Clown SchoolLesson 3 of 6 · two minutes
Why most coins die
98.6% of launches never reach rule 2. The New page shows them anyway, with the rule they fail, so you never wonder what you missed.
Most launches are not built to last
Launching a coin is cheap and fast, so most launches are made to be sold into, not held. 98.6% of launches end as rugs and never reach rule 2: they never leave the launchpad's curve or build a pool deep enough to trade.
What a rug looks like
- One wallet holds most of the supply and sells it into the pool at once. That is rule 6.
- More coins are printed, so every holder's share shrinks. That is rule 3.
- A sell tax is raised, or wallets are frozen, until selling is pointless. That is rule 4.
- The coin simply cannot be sold back. That is rule 5.
Why we show the dead ones
The New page lists fresh pools as the radar reads them, with the seven rules lighting as each is read. What didn't clear the floor stays there with the reason, so you can watch a launch fail a rule instead of wondering what you missed.
The shop sells only coins that passed all seven. What it refuses is the race for the coins that die.
What it means for you
If a coin is not in the shop, the reason is printed. A coin that passed is not a promise either: it can still fall. The rules keep out the traps; they do not pick winners.