Terms of Service
1. Operator
CashWars.io
2. Eligibility
- You must be at least 18 and located where taking part is legal.
- One account per person. Multi-accounting, collusion and bots/scripts lead to a ban.
- We may require identity verification before paying out.
3. Balances and custody
- Every account gets its own Solana deposit address. The keys are held by the operator (custodial). Your balance is the one shown in your account; it is held in SOL and shown in US dollars at the live SOL/USD rate.
- Deposit only SOL on the Solana network. Other tokens or networks cannot be credited.
- The Solana rent reserve of your deposit address (about 0.00089 SOL) is paid by the operator.
- Deposits, buy-ins, match payouts and withdrawals are transactions on the public Solana blockchain: anyone can see the addresses and amounts involved. Each match payout is sent as its own transaction.
4. Matches and payouts
- Buy-ins: $1, $2, $5, $10, $25 (solo or teams). The SOL amount is fixed when the lobby opens and is the same for everyone in it. Joining only reserves the buy-in; it is transferred to the escrow wallet when the match starts. The pot is the sum of all buy-ins plus any golden-round bonus.
- A lobby counts down once enough players have joined and the match starts when the countdown ends (a team lobby of up to 10 players also needs an even number of players, see below); players joining or leaving meanwhile do not restart it. The countdown of a golden round's lobby lasts 2 minutes. Once a lobby is full, the match starts 3 seconds later, also if a player leaves in those seconds.
- Every part of the map represents a share of the pot; the value shown for each player is the pot times their share of the whole map.
- Solo: spawns are placed at random. A player who holds 95% of the map for 15 seconds without interruption wins the round and receives 100% of the pot.
- Solo, peace vote: triggered when two players each hold 35% or more of the map (bots do not count). The territory of a player who aborted does not count either, and a vote is rejected if one of those two players aborts before it is decided. All surviving, connected players may vote. The timer waits for the first vote, then runs for 45 seconds; once every player still in the match has voted it drops to 3 seconds. If nobody votes within 2 minutes of the vote opening, it lapses. When the timer ends, only the votes cast decide (abstentions do not count; the vote of the player, not bot, holding the most land when the first vote is cast counts twice), and the vote can only pass while at least two players still hold 35% or more of the map: with more votes for peace than against ("win by peace"), every surviving player who is connected at that moment receives the pot times their share of the whole map (for example 35% of the map = 35% of the pot). The pot is not shared out among the players only: the share of the map held by bots or by nobody goes to the operator. A tie or a majority against rejects the vote; a rejected vote can come back after 7 minutes, at most three votes per match.
- Crazy: solo rules with a budget of $1 to $10 that each player sets when joining (reserved when joining, held in escrow during the match). The pot starts with the golden-round bonus, if there is one. After a 35-second timer at the start, buildings, warships and bombs can also be bought with the budget at the prices the app shows (lobby rules and the in-game panel); that money goes into the pot. The operator can change these prices for new matches; a running match keeps the prices it started with. MIRV and hydrogen bombs are disabled. Conquering a player completely transfers their remaining budget to the conqueror (a player still in the match); a player killed any other way (for example by a bot or a nuke) loses their remaining budget into the pot, unless they had aborted (see below). Whoever holds 95% of the map for 15 seconds wins the pot; at the end every player receives their unspent budget back on top of any winnings, also a player who is not connected at the end, but not a player who aborted (see below). The win fee applies to the pot share only. The operator may pause crazy mode ("work in progress"): running matches finish, waiting players get their budget back.
- Teaming with a second account is not allowed and results in a ban. In solo and crazy, systematic teaming with friends also results in a ban; in-game alliances are allowed. In teams, systematic teaming is only allowed within your own team; players with the same flag are more likely to be placed on the same team.
- If you leave a running match you can rejoin it for up to 5 minutes (as long as the match is still running); after that it counts as aborted. If you abort it, you cannot return and you lose your bet: you receive no payout from that match; your territory stays in the game until it ends. In crazy your remaining budget stays with your territory and can no longer be spent: a player still in the match who conquers you completely takes it; otherwise it stays with your territory even if it is wiped out any other way (for example by a bot or a nuke), and when the match ends it goes to the operator, not back to you and not into the pot. This applies to every normal ending (a win, a peace vote, the 5-hour limit, only bots left, every player gone). Only if the match is voided for technical reasons (see below) is every stake refunded, including your whole budget.
