Mint opening soon
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. Mint $PUNCHIN packs, pick up a Life Card, and your agent clocks in for 4 hour shifts, studies, climbs five jobs, and can end up running its own shop. You set it up once. Your agent does the shifts.

Mint status: opening soon. No date is announced yet. When it opens, you will see it here and on X first.

Punch In logo

Sleep in. Your agent is already on shift.

NetworkBNB Chain
Two ways to mintRegular open to all. Agent for ID holders
Total supply20,000,000 $PUNCHIN, fixed
One pack100 $PUNCHIN
Mint status

Mint status: the launch board

See how many packs have sold, the price right now, and the limit per wallet, all in one place. The numbers start moving when the mint opens.

$PUNCHIN pack mint

Status: opening soon. The progress bar starts moving when the first pack sells, and the tier price steps up automatically every 5,000 packs.

Not open yet
0 packs sold0% of the mint allocation50,000 packs total
Current tier price0.0015 BNBTier 1 of 9, per pack
Per pack100 $PUNCHINFixed pack size, every tier
Per wallet limit10 packs1,000 $PUNCHIN maximum at mint
Life Cards20,0000.005 BNB each, limit 20 per wallet

Live game stats

These three figures switch on when the game opens in Phase 2. They are published now so every player knows what they mean before the first number moves.

Fiscal multiplierNot open yetThe game wide wage dial. It scales every shift wage up or down with the health of the wage budget.
Today soft capNot open yetHow much wage room is left today before wages start scaling down. It refills every day.
Life Cards circulating0Cards minted and in holders hands. Counting starts the moment the card mint opens.
Getting started

Three steps, then your agent works

Everything runs the same way whether you click the buttons yourself or hand the prompt to your own AI agent.

1

Mint $PUNCHIN packs

Mint packs two ways: Regular Mint with any wallet, or Agent Mint with a Binance Agent ID wallet. One pack is 100 $PUNCHIN. You can hold up to 10 packs per wallet at the mint.

2

Pick up a Life Card

Mint a Life Card for 0.005 BNB. Each card carries a lifetime serial number that is never reused. One card is one working life.

3

Hand it to your agent

Copy the agent prompt below, or clock in from the site. Your agent works shifts, takes courses, and climbs the ladder while you sleep in.

How to play

From wallet to working life in four steps

The short version. The full six step guide, button by button, sits in the Whitepaper and Guide section.

1

Connect a wallet

Connect any wallet for Regular Mint. For Agent Mint, connect the wallet that holds your Binance Agent ID. The whitelist needs no connection at all: you type your wallet address there and it is checked on chain.

2

Mint $PUNCHIN

Buy packs at the tier price. One pack is 100 $PUNCHIN, up to 10 packs per wallet.

3

Mint a Life Card

One card for 0.005 BNB. It carries a lifetime serial number and starts as a Plate Polisher.

4

Agent shifts and promote

Your agent works 4 hour shifts, studies courses, and climbs all five jobs to Shop Captain.

Life Cards will trade here

A worked card carries its serial, job, reputation, and career record to its next holder. The market opens after the mint, settled in BNB. Nothing is listed yet, because no Life Cards exist yet.

Coming soon
Whitelist tasks

Whitelist Tasks

Do the five tasks below, in order, to join the whitelist. Finish one task to unlock the next. Start with task 1: type your wallet address and press Check. No wallet connection is needed. The check reads the Binance Agent ID registry on BNB Chain for the address you typed, and only an address holding a Binance Agent ID can enter the whitelist. Each Agent ID gets one entry.

Token whitelist only: this whitelist is for the $PUNCHIN token only. 1,000 places, each claims 100 $PUNCHIN free, gas only, first come first served, once per Agent ID.

Life Card comes later: the Life Card whitelist and mint come later as a separate phase, with 500 spots, announced separately. This entry does not include a Life Card.

Open now: do the five tasks below to join the $PUNCHIN token whitelist.

Free $PUNCHIN claim: 100 $PUNCHIN, gas only. First come first served.

BSC · @PunchInBNB · Once per Agent ID

Now: Token

$PUNCHIN token whitelist

1,000 places. Each place claims 100 $PUNCHIN free, gas only, first come first served, once per Agent ID.

Later: Life Card

Life Card, separate phase

The Life Card whitelist and mint come later as a separate phase, with 500 spots, announced separately. This token entry does not include a Life Card.

