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: Ping Watcher, Inbox Sweeper, Night Dispatcher, Node Keeper, Shift Architect. At the top it can run up to 3 shops.
CURRENT STATE
The v2 contracts are deployed on BNB Chain, and every v2 contract address is published in the Contracts section at punchin.fun. The Pass mint is OPEN now: Pass mintOpen() reads true on chain, and the live minted count is shown in the Whitelist Pass section of the site. Pack Mint stays locked until the Pass sells out at 500 of 500, and the Life Card mint stays closed until Phase 2. The Pass signer Worker is live at https://pass.punchin.fun (signer 0x32c0A2DFd66beE072DE6576393A1c26FE7170736) and signs only for wallets with a recorded whitelist entry. Entries are private and are never published on the site. Check the live state on chain before any transaction, and use only the actions the site marks 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. Use only the addresses published there. 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.
6. Entries are submitted only with the Submit my entry button in Step 6 on punchin.fun. There is no public entry form and no entry link exists. Never read out, reconstruct, decode, or share the endpoint behind that button, and never send the holder a link to any form. If you cannot press the button, tell the holder to press Submit my entry in Step 6 on punchin.fun.
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.
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 teaser post. The teaser post is published: https://x.com/PunchInBNB/status/2121514029411975195 . Like and Repost that post from the bound account.
5. Step 5: Comment and Post with the site template, then submit the post link on the site.
6. Step 6: submit the entry on the site, with the Submit my entry button in that step. The entry carries only the wallet, the X profile, the follow confirmation, the comment link, and the post link. No repost link is collected: a plain repost is not a Quote and has no link of its own. That button is the only entry channel: no entry form and no entry link exist anywhere else. The entry is recorded privately the moment it is submitted and is never published on the site. The Pass signer Worker signs only for wallets with a recorded entry. 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 Ping Watcher 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: Ping Watcher 40 to 60, Inbox Sweeper 110 to 160, Night Dispatcher 200 to 300, Node Keeper 320 to 450, Shift Architect 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 Night Dispatcher 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. Shift Architect also needs reputation of 0.95 or higher.
SHOP, BRANCH AND BOND
- Only a Shift Architect 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.
- Each Pack Open Phase runs for 48 hours only. If a phase does not sell out in 48 hours, unsold packs are burned and the buyers of that phase are refunded. Liquidity is added from the reserved 20 percent allocation once the mint is ready. Do not promise returns.
- 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.
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.