> ## Documentation Index
> Fetch the complete documentation index at: https://nimbo-9ed30387.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Game rules

> Stakes, growth, death, extraction, disconnects and rounds — the complete mechanics of Nimbo Arena.

<Warning>
  Nimbo Arena runs on **Solana devnet**. Every amount below is denominated in
  devnet SOL, a free test token with no monetary value.
</Warning>

## The loop

You stake to spawn. You grow by eating. You only keep anything if you survive
long enough to complete an extraction. Everything else — every pellet, every
corpse, every point of value on the map — came out of a player's stake.

No value is ever created out of nothing. That constraint drives every rule below.

## Entering

Stakes are fixed tiers: **0.1, 0.25, 0.5 and 1 SOL**. The floor exists on
purpose. A one-lamport snake would be the smallest and fastest-turning body in
the game — a free kamikaze against someone who staked real size.

Your stake splits three ways the moment your deposit confirms:

| Share | Where it goes |
| - | - |
| **5.5 %** | House fee, sent to the treasury on-chain |
| **10 %** | Converted immediately into pellets scattered on the map |
| **84.5 %** | Your spawn value — the size and worth you start with |

The pellet share is the part most people misread. It is not a pool that trickles
out over time: it becomes **your** pellets, on the map, at the moment you join.
One player alone on a map sees only the food their own stake paid for. A sparse
map at low population is the intended behaviour, not a bug — food density follows
deposits, and there is no free ambient respawn.

### Score and SOL are the same thing

Internally the game runs on **score**, at a fixed rate of **1000 score per SOL**,
and it uses the same rate in both directions — SOL to score when you join, score
to SOL when you extract. That symmetry is what makes the arena conserve value
exactly.

So a 0.1 SOL entry gives you 84.5 score to start with, and one pellet is worth
one score point. On the way out, amounts round **down** to the lamport: the dust
stays in the vault rather than being owed to anyone.

## Growing

You grow by eating, and there are only three things to eat:

<CardGroup cols={3}>
  <Card title="Pellets" icon="circle">
    Worth 1 score each. They exist because someone staked.
  </Card>

  <Card title="Corpse orbs" icon="skull">
    Worth 5 score each. Someone died where you are standing.
  </Card>

  <Card title="Boost trails" icon="bolt">
    Worth 1.5 score. Dropped by players who are burning score to go fast.
  </Card>
</CardGroup>

Boosting doubles your speed and **costs score continuously**, shedding it as orbs
behind you. Running away is never free, and a panicked chase feeds whoever is
behind you.

Size is not a pure upgrade. As your score climbs, your body gets longer and
wider, and **your turning gets slower**. Past roughly 1 SOL of accumulated value
a brake kicks in and length growth flattens, capped so that no snake can ever be
long enough to wall off the map. A large snake is a slower, more valuable, more
obvious target.

## Dying

The arena is a disc, and its **border is lethal**. Beyond that, you die by
running your head into another snake's body. Head-to-head, both die.

When you die, your value does not vanish and it does not all go to your killer:

* **70 %** stays on the ground as a corpse, exactly where you fell, for anyone
  to eat;
* **30 %** is recycled as ordinary pellets scattered across the whole map.

That 30 % is a deliberate brake on snowballing. A kill is worth taking, but a
third of it escapes your killer and goes back to the commons. It is also what
keeps the map fed: player traffic, not a faucet, is the arena's food supply.

<Note>
  Freshly spawned snakes are briefly protected. While that grace lasts they
  cannot be killed — and they also cannot pick anything up or make progress on an
  extraction. It buys you a moment to orient, not a moment to farm.
</Note>

### Disconnecting is dying

If you close the tab, lose your connection, or quit mid-run, **your snake dies
immediately** and drops its corpse like any other death.

This is intentional and the cost is accepted. An earlier rule froze disconnected
snakes and left them killable, but a frozen body behaves like temporary
invulnerability, and pulling the plug became a way to dodge a fight. The price of
closing that hole is that a genuine network drop costs you the run.

## Extracting — the only way out

Growing is not winning. The **only** way to convert what you are carrying back
into SOL is to complete an extraction.

<Steps>
  <Step title="A point appears">
    Roughly every 10 seconds of downtime, a single extraction zone opens
    somewhere on the map. It never spawns hard against the lethal border, but
    that is the only promise about its position — you may be nowhere near it.
  </Step>

  <Step title="You stand in it for 12 seconds">
    The zone is a circle you must stay inside. Leave it, even for an instant, and
    your progress resets to zero. Twelve seconds is a long time to stand still
    in the open, and that exposure is the entire point of the mechanic.
  </Step>

  <Step title="One player wins it">
    The first to complete the channel extracts — and the zone **closes**
    immediately. Everyone else's progress is wiped and the cooldown restarts.
    An extraction point is not a queue; it is a contest with one winner.
  </Step>

  <Step title="Your value leaves the arena">
    Your score converts to lamports at the same 1000-per-SOL rate, becomes a
    payout claim, and your snake despawns. There is no corpse — this is the one
    exit where value crosses out of the game. Playing again means staking again.
  </Step>
</Steps>

<Warning>
  **The zone detonates.** An extraction point has a lifetime of about 40 seconds.
  When it runs out, anyone still standing inside dies on the spot and leaves a
  corpse. Camping the circle hoping to outlast the competition is a losing
  strategy — if nobody completes the channel in time, the zone kills whoever is
  left in it.
</Warning>

## Rounds

The world is persistent. Behind the scenes it is divided into **rounds** of 24
hours, but you should never notice one: joining routes you to whichever round is
currently open, and nobody is ever ejected from a run in progress.

A round is an accounting boundary for the escrow, not a match. This matters
because of one non-negotiable rule: **the end of a round is never a payout.**
Paying surviving players when a round closes would be risk-free money, which is
farmable by anyone willing to sit still. Extraction stays the only exit,
always.

## Latency

Paid play has a ping ceiling, measured by the server rather than reported by your
client. Above it you are kept out of staked arenas.

The reason is fairness, not gatekeeping: other players are rendered to you
slightly in the past, and once that gap grows wider than a snake's own radius,
collisions start killing people who genuinely believed they had room. The
threshold is currently set generously — deliberately, so that high-latency
players can tell us whether deaths feel unfair at that distance. It is a
measurement in progress, not a settled number.


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