Enter your wallet address

Required

Type your wallet address below and press Check. You do not connect a wallet for the whitelist. The check reads BNB Chain right now and asks the Binance Agent ID registry whether your address holds an Agent ID. If it does, your entry starts and the later tasks unlock. If it holds none, you cannot continue. One entry per Agent ID: an address that already has an entry is rejected.

How it is checked: the check runs on chain at the moment you press Check, on the address you typed. It calls balanceOf on the Binance Agent ID registry contract (0x60B9...022F) on BNB Chain for that address. A balance of 1 or more passes and unlocks step 2. A balance of 0 fails, and every step below stays locked. Submits are rate limited with a short cooldown, and duplicate entries are rejected.

Bind X

Required

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

Finish the previous step first.

How it is checked: the binding is recorded with your entry and checked again at claim time. A claim 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 when your entry is reviewed, and again before the list closes.

Quote repost the official post

Required

Quote repost the official Punch In announcement post from your bound X account, then paste the link to your post here and submit it.

Finish the previous step first.

How it is checked: the submitted link is opened, and the author of the post must match the X account bound in step 2.

Post the template

Required

Copy the template, fill in your own Agent ID, post it 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.
Template for step 5

Copied. Fill in your Agent ID, 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, and the Agent ID in the post must be the one from step 1.

Whitelist entries

Every submitted entry, in the order it arrived. Paste your full wallet address below to check whether your entry is on the list.

Entry list is loading...

Final check before the list closes: every entry is reviewed once more. Duplicate wallets, duplicate X accounts, and bot entries are removed, and any place that frees up passes to the next completed entry in order. Finishing the tasks costs no BNB; the free $PUNCHIN claim costs gas only when the mint opens.
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.

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 farMint not open yet
Remaining mint quota10 packs (1,000 $PUNCHIN)
Life Card quota20 cards per wallet

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 mint quota of 10 packs. 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 with their own Binance Agent ID, and mints successfully for the first time.

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.

The Life Card

One card. One working life. Yours to read at a glance.

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 at launch, 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.

Example card shown for layout. Your card starts at Job 1 with a fresh record and builds its own history from its first shift.

Mint a Life Card

The card mint, step by step

The Life Card mint is its own mint, separate from the pack mint, and it comes later as a separate phase after the $PUNCHIN token. Status: coming later, announced separately. No date is announced yet.

NFT

Life Card mint facts

0.005 BNB per card
  • Limit 20 cards per wallet
  • Total supply 20,000 cards, then the mint closes for good
  • Life Card whitelist comes later: a separate Life Card phase with 500 spots will be announced separately, with its own whitelist and mint
  • 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
Exact steps

How the card mint works

  • Step 1. Connect the wallet that holds your Binance Agent ID.
  • Step 2. Choose how many cards to mint, up to 20 per wallet.
  • Step 3. Confirm the total: cards times 0.005 BNB, plus gas. Any Life Card whitelist claim in the later phase skips the price and pays gas only.
  • Step 4. Your cards arrive with their serial numbers printed on them, ready for a first shift when the game opens.
Agent prompt for the card mint
You are my AI agent for Punch In on BNB Chain. Use the Binance Agent Wallet Skill with my Binance Agent ID to mint a Life Card for me. 1. The Life Card costs 0.005 BNB per card. The limit is 20 cards per wallet and the total supply is 20,000 cards. 2. If I hold a Life Card whitelist entry from the later Life Card phase, claim my one free card first. It costs gas only. 3. Check that the card mint is open and confirm the exact total in BNB with me before you spend anything. 4. After the mint, report each card serial number back to me. Serial numbers are never reused, so record them exactly as printed. 5. Do not mint packs in this task unless I ask for them separately. Project: Punch In (token symbol PUNCHIN), BNB Chain. Website: punchin.fun. X: @PunchInBNB.

Copied. Paste it to your agent when the card mint opens.

Tokenomics

20 million $PUNCHIN. Fixed. Split three ways.

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 1,000 whitelist free claims of one pack each. 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. The mint itself is a straight sale of packs.
How $PUNCHIN moves

An economy that runs on shifts, not hype

$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 the 1,000 whitelist free claims.

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.
Mint and Prices

Mint $PUNCHIN

Pack price rises in small steps as more packs sell. The price you pay is always the price for the packs you are buying, worked out pack by pack.

Mint $PUNCHIN

Two ways to mint. 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.

Price: starts at 0.0015 BNB per pack. 1 pack = 100 $PUNCHIN. Max 10 packs per wallet.

Status: opening soon. Contracts are to be announced at launch. No date is announced yet.

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.

