12 games. One wallet. Real stakes.
Every one of them free to play, forever. Wager whitelisted SPL tokens when you want a game to count, held by an on-chain escrow that nobody here can withdraw from — and one Season Pass that levels across all of them.
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Questions?dev@playpumpchess.com
everything in the box12 games, one account
Every game gets its own lobby, its own rated leaderboard, its own computer opponents, and its own wager switch. Your profile, season progress and wallet carry across all of them.

Chess
The original. Rated, four speeds.
Glicko-2 rated chess with server-run clocks, premoves, and a full post-game review — engine eval bar, move-by-move analysis, and a coach that explains where it went wrong.

RPG Chess
16 pieces that level to 100.
Chess where your army is permanent. Sixteen pieces you keep between matches, each levelling to 100 down a three-branch skill tree, ending in a capstone that locks out the other two. Loadouts snapshot before your opponent's is revealed.

Backgammon
Doubling cube, server-rolled dice.
Full match play with the doubling cube — offer, take, or drop, and watch the stakes multiply mid-game. Every roll comes from the server, so neither side can shop for dice.

Battleship
Secret fleets, absolute fog of war.
Place a fleet nobody can see. Your opponent's un-hit ships never leave the server — one redaction boundary decides what each side is allowed to know, and it is tested to prove nothing leaks.

Pool
8-ball and 9-ball, real physics.
Eight-ball and nine-ball on a deterministic physics engine that runs on the server, not your machine. Spin, cushions, and called pockets — the same shot always resolves the same way, and the replay proves it.

Go Fish
Fast card duels, hidden hands.
The quickest seat on the site. Hands stay hidden server-side, the deck is shuffled from a seeded RNG that is published with the replay, and a match is over in a couple of minutes.

Uno
Wilds, stacks, reverses.
Wilds, draw-stacking, reverses and the call itself — miss your Uno and get challenged, and the server makes you pay for it. Same hidden-hand guarantees as every card game here.

Literati
Word duels on a 15×15 board.
Yahoo's Scrabble variant, refereed properly. Letters run 1-5 rather than 1-10, the triple words sit in a pinwheel off the corners, and the centre square is plain — so points come from position, not from hoarding a Q. Every word is judged server-side against a 168,000-word list the client never sees.

Yahtzee
Five dice, thirteen boxes.
Three rolls a turn, then you must spend the result on one of thirteen boxes — and late in a match every box left is a bad one. Every die comes from a seed the server publishes when the match ends, so the rolls can be checked afterwards.

GOPS
Sealed bids, thirteen lots.
Thirteen prizes go under the hammer one at a time and you both bid in secret from identical hands. There is no optimal line to find — spend a King to win a two and it is gone — so no engine can solve its way past a good read.

Can't Stop
Push your luck, or bank it.
Roll four dice, climb eleven columns, and decide after every single roll whether to go again. Bust and the whole turn is gone. First to claim three columns wins — and the wager decision and the game decision are the same decision.

