confirm with the holder every time, and state the price in BNB before listing. - A listed card cannot work or study. A card that is working, studying, running an open shop, or waiting on a bond claim cannot be listed or transferred. - Before the holder buys a card, read its record aloud: job, reputation, shifts completed, courses finished, lifetime earnings. REPORT TEMPLATE After any session, report to the holder in this shape: Card: #N, current job, reputation now. Did: what you did, in order. Cost: BNB and $PUNCHIN spent, itemised. Earned: wages or other $PUNCHIN received. Result: transaction results exactly as returned, nothing rounded into a story. Next: the one next action you recommend, and what it costs. NON-GOALS - No staking exists in Punch In. Do not tell the holder to stake. - Do not promise liquidity, refunds, or returns. The mint is a straight sale of packs at the tier prices. Mint proceeds accumulate in the Mint contract and the owner withdraws them. Liquidity is added manually by the owner from the reserved 20 percent allocation. - Do not act on a card the holder did not name. - Do not use contract addresses from anywhere except the Contracts section at punchin.fun, and do not treat the TBA placeholder as a real address. EXECUTION NOTES - Gas is paid in BNB. Keep a small BNB buffer untouched for clock outs and claims, because a shift that cannot clock out on time costs reputation. - If two instructions conflict, the iron rules at the top of this skill win.

Copied. Hand the whole skill to your agent before its first shift.

FAQ

Straight answers

What is the Whitelist Pass?

It is the first step of the new Punch In launch. The Pass (PUNCHPASS) is a soulbound token: free to mint, total supply 500, 1 per wallet, and non-transferable. Only wallets holding a Binance Agent ID can do the five X tasks that unlock it. When all 500 Passes are minted, Pack Mint opens.

Why is Pack Mint locked?

By design. Pack Mint opens only when the Pass sells out at 500 of 500, and the Mint contract enforces it by reading the Pass sellout state. There is no early opening and no way around the lock.

Are the contracts live?

Not yet. The v2 contracts (PunchInToken, PunchInPass, PunchInMint, PunchInLifeCard, PunchInGame, PunchInMarket) are not deployed, so every address in the Contracts section is the zero placeholder with a TBA note. Real addresses will be published in that section at deployment. Pass mint shows an opens soon state until then. The whitelist entry form and the Pass signer Worker are already live, so you can finish the tasks and submit your entry today.

What do Pass holders get?

Once Pack Mint opens after the sellout, each Pass holder wallet claims 1 free pack (100 $PUNCHIN) once. The free pack does not count toward the 10 paid pack quota, so a Pass holder can hold 11 packs total and can mint them all at once.

Do I need a Binance Agent ID to mint packs?

Only for Agent Mint. Regular Mint is open to everyone with any wallet on BNB Chain, no Agent ID needed, once Pack Mint unlocks. Agent Mint is for holders of a Binance Agent ID (a .ai identity), and that holding is checked on chain. The Whitelist Pass tasks always need an Agent ID.

How many packs can I mint?

Up to 10 paid packs per wallet, plus 1 free pack if you hold a Pass. One pack is 100 $PUNCHIN. Price depends on the tier at the time you buy: it starts at 0.0015 BNB per pack and rises by 0.0001 BNB every 5,000 packs sold, capped at 0.0023 BNB.

What is a Life Card?

A Life Card (PLIFE) is the NFT your agent works with. It costs 0.005 BNB and there are 20,000 in total. The card mint is Phase 2 and is closed at launch. Each card has a lifetime serial number that is never reused. A card works 4 hour shifts, earns $PUNCHIN wages, studies courses, and climbs five jobs from Plate Polisher to Shop Captain.

How does my agent play for me?

Copy the agent prompt in the For Agents section and paste it to your own AI agent. It uses the Binance Agent Wallet Skill to act on BNB Chain for you. Every action also works as a normal button on this site, so you can play by hand if you prefer.

How does $PUNCHIN get liquidity?

20 percent of the supply, 4,000,000 $PUNCHIN, is reserved for liquidity. The owner adds that liquidity manually from the reserved allocation. Mint proceeds accumulate in the Mint contract and the owner withdraws them. The mint itself is a straight sale of packs at the tier prices shown on this page.

Can I trade my Life Card?

Yes, once cards exist and the market opens. A Life Card is a normal NFT and can change hands. Its serial number, job, reputation, and career record travel with the card. Note the difference: the Whitelist Pass is soulbound and can never be transferred. A card can only do one thing at a time though: work, study, or be listed.

What happens if my agent clocks out late?

Late clock outs pay a reduced wage and lower the card reputation. Reputation is rebuilt with clean, on time shifts. It matters most at the top: Shop Captain will not open below 0.95, so steady play beats rushed play.

Is there a leaderboard?

Yes, in a later phase. It ranks Life Cards by lifetime earnings and shifts completed, using the career record printed on each card. It is a board for working cards, not for wallets.

How do the Pass tasks work?

Five tasks, in order. Step 1: type your wallet address and the on chain check verifies it holds a Binance Agent ID, then your .ai name is filled into the step 5 template. Step 2: bind your X profile link. Step 3: follow @PunchInBNB. Step 4: Like and Repost the official post (not published yet, so the step links to the @PunchInBNB profile and the direct post link will be added once published). Step 5: Comment and Post with the template, with your Agent ID already filled in, and submit your post link. Only task completers can mint the Pass, and the tasks are checked again before the mint signature is issued.

What are the Life boards?

Three boards run the game. Shifts is the work board, where cards clock in and out. Training is the course board, where cards enrol and claim sessions. Safety handles violations, food safety incidents, suspensions, and returns to work. Every board action names its card, as in Clock in #12, and every action also exists as a copyable prompt for your agent.

What happens if my card breaks the rules?

Delivery Drivers with 3 road violations inside 30 days go to free Safety School, to finish within 72 hours, or the licence is suspended and the Driving Course must be retaken. Stall and shop cards with 4 food safety incidents are suspended for 72 hours, then return to work from the Safety board.

When does the Life Card market open?

After the mint phases, in the roadmap order. The market settles in BNB. While a card is listed it cannot work or study, and a card that is working, studying, running a shop, or waiting on a bond claim cannot be listed until it is free.

Where is the whitepaper?

The whitepaper digest is on this page, in the Whitepaper and Guide section: overview, pass, mint and allocation, shifts and wages, training and promotion, safety, shops and market, and reputation. The how to play guide sits under it, written button by button.

How do invites work?

Build your invite link in the Address Lookup section from your wallet address. When a friend mints successfully for the first time using your link, your remaining mint quota goes up by 1 pack, which is 100 $PUNCHIN. First mint only, one credit per friend.

How is a shift wage calculated?

Start with the wage band for the job. Multiply by reputation, which runs from 0.85 to 1.15. Multiply by the fiscal multiplier. Then scale by the daily soft cap: 1.5 percent of the wage budget minus wages already paid that day. There is no hard cap on the day, so late shifts still pay at the scaled rate.

Where does course tuition go?

Half is burned and half returns to the game wage budget. Study therefore tightens the supply and helps fund future wages at the same time.