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.