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Trophies

Trophies overview

The 20 limited-supply types, the store, and buyback.

Trophies are Rivalizer's limited-supply collectibles — and the heart of its economy. They are luxury bragging-rights items you buy, stake on contracts, win, gift, and (when enabled) sell back. Each trophy has a fixed face value in US dollars and a fixed total supply, so scarcity is real and permanent.

What a trophy is

Property Meaning
Name The collectible's title (e.g. The Apex Crown).
Tier Rarity band: Mythic, Legendary, Epic, Rare, Uncommon, Common.
Face value Its dollar value, used everywhere it changes hands (store price, stake value, payouts, gifting, buyback).
Total supply The hard cap of how many will ever exist.
Remaining Supply still mintable from the store (totalSupply − minted).

The 20 trophy types

There are exactly 20 types, spanning $10 to $50,000 in face value, with rarer (higher-value) trophies in far smaller supply. Total face value in circulation is approximately $1,000,000.

Tier Trophy Face value Total supply
Mythic The Apex Crown $50,000 2
Mythic The Obsidian Cup $25,000 3
Legendary The Golden Gauntlet $10,000 9
Legendary The Diamond Chalice $7,500 8
Legendary The Platinum Phoenix $5,000 12
Epic The Emerald Laurel $2,500 30
Epic The Sapphire Saber $1,000 55
Epic The Ruby Ringmaster $750 70
Rare The Gilded Stag $500 120
Rare The Silver Serpent $250 180
Rare The Bronze Bull $150 280
Rare The Iron Crown $100 400
Uncommon The Copper Comet $75 500
Uncommon The Onyx Medallion $50 700
Uncommon The Amber Anchor $40 800
Uncommon The Jade Joker $30 1,000
Common The Steel Spark $25 1,200
Common The Cobalt Coin $20 1,400
Common The Tin Talisman $15 1,800
Common The Clay Chip $10 3,600

Defined in packages/api/src/modules/trophies/trophy-catalog.ts; seeded into the database on startup.

The store

Browse and buy trophies at /trophies ("Trophy store"). Each card shows the trophy art, tier, face value, and a supply bar (X of Y left / % claimed). You choose a quantity and a payment method:

Method What happens
Balance Pays from your in-app spendable balance, debited 1:1 with face value. Instant.
Card Fiat on-ramp. Requires KYC, then routes you to a hosted checkout (PayRam). The trophy mints to your case once payment confirms (via webhook).
USDC Direct on-chain USDC purchase — not yet available in production.

Buying mints from the trophy's remaining supply, so each purchase permanently reduces what's left. When a type's remaining supply hits zero it shows Sold out.

How buying works

  1. Open /trophies and find the trophy you want.
  2. Set the quantity (capped at remaining supply).
  3. Pick Balance, Card, or USDC.
  4. Click Buy — the trophy lands in My trophy case (/trophies/case).

Selling back (buyback)

Buyback lets you return a trophy to the store for credit to your balance. The payout is the trophy's buyback rate (a percentage of face value, configured per type — typically 87.5%). Selling back returns that supply to circulation.

Important: buyback is a configurable owner setting and is currently OFF by default. While disabled, the sell action is rejected ("Trophy buyback is currently disabled."). The owner can toggle it on from settings. When enabled, proceeds are credited to your in-app balance.

How supply and scarcity work

  • Each type has a hard totalSupply cap; minted tracks how many exist.
  • Buying and winning (minted payouts) increase minted.
  • Selling back (when enabled) decreases minted, returning supply to the store.
  • Once a type is fully minted, no more can be created from the store — its scarcity is locked in.

Trophies are stored in your trophy case, which shows each holding, its quantity, line value, and total face value.