1Connect walletOne click. Your address fills in. Agent Mint also checks your Agent ID for you.
2Pick Regular or AgentRegular needs no Agent ID. Agent Mint needs a wallet holding a Binance Agent ID.
3Choose packs, check the totalUse the minus and plus buttons. Max 10 packs per wallet. See the BNB cost before you mint.
4Press MintOne button. It opens when the contracts are live.
10 packs (max 10)
Mint amount0.0150 BNB
You receive1,000 $PUNCHIN

The mint is not open yet. This button stays disabled until the contracts are published at launch.

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.

When does the mint open?

Opening soon. No date is announced yet. Watch this page and @PunchInBNB on X. Contracts are to be announced at launch.

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 packs per wallet in both modes.

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.

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, up to a top price of 0.0023 BNB per pack.

  • Max 10 packs per wallet (1,000 $PUNCHIN)
  • Regular Mint: open to everyone, no Agent ID needed. Agent Mint: Binance Agent ID required, checked on chain
  • Token whitelist: 1,000 places claim 1 free pack, gas only
  • Hard cap 50,000 packs (5,000,000 $PUNCHIN)
NFT

Life Card

0.005 BNB

Your agent's working identity. One card, one lifetime serial number, one job ladder to climb.

  • Total supply 20,000 cards
  • Limit 20 cards per wallet
  • Life Card whitelist comes later as a separate phase: 500 spots, announced separately
  • Serial numbers are never reused

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
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 mint 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 soon

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.
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 Phase 3, 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 in Phase 3
RankLife CardJobLifetime earningsShifts completed
The board is empty until Phase 3. 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

The mint

$PUNCHIN packs go on sale first. Life Cards come later as a separate phase. Once the pack mint sells through, the pack entry closes for good.

  • Token whitelist opens first: all five tasks earn one entry for the free $PUNCHIN token claim, 1,000 places, gas only
  • Pack mint opens at Tier 1, 0.0015 BNB per pack
  • Life Card whitelist and mint come later as a separate phase, 500 spots, announced separately, at 0.005 BNB per card
  • Contract addresses published here and on X at open
Phase 2After the mint

First shifts

The game opens for every Life Card holder. Cards clock in for 4 hour shifts, earn their first wages, and start on the Health Course.

  • 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 important numbers do not change after launch. Read them here first, then verify them against the published contracts when they drop.

Contract addresses

Published at launch, here and on X at @PunchInBNB, at the same moment the mint opens. Until then, any $PUNCHIN address you see anywhere is not ours.

$PUNCHIN token: to be announced at launch
Life Card NFT: to be announced at launch
Network: BNB Chain

The fixed rules

  • Supply is fixed at 20,000,000. No function can create more $PUNCHIN after launch.
  • Pack price follows the tier table on this page, set by packs sold and nothing else.
  • Two mint modes. Regular Mint is open to everyone. Agent Mint needs a Binance Agent ID, and that gate is checked on chain at the mint.
  • Liquidity is added manually by the owner from the reserved 20% 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 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. Anyone can mint $PUNCHIN packs with Regular Mint, Binance Agent ID holders can also use Agent Mint, and Agent ID wallets mint a Life Card, then 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. The prompt route stays available either way.

  • Token: $PUNCHIN (BEP-20), fixed supply 20,000,000.
  • NFT: the Life Card, 20,000 cards, 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.

Mint and allocation

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, up to 0.0023 BNB. A purchase that crosses a tier is summed pack by pack, and the amount the mint shows at purchase time is the amount due.

  • Per wallet limit at the pack mint: 10 packs, 1,000 $PUNCHIN.
  • Mint allocation hard cap: 5,000,000 $PUNCHIN, 50,000 packs, including the 1,000 whitelist free claims of 100 $PUNCHIN each.
  • Whitelist: all five tasks earn one entry for the free $PUNCHIN token claim only (1,000 places, 100 $PUNCHIN free, gas only), once per Agent ID, first come first served. The Life Card whitelist and mint come later as a separate phase with 500 spots, announced separately.
  • 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.
  • 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's job, its reputation, and the day's 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's 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 $PUNCHIN packs, mint a Life Card, 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.
  • The game contract is deployed directly and cannot be upgraded after launch. The rules on this page are the rules the game runs.

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 1Connect a wallet

Connect on the Life Card, Life boards, or Market sections. The pack mint connects your Binance Agent Wallet with your Agent ID.

Step 2Get a Life Card

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

Step 3Select 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 4Clock 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 5Study and promote

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.

Step 6Or hand it to your agent

Copy a board prompt, or the full agent prompt below, and give it to your own AI agent. Same boards, same rules, no tapping from you.

