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Heart Heads Clash

Claim. Equip. Clash.

Heart Heads Clash is a first to two skill battle for claimed HeartHeads. Players lock their wager before the match, privately commit moves, then reveal them. The winner is determined by the fixed Attack, Block, Steal matchup rules.

Core rules

Three moves. One circular matchup.

There is no random power roll deciding a turn. Your move and your rival's move determine the result.

Attack

Beats Steal

Attack beats Steal.

Block

Beats Attack

Block beats Attack.

Steal

Beats Block

Steal beats Block.

Same move means draw. Neither player scores. The match continues until one player reaches two turn wins.

Full player flow

From wallet to winner

1. Claim a HeartHead

Your fighter must be a claimed, composable HeartHead linked to its token bound account. Claiming makes an eligible HeartHead ready for Compose and Clash.

2. Equip your fighter

Build the look you want with HeartHeads equipment. Connected pieces travel visually with your fighter into the lobby and arena. Equipment changes presentation, not the hidden game result.

3. Set the wager first

Choose the wager before publishing. Depending on the live Clash configuration, challenges can use Clash Credits, equal PLS stakes, or HeartHeads gear against gear.

4. Publish to Games Available

A live value challenge does not appear in the lobby until the creator has funded the escrow. Rivals see the fighter and exact wager terms before accepting.

5. Commit your move

Each player privately chooses Attack, Block, or Steal. A cryptographic commitment is submitted before either move is revealed, which prevents counterpicking after seeing the rival choice.

6. Reveal and resolve

After both commitments are locked, each player reveals the move and secret used to create the commitment. The escrow contract verifies both reveals and resolves the turn from the fixed rules.

7. First to two wins

The first player to win two turns wins the Clash. Equal moves are draws and award no point. A draw simply moves the match to another turn.

Wagers

The terms are visible before you join

Clash Credits

Clash Credits are the in app play mode. They do not require an onchain escrow transaction and are used when Credits mode is enabled.

PLS vs PLS

Both players lock the same PLS amount. The total pot is both stakes combined. On settlement, the contract sends 5% of that PLS pot to the TesseractX treasury and 95% to the winner.

Gear vs Gear

Each player stakes one eligible HeartHeads ERC721 equipment item. Eligible slots are Background, Clothes, Hat, Earrings, Sunglasses, and Necklace. The base HeartHead fighter is not a gear stake. The winner receives both escrowed gear items.
Gear matches can also have an immutable PLS entry fee per player, configured when the escrow contract is deployed. The live interface shows that exact fee before a player signs. It is separate from the 5% PLS pot fee.

Commit and reveal

Why your opponent cannot simply wait and counterpick

Commit phase

Your browser creates a private random secret for the turn and combines it with the match, turn number, wallet address, and selected move. Only the resulting commitment hash is sent first. The move itself is not exposed by that commitment.

Reveal phase

Reveal begins only after both commitments are locked. Your move and secret are then submitted. The contract rebuilds the commitment and rejects a reveal that does not match what was committed.
The move secret is kept by the browser for that turn. Do not clear browser storage in the middle of a committed turn. If a reveal cannot be completed, the onchain timeout rules determine the available resolution path.

Timeouts and refunds

Funds cannot be held forever by an inactive rival

10 minute response window

The escrow uses a 10 minute action window. When the first player commits, the response deadline resets so the second player receives a full window. The same protection applies after the first reveal.

Forfeit or refund

If one player acts and the other does not before the deadline, the active player can win by forfeit. If neither player acts during the phase, both stakes are refunded. An open challenge that nobody has joined can be cancelled by its creator and refunded.

Settlement integrity

The contract resolves the production match

Production settlement is guarded for PulseChain chain ID 369.
The escrow contract applies the fixed move rules and tracks the first player to two wins.
Arena themes and visual effects are cosmetic. They do not change the winner.
The production escrow has no admin function that can choose or replace the winner.
PLS and gear stakes are held by the escrow for the duration of the funded match.
The lobby shows funded or committed challenge terms before another player accepts.

Ready to Clash?

Claim a HeartHead, equip your fighter, choose your terms, and enter Games Available.