TheBANDITS

The odds are printed on the wall before you commit. Rob the vault. Rob each other. Bank it before somebody banks you.

10,000
Bandits
$BANDIT
Game currency
Public
Odds table
Zero
Hidden edge
First look

No two crews look the same

Traits decide what a Bandit can do on a job. Building a crew means finding ones that cover for each other — not stacking the same one five times.

The loop

Four moves, run daily

The first three are you against the house. The fourth is you against everyone else.

01

Build the crew

Three to five Bandits with complementary roles. Short one? Rent it and split the take.

02

Case the target

Exact odds, payout range and bail shown before you commit a single token.

03

Run the score

Resolved on-chain with commit-reveal. Verify the roll yourself, any time.

04

Bank it — or don't

Unbanked loot grows every day it stays out. It can also be stolen.

Banked vs. unbanked

Loot compounds while it's exposed, and every other player can see it. Greed or safety, every single day.

Heat

Winning unlocks richer targets but drops your odds. Lie low, or burn $BANDIT to launder it clean.

The Snitch

After a crew job everyone privately picks split or snitch. Snitching pays more today and torches your Reputation.

How it rolls out

Three phases, in order

Dates go out on X when they're locked. No countdowns we can't keep.

Mint
Phase 01

10,000 Bandits. Your Bandit is your character, your crew slot, and your key to everything after.

Token + Staking
Phase 02 · after mint

$BANDIT launches once mint sells out, and staking opens alongside it. Start earning before the game does.

The Job
Phase 03

Heists go live. Spend what you've stacked on levels, gear and cosmetics.

The currency

$BANDIT

The currency for every heist, upgrade and cosmetic in the game.

Tokenomics
TBA

Full supply, allocations and burn rates get published before mint opens, so nobody has to buy on trust.

Community firstThe largest share goes to players and the community, not the team.
Fixed supplyMinted once. No new tokens after launch, ever.
Published earlyNumbers land before the mint, not after it.
Supply

Everything you do burns something

Rewards are capped. Burns are uncapped and driven by play.

🔥
Launder Heat
Cooling your Heat destroys every token spent.
Level a Bandit
Upgrades cost tokens and return nothing.
🎭
Cosmetics
Masks, plates and skins bought at the Fence.
🔒
Forfeited bail
Fail a heist and part of your bail is destroyed.

The Deflation Lock

If burns beat emissions for four straight weeks, the daily emission rate steps down permanently and can never step back up. The harder the game is played, the smaller the faucet gets — and that ratchet only turns one way. Exact rates land with the tokenomics.

Questions

Ask it straight

When is the mint?

Announced on X once it's locked in. We'd rather post a date we can hit than a countdown we have to move.

Do I need a Bandit to play?

To run your own crew, yes. You can also rent roles from other holders and take a cut of the score.

What stops a whale from farming everything?

Rewards scale to the square root of stake, there's a per-wallet daily cap, and heists need complementary roles rather than raw numbers.

Can the team change the odds later?

Only through a public timelock, visible on-chain the whole time. There's no path to a silent adjustment.

Is any of this a promise about price?

No. We can design the supply, publish the odds and lock our own hands. We can't tell you what a market will do.

Everything drops on X first

That's the only place we post. No newsletter, no noise.