AT ANCHOR · AWAITING FIRST SAIL 0%
the captain: no crew has signed on

The Code

three articles, signed by everyone who boards, negotiable by no one.

ARTICLE I

hold and you are crew

hold $PLUNDER and you are aboard. every trade of the coin pays the ship a fee, and every fee goes in the war chest. there is no other treasury and no other story. trading is the wind.

ARTICLE II

the ship raids for you

when the wind turns, the ship sights the hottest pump.fun coin of the last hour, spends the whole chest buying it at market, and airdrops the captured tokens straight to the top crew, split by bag. no claiming. no connecting. the loot just lands in your wallet.

ARTICLE III

the wind is not published

raids come eight to fifteen minutes apart and the exact moment is told to nobody, this page included. printed schedules get traded around, so nothing is printed. everyone waits on the same sea.

the target is picked by one rule: the pump.fun coin with the most trading volume in the last hour, with enough liquidity to buy into. some prizes moon and some sink. the ship robs; it does not advise. the biggest bags board first: loot goes to the top crew by holdings, pro-rata, every raid.

Raid Log

every prize taken since the maiden voyage, newest first. every signature checks out on chain.

no coin. no raids.

The Crew

ranked by bag. the boarding party (the rows lit gold) shares every prize; grow the bag to board.

empty until the coin trades.

loot goes to the top crew by holdings, split pro-rata. sell below the cut and the next raid sails without you.

The Spyglass

paste any wallet. no connect, nothing to sign; an address that only receives loot needs no protecting.

PLUNDER is a boat drawn in pixels. no figure on this page is a promise, the loot is other people's memecoins and carries their fates, and nothing is owed to anyone. articles I through III are the whole of the law.