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
- Open /trophies and find the trophy you want.
- Set the quantity (capped at remaining supply).
- Pick Balance, Card, or USDC.
- 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
totalSupplycap;mintedtracks 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.