Protocol health

Tokenomics

Live protocol health for PITCH. Every country-curve swap burns 5% PITCH. Every player-curve swap burns 5% of the country (or player) token paid in. Every pack open burns 0.05 PITCH.

Buy PITCH on Uniswap
Total PITCH burnt
-PITCH
Burnt last 24h
PITCH
PITCH market cap
-
Country TVL
-PITCH
Player TVL
-PITCH eq.
24h country volume
PITCH
Player trades 24h
swaps
Country tokens burnt 24h
(player buys)
Player tokens burnt 24h
(player sells)
Total protocol TVL
-
Country
0%
Player
0%
Live activity

Source of truth: PITCH - CurveHook - PlayerHook

Mechanics

How PITCH works.

Closed-loop. One token in, one token out. 48 countries, 144 players, all on their own curves. The protocol holds no opinion on who wins - only that every trade burns.

01

The token

PITCH is a single ERC-20 on Base. Fair-launched at $500K FDV. 960,000 total supply. No team allocation. No vesting. No mint function. Once deployed, the supply only goes one direction: down.

Supply
960,000
Decimals
18
Mint
Disabled
02

The curve

Constant-product with virtual reserves. Asymptote at 20,000. Mathematically unreachable.

asymptote - 20,000supply →price (PITCH)
price = K / (asymptote − supply)², where K is calibrated per country at pack-window seal
03

The burn flywheel

Every swap shrinks the only currency that can buy anything in the system.

Trade executeson any curve5% fee takenin PITCHPITCH burnedforeverPITCH supply ↓960,000 cap
04

The asymptote

Each country has an asymptotic cap of 20,000 tokens. The curve makes the price approach infinity as supply approaches 20,000, so the cap is never actually minted. There is no team allocation. No reserve. No backdoor.

Past ~95% supply, the curve turns parabolic. A handful of countries will get there. Most won't. The set is a market, not a checklist.

05

The players

Inside each country, three player tokens with different scarcity. One pack, one player, randomness on-chain.

Once you hold a country token you can open it for a player. Every country deploys three player tokens at genesis - Captain, Best, Rookie - each with its own bonding curve quoted in that country's token. 450 packs per country, distributed across the three roles by their pack caps. Chainlink VRF picks the role for every pack so distribution is provably fair.

Captain - broad
150 packs
1,500 max
Best - scarce
50 packs
500 max
Rookie - common
250 packs
2,500 max

Player packs cost 1 country token each and follow the same two-step flow as country packs: open requests a VRF draw, then claim mints the revealed player to your wallet. Trading opens once a country's 450-pack window seals.