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 mint and play 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. Mint $PUNCHIN 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 up to 0.0023 BNB. Mint up to 10 packs for my wallet. Check the current tier price before you confirm, and tell me the total BNB cost first. 2. Mint a Life Card for me at 0.005 BNB (limit 20 per wallet, total supply 20,000). 3. 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. 4. 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. 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 once the mint opens. 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. NFT: the Life Card. Website: punchin.fun. X: @PunchInBNB. WHAT PUNCH IN IS Your holder mints $PUNCHIN packs and a Life Card. The 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. 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 at punchin.fun at launch and nowhere else counts. Prices come from the tier table and the mint itself, never from memory or guesswork. PRE-FLIGHT CHECKS Before any action, confirm all of these: - The wallet is connected on BNB Chain and is the wallet that holds the Binance Agent ID. - The mint or game action you want is actually open. The pack mint, card mint, game, and market open in phases. - 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: 10 packs per wallet at the pack mint, 20 Life Cards per wallet. HOW TO MINT PACKS 1. Read how many packs have sold 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, up to 0.0023 BNB at Tier 9. One pack is 100 $PUNCHIN. 2. A buy that crosses a tier is charged pack by pack at each tier price. Tell the holder the exact total before confirming. 3. Limit: 10 packs per wallet. Mint allocation hard cap: 50,000 packs. 4. 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. 5. If the holder holds a $PUNCHIN token whitelist entry, claim the free pack first: 100 $PUNCHIN, gas only, once per Agent ID. HOW TO MINT A LIFE CARD 1. Price is 0.005 BNB per card. Limit 20 per wallet. Total supply 20,000 cards. 2. If the holder holds a Life Card whitelist entry from the later Life Card phase, claim the one free card first: gas only, once per Agent ID. 3. After minting, report every serial number exactly as printed. Serial numbers are never reused. 4. 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. 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 punchin.fun at launch. EXECUTION NOTES - Contracts are to be announced at launch. Until they are published, every mint and game action is closed and the correct behaviour is to wait and say so. - When a phase is not open, report that plainly instead of retrying or guessing a workaround. - 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

Do I need a Binance Agent ID to mint?

Only for Agent Mint. Regular Mint is open to everyone with any wallet on BNB Chain, no Agent ID needed. Agent Mint is for holders of a Binance Agent ID (a .ai identity on a Binance Agentic Wallet), and that holding is checked on chain. The whitelist and the Life Card mint still need an Agent ID.

How many packs can I mint?

Up to 10 packs per wallet. One pack is 100 $PUNCHIN, so the mint maximum is 1,000 $PUNCHIN per wallet. 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, up to 0.0023 BNB.

What is a Life Card?

A Life Card is the NFT your agent works with. It costs 0.005 BNB, there are 20,000 in total, and you can hold up to 20 per wallet. 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 section above and paste it to your own AI agent. It uses the Binance Agent Wallet Skill to mint and play 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. The mint itself is a straight sale of packs at the tier prices shown on this page.

What are the contract addresses?

To be announced at launch. They will be published here and on X at @PunchInBNB when the mint opens. Until then, do not trust any $PUNCHIN contract address posted anywhere else.

Can I trade my Life Card?

Yes. A Life Card is a normal NFT and can change hands. Its serial number, job, reputation, and career record travel with the card, so a card that has already climbed carries that history to its next holder. A card can only do one thing at a time though: work, study, or be listed. Never two at once.

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, from Phase 3. 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, so the cards that actually worked sit at the top.

How does the whitelist work?

Five tasks, in order: type your wallet address and let the on chain check verify it holds an Agent ID, bind your X account, follow @PunchInBNB, quote repost the official post and submit its link, then post the template with your Agent ID filled in and submit that link too. No wallet connection is needed for the whitelist. All five tasks earn one entry for the free $PUNCHIN token claim only (1,000 places, each claiming 100 $PUNCHIN free, gas only, when the pack mint opens), once per Agent ID, first come first served. The Life Card whitelist and mint come later as a separate phase with 500 spots, announced separately, and this token entry does not include a Life Card. Every step is checked: your Agent ID is verified on chain in step 1, on the address you typed, the moment you press Check, and an address without one cannot go any further. One entry per Agent ID; the X binding is checked again at claim time, your follow from the bound account, and both post links against that account. Before the list closes, duplicate and bot entries are removed. Registration opens with the announcement on X.

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, 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 Docs section: overview, 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.

When does the mint open?

Soon. No date has been announced, and we would rather open ready than open early. Watch this page and @PunchInBNB on X for the announcement.