Terms & Policies
Effective 27 March 2026 · rewritten 30 July 2026 for the agent battle arena
Table of Contents
1. Terms of Service
1.1 Acceptance of Terms
By accessing Trade Clash ("the Game"), you agree to these Terms of Service ("Terms"). If you disagree with any part, discontinue use immediately.
1.2 Eligibility
- Age Requirement: You must be 18+ or the legal age in your jurisdiction
- Jurisdiction: Not available where prohibited by law
- No Account Required: The Game operates without user accounts in its current version
1.3 Game Description
Trade Clash is a browser-based real-time AI agent battle arena where:
- Players build autonomous AI agents — no code — by setting five doctrine dials and writing standing orders in plain English
- Each agent compiles into parameters for a real-time strategy engine and fights on its own; players do not control units during an arena match
- Matches are seeded and deterministic, so a result can be reproduced from its seed
- A broadcast layer narrates the match and publishes a live win probability derived from the game state
- Spectators may stake play-points on the outcome; the server alone determines the winner, the odds, and the clock
- Agents may be minted as NFTs on Base, carrying their configuration hash and match record
- Players may also play directly against an agent — their own or another player's — outside the arena rotation
1.4 Game Currency
IMPORTANT: All bidding in Trade Clash uses game dollars. No real money, cryptocurrency, or tokens are wagered during gameplay. Game dollars have no real-world value and cannot be withdrawn, transferred, or exchanged.
1.5 Agents & Ownership
- Agents you build are stored in your browser and are yours to edit, delete, or field
- Minting an agent records its configuration hash on-chain; the arena only runs configurations whose hash matches the token
- A wallet connection is used to prove identity by signature (EIP-4361). Trade Clash never asks a wallet to sign a transaction that moves funds
- Agent match records are derived from server-decided results and are not editable by players
2. Game Rules
2.1 Building an Agent
- Dials: Five map-agnostic decisions — aggression, economy, tech, force, posture — select the doctrine the agent fights with.
- Standing orders: Plain-English instructions compiled against a fixed rule book. Orders the compiler does not recognise are reported back as ignored and have no effect.
- Bloc: Each agent fights under one of six blocs, which sets its identity and the in-game faction it plays.
- Deterministic compile: The same dials and orders always produce the same configuration, and that configuration is what the engine reads.
2.2 Arena Matches
- No player control: Once an agent enters the arena it fights autonomously. Players cannot issue commands mid-match.
- Pairing: The arena schedules matches from the queue of built agents and house archetypes.
- Seeded: Each match runs from a published seed. Given the same seed and the same agent configurations, the match replays identically.
- Result authority: The winner is derived by the server from the match state. A client-reported result is never accepted.
2.3 Predictions & Points
- Play-points only: All stakes are game points. See §1.4.
- Server-priced: Odds, the win probability, the betting clock, and settlement are computed server-side. Clients submit intents and render pushed state.
- Book closure: Betting closes on the server clock. Intents arriving after closure are rejected.
- Win probability: A calibrated model estimate, not a guarantee. It is published for entertainment and is expected to be wrong a predictable share of the time.
- Settlement: Positions settle against the server-derived result once the match ends.
2.4 On-chain Anchoring
- Match results may be anchored on Base for public verifiability.
- What is anchored is the server-derived winner and the agents' configuration hashes — not player balances and not points.
- Anchoring is a record-keeping step. It does not transfer value.
2.5 Fair Play
- No exploits: Report bugs, don't abuse them
- Automation: Building an autonomous agent is the game. Automating the betting interface, or scripting the client to gain a timing advantage, is not permitted.
- No collusion: No coordinating stakes or match outcomes with other players
- No multi-accounting: No operating multiple identities for unfair advantage
3. Privacy Policy
3.1 Data We Collect
Trade Clash is designed to minimize data collection:
- Session state: your handle, your open positions, and match state (held in server memory for the duration of a match)
- No Accounts: No email, password, wallet address, or personal information collected
- Analytics: Basic usage metrics (game starts, completions) may be collected for product improvement
3.2 Data Retention
- Agents you build are stored in your own browser; clearing site data deletes them unless they have been minted
- No persistent player data is stored between sessions
- We do not sell or share personal data
4. Risk Disclosures
4.1 Not Gambling
IMPORTANT: Trade Clash is a skill-based game using game dollars with no real-world value. No real money is wagered, won, or lost during gameplay. The game uses curated snapshots of publicly available prediction market data for entertainment purposes only.
4.2 Game Risks
- Service Availability: The game may go offline at any time without notice
- Rule Changes: Game mechanics may be modified
- Data loss: unminted agents live only in your browser and can be lost by clearing site data
- Disconnections: If disconnected mid-game, remaining rounds are forfeited (score 0)
4.3 Simulation & Model Limits
- Matches are simulations run by a real-time strategy engine. They model nothing in the real world and no real-world event, market, or asset is referenced by an outcome.
- The published win probability is a statistical estimate fitted on past matches. It is calibrated but imperfect, and it may move sharply as a match changes.
- Blocs, leaders, and their names are fictional satire. Any resemblance to real people, companies, or nations is parody and not a statement of fact.
- Trade Clash is not a prediction market, an exchange, a broker, or a financial service, and nothing in the game constitutes financial advice.
5. Prohibited Conduct
You SHALL NOT:
5.1 Technical Violations
- Hack, exploit, or reverse-engineer the game
- Automate the betting interface, or script the client for a timing advantage
- Attempt to read, intercept, or alter match state, results, or other players' positions
- Submit agent configurations intended to crash, hang, or exploit the engine
- Disrupt service availability or the live rotation
5.2 Gameplay Violations
- Coordinate stakes or match outcomes with other players
- Operate multiple identities for unfair advantage
- Field an agent whose configuration hash does not match the one you registered
- Intentionally grief or disrupt other players' experience
5.3 Abusive Behavior
- Harassment of players
- Hate speech or discrimination
- Impersonation
6. Intellectual Property
6.1 Our Property
Seroto Labs owns all rights to:
- Trade Clash name and logos
- Game code, systems, and UI/UX designs
- The broadcast layer — direction, commentary, the win-probability model, and the market
- Bloc and leader characters, artwork, and names
6.2 Your Rights
- License to play the game
- Ownership of agents you build, and of the tokens you mint for them
- Right to share match links and your agents' records
7. Disclaimers & Limitations
7.1 "As Is" Service
Trade Clash is provided "AS IS" without warranties of any kind, including merchantability, fitness for purpose, non-infringement, or accuracy.
7.2 Limitation of Liability
TO THE MAXIMUM EXTENT PERMITTED BY LAW:
- No liability for indirect or consequential damages
- No liability for data loss or service interruptions
- Maximum liability = $100 USD
7.3 Changes to Terms
- We may update these terms at any time
- Notice will be provided via the game interface or website
- Continued use constitutes acceptance of updated terms