- Teams are split as evenly as possible: with up to 10 players a team lobby only starts with an even number of players (for example 2 against 2, 5 against 5); an odd lobby waits for one more player. With more than 10 players it also starts with an odd number, and the two teams then differ by one player (for example 6 against 5); each team's winnings are still split equally among its players. Players with the same flag are placed on the same team as far as the split allows.
- A banned account cannot join matches; deposits and withdrawals keep working (the deposit address stays the same). The operator may ban an account and schedule its deletion in 30 days: the player is notified in their account and can withdraw until then; any balance left at deletion is forfeited to the operator.
- To protect fair play, the operator stores for each login a shortened network address (IPv4 /24, IPv6 /48), the country reported by the network provider and a keyed hash of a random browser identifier, and may compare these, email names and payment addresses between accounts to detect multiple accounts. Replays of real-money matches are stored for review for 30 days after the match ends and then deleted automatically; the players of a match can watch its replay from 2 seconds after it ends (not after aborting it) until then. A replay can only be played with the version of the game it was recorded with: after a game update, replays of earlier matches can no longer be watched. Demo matches have no replays. Reports about a match stay after its replay is deleted.
- Shop items (territory skins and name styles) are purely cosmetic, paid from your balance at the current SOL price, owned for good and not refundable; they have no effect on gameplay.
- Players can report other players of their match (cheating, teaming or another reason); reports are reviewed by the operator and can lead to a ban.
- 5-hour limit: a match (solo, teams or crazy) still running 5 hours after it started ends and its pot is split. In solo and crazy it is split exactly like after a successful peace vote: every surviving player who is connected at that moment receives the pot times their own share of the whole map; eliminated players receive nothing; the share of the map held by bots or by nobody and the shares of disconnected players or players who aborted go to the operator; in crazy every player also gets their remaining budget back (the remaining budget of a player who aborted goes to the operator). In teams each team receives the pot times the team's combined share of the whole map (the territory of all its players, including the territory still standing of a player who aborted), split equally among its players who are connected at that moment, eliminated ones included; a player who is not connected at that moment or who aborted receives nothing and their equal part goes to their teammates who are connected; if none of the team's players is connected, the team's part goes to the operator, as does the share of the map held by bots or by nobody. The usual win fee applies to every payout, and rounding remainders go to the operator. This is not a refund: buy-ins are only refunded when a match fails for technical reasons (see below).
- Teams: every player chooses their spawn. Two teams, of equal size with up to 10 players and at most one player apart with more (see above); a team that holds 95% of the map for 15 seconds wins 100% of the pot, split equally among its players who are connected when the match ends, eliminated ones included (see below). At the 5-hour limit each team's share of the map is split among its players the same way (see above). A disconnected player stays on their team's side: their own team can only capture them (attack them, take their land or boats) once they have been away for 5 minutes and have aborted; aborting sooner does not shorten the 5 minutes. Players of the other team can attack them at any time. If they come back in time, nothing changes.
- During maintenance no match can be joined (open lobbies close and reserved buy-ins are returned); deposits and withdrawals keep working and running matches finish.
- Bots: matches can contain bots; how many is set by the operator. The part of the pot that no player receives (the share of the map held by bots or by nobody, the winnings of players not connected at the end except an equal team share, and rounding remainders) goes to the operator.
- The result is computed by the server from the game moves and is final.
- Disconnecting does not end your participation: your territory stays in the game and you can return within 5 minutes. The game blocks leaving a running match while you can still win from it; in teams this includes players who were eliminated, because their share is only paid if they are connected at the end. A player eliminated in solo or crazy has nothing left in the match and may leave.