Pump Guess Who
Twenty-four faces. One is theirs.
You both pick a face in secret and take turns asking about the other one. The server holds both secrets and answers for both sides, so nobody can lie — and a wrong guess loses the match outright, which turns every turn into a real nerve decision.
Every one of them is free and unlimited. Wagering is a separate switch per game — and it is off until that game's escrow is live.
Stakes locked by a program, not by us
Free games never touch the chain. When you do play for something, both deposits go into a per-match vault the house has no key to.
Per-match escrow
Both players deposit the same amount into a vault owned by the PUMP CHESS escrow program. The server never custodies a lamport of it — it only reports who won.
Winner takes 2×
The program pays the winner both deposits minus a 2% rake. Draws refund both sides in full — a drawn pot pays no rake at all.
Permissionless refunds
If a match isn't settled by its deadline, anyone can trigger a full refund of both deposits straight from the chain. Funds can never be stuck — not even if this site disappears.
Escrow program: J6rC7dQXwdvtxr7sSGtWsFvM6dtV1QXazqnz1gegtKwS
Whitelisted tokens only
Wagers are limited to a whitelist of standard SPL tokens, and the whitelist is enforced in the program itself, not just in the UI. At most eight mints can be live at once.
List your own token
Token creators can pay to put their SPL token in the wager arena. Once a listing is active, anyone can open tables staked in it and it becomes usable as a tournament pot. A curated rotation — the on-chain whitelist has roughly six community slots.
One track, every game
Whatever you sit down to play feeds the same season. Win a pool rack, clear an Uno hand, take a rated chess game — it is all the same XP, the same 100 levels, the same locker.
The Season Pass
Two tracks, a hundred levels. The premium row pays a reward on every single level; the free row pays twenty milestones from its own item line, so free players still build a real collection. Level 100 is the PUMP KING bundle — flagged to a single season and never obtainable again.
Daily & weekly challenges
Rotating objectives with live progress bars and reset timers, worth a few hundred XP a day on top of whatever you earn at the board. Plus a daily check-in that costs nothing but showing up.
The locker
One equip slot per cosmetic type and saved loadout presets, so you can swap a whole look between matches. Your collection lives in the inventory, filterable by type and rarity.
Cosmetics are cosmetic only — boards, piece sets, capture and check animations, trails, finishers, auras, titles, borders and profile flair. Nothing you unlock or buy has ever changed how a piece moves.
Boards become places
Throne rooms, treasure vaults, dying stars — the 64 squares you fight on, completely repainted.
Armies with a pulse
Every set re-sculpts all six pieces — glow, idle motion and all. Swap your whole army in a tap.
Make contact land
Captures detonate the piece you take; checks put the enemy king on visible notice. Opponents see it too.
Sign every move
Move trails follow your pieces; checkmate finishers and king deaths end the game with a flourish.
Wear it everywhere
Name effects, titles, frames and holograms ride your profile across chat, lobby and leaderboard.
Wear it to the board
A loadout, equipped — the exact board you'll play on, dressed head to toe.
Points that cost something
A pre-launch points campaign for $CHESS. Every anti-farm heuristic leaks eventually, so this one is anchored on economics instead: points scale with SOL actually staked, and only credit once the escrow has settled on-chain and the rake was really paid.
Play for stakes
Points scale with the SOL you put up, and the winner earns half again as much as the loser. Draws, refunds and voided pots earn zero — anything rake-free would be a farming vector.
Climb the ladder
Rating milestones from 1600 up to 2500 pay one-time bonuses. They run on a high-water mark and need an established rating, so tanking and re-climbing pays nothing the second time.
Bring people in
Both sides earn when a referral actually starts playing, and the referrer keeps earning a 10% kickback on everything their referee scores afterwards.
Quests
Link a verified X account for a one-time bonus, then clear share quests for more. Quest points pay out an hour later — and only if the post is still up.
The honest version: free games earn no match points (they still count toward rating milestones), dust stakes under 0.005 SOL earn none, and wash-trading between your own wallets costs you 2% rake plus fees every single game. Farming is designed to be strictly worse than just playing.
The server is the referee
Clients send intents. The server validates every move, runs both clocks, and decides every result — non-negotiable, because money is on the line.
Server-authoritative
No client decides legality, clock values or outcomes — in any game on the site. Your app asks; the server answers, and broadcasts the validated state to both sides.
Engine-cheat detection
Finished chess games are analysed server-side, with behavioural timing signals rolled into a per-player fair-play score. A suspicious win is held before settlement and reviewed by a human rather than paid out and argued about later.
Hidden information stays hidden
Card hands and secret fleets are redacted per viewer before any broadcast, at one boundary, with tests written to prove nothing gets through.
Questions, answered
▸How do wagered games work?
Both players deposit the exact same amount of an allowed SPL token into a per-match vault controlled by the PUMP CHESS escrow program — not by us. When the game ends, the program pays the winner 2× the wager (minus a small rake) or refunds both on a draw. The server never holds your funds. The same escrow backs every game that has wagering switched on.
▸What if the site goes down mid-game?
The escrow program has a permissionless timeout refund: if a match isn't settled by its deadline, anyone can trigger a full refund of both deposits straight from the chain. Funds can never be stuck.
▸Can PUMP CHESS steal the pot?
No. The program only allows funds to flow to the two players or the rake treasury. There is no admin withdrawal. The worst a compromised result key could do is pick the wrong winner of a match — it can never send funds to a third party. The program is open source and verifiable on-chain.
▸Do I need tokens to play?
No — free games are unlimited, rated, and never touch the chain, in every game on the site. You don't even need to connect a wallet to watch games, play the computer, or browse the lobby.
▸How do the clocks work?
Pick a base time plus an increment per move (like 10+5 — ten minutes each, five extra seconds per move). The server manages both clocks; running out of time loses the game. Disconnecting doesn't pause your clock.
▸What stops someone cheating?
For chess, the server analyses finished games with its own engine, scores behavioural signals like move timing, and keeps a rolling fair-play score per player. A suspicious win puts the payout on hold for human review before it settles. Across every game, the server is the referee — clients only ever send intents.
▸How do you stop opponents seeing my hand or my ships?
Hidden information never leaves the server. Card hands and un-hit Battleship ships are redacted per viewer at a single boundary before any state is broadcast, and that boundary is covered by tests written specifically to prove nothing leaks.
▸Which wallets are supported?
Any Wallet Standard wallet — Phantom and Solflare at minimum. Sign-in is a free message signature (SIWS); we never see your keys and there are no passwords.
Ready to take a seat?
Free games are unlimited and need nothing but a click — no wallet, no signup. Connect only when you want a game to count for something.

A lobby, not a matchmaker
Named tables you can sit at, people you can talk to, and games you can watch without playing. Closer to a games room than a queue button.
Clubs
Public or private groups with their own rosters and tables. Make one, invite people, keep a regular game going.
Browse clubs →Tournaments
Scheduled brackets with live standings, announced from the lobby banner while they are open for entry.
See what's running →Contests
Prize campaigns you qualify for by playing. Every contest has a shareable ticket that unfurls into the real prize list when you post the link.
See what's running →Three kinds of chat
A global lobby channel, a per-game channel with your opponent, and live voice chat at the table when you both want it. Plus friends, DMs, notifications, presence and privacy controls — with mute, block and report throughout.
Spectate & replay
Watch any live table without an account. Every finished game becomes a replay you can step through move by move, or autoplay.
Watch live →Predictions
Call the result of a game you are watching from the spectator panel — a reason to stay in someone else's match to the end.
Post-game review
Walk back through the game with an engine eval bar, per-move analysis and a coach panel that explains where it actually turned.
Puzzle Rush
Solve as many positions as you can before the clock or your mistakes run out.
Start a run →100+ scenarios
Hand-picked mate-in-N puzzles, brutal endgames and mind-benders against the computer. Clearing the featured ones pays season XP.
Pick a fight →