SignalHash digital mining planet background

Crypto Mining PvP: Dynamic Prices, Explosion and Defenses

Learn SignalHash PvP: dynamic Meteorite, Rain and Explosion prices, repeat attacks, Bunker, Hospital, Vendetta, Sacrifice and protected returns.

SignalHash crypto mining PvP lets players attack rivals, defend mining progress and protect leaderboard position during weekly contests.

Explosion and Promotion form a league attack-and-return pair, while Meteorite, Rain, Bunker, Hospital, Amplifier and Weather create direct competition around mined blocks and contest score.

How PvP Works in the SignalHash Telegram Game

SignalHash PvP turns mining competition into direct decisions. Players can pressure rivals on the mining leaderboard, defend their contest position, protect hash-mining progress, and respond to negative effects during weekly contests.

The system is designed around predictable impact and clear counterplay rather than random or invisible penalties.

The current Meteorite model is based on mined-block counters rather than vague timers. If the target mines while affected, the counter is consumed and the effect applies.

PvP operates inside the weekly Telegram hash mining contest and affects how players protect or pressure leaderboard positions.

Most attacks, defenses and reactions are activated with contest Tickets.

Meteorite and Meteorite Rain Attacks

  • Meteorite affects 20 mined blocks.
  • Meteorite Rain affects 50 mined blocks.
  • Damage is guaranteed when the target mines while the effect is active.
  • Meteorite and Rain share one received-attack counter for the current round.
  • A landing cooldown prevents repeated stacking abuse.

Dynamic Meteorite and Rain Price

The starting price uses the