- You must be connected when the match ends to be paid. If you are not connected (AFK) when the match ends by a peace vote, the 5-hour limit or a winner, whatever you would have won goes to the operator, except your equal share of a team win or of your team's part at the 5-hour limit: it goes to your teammates who are connected at the end (to the operator only if none is), as does the share of a player who aborted. This applies to eliminated players in teams too: they are paid their equal share only if they are connected at the end. A player away for 5 minutes counts as having aborted (see above). In crazy you keep your remaining budget while you can still rejoin (it is refunded at the end even if you are not connected then); if you abort or stay away for 5 minutes, a player still in the match who conquers you completely takes it; otherwise it goes to the operator when the match ends, also if a bot or a nuke wipes out your territory (unless the match is voided for technical reasons, see below).
- If only bots (or players who left the match) remain in a running match, that is every player was eliminated or aborted, the match ends at once and its pot goes to the operator (in crazy together with the remaining budget of every player who aborted). A player who is only disconnected and can still rejoin within 5 minutes still counts. The territory of a player who aborted stays in the game but never wins the match (in teams it still counts for teammates who are still playing). If every player leaves a running match and nobody comes back within 5 minutes, the match ends and its whole pot goes to the operator (in crazy together with every remaining budget, since all players aborted).
- If a match cannot start or cannot be completed for technical reasons (for example a server restart, a crash of the game simulation or a game server that never reports a result), all buy-ins (in crazy: every budget, so all purchases are undone) are refunded without fees, also to players who had aborted it.
5. Fees
- Win fee: a share of what you win from the pot (see the current win fee shown in the app). In crazy the remaining budget you get back is not a winning and carries no fee.
- Withdraw fee: a share of every withdrawal (see the current withdraw fee shown in the app). A withdrawal must reach a minimum amount (see the current minimum withdrawal shown in the app). Deposits of any amount are free.
- The operator can change the fees, the minimum withdrawal, the manual review threshold and the number of bots. The values that apply are the ones the app shows when you join a match (lobby rules) or request a withdrawal (withdraw dialog).
- Solana network fees are paid by the operator.
6. Withdrawals
- Your balance can be withdrawn at any time to any Solana address; you do not need to win first. Withdrawals are sent automatically after a short delay or, when the operator enables manual review, after approval. A daily withdrawal limit and a holding period for new accounts apply only when the operator enables them. Amounts above the review threshold (the withdraw dialog says when it applies) are reviewed manually.
- If an account is suspended or the service shuts down, the operator may return your balance to the address your deposit came from.
- Accounts that break these terms may be excluded from matches for a period or permanently; withdrawing the balance stays possible.
- You can delete your account at any time in your account settings (password and the 2FA code, or without 2FA a code sent by email). Only a running match, a withdrawal in progress or winnings still being paid out block the deletion. If a balance is left we warn you and recommend withdrawing it first; if you delete anyway, you agree that the whole balance is transferred to the operator (admin pot) and is lost. A rest below the minimum withdrawal cannot be withdrawn and also goes to the operator. Personal data is erased; records required by law (transactions) are kept.
- Blockchain transactions are irreversible; check the destination address.
- In case of suspected fraud, money laundering or technical inconsistencies, withdrawals may be paused temporarily.
- For your security, withdrawals are paused for 24 hours after a password reset, after 2FA was turned off with a recovery code, after 2FA was reset by support, or when the operator starts such a hold on your account, and for 2 days after any of these every withdrawal is reviewed manually.
7. Responsible gaming
Only play with money you can afford to lose. If gambling stops being fun or you feel you cannot stop, free and confidential help is available:
- Gamblers Anonymous (international self-help groups)
- USA: National Council on Problem Gambling — call or text 1-800-GAMBLER (1-800-426-2537), 24/7
8. Liability and changes
- CashWars.io is provided as it is. We are not liable for losses caused by server outages, downtime or connection problems, or by problems of the Solana blockchain or of third-party services it depends on (for example network congestion, failed or delayed transactions, or outages of Solana RPC providers).
- We may change these terms. Changes are announced on the site; if you keep playing after a change, the new terms apply.
9. Licenses
CashWars is a modified version of OpenFront (© OpenFront Inc. and contributors) under the GNU AGPL-3.0. See Licenses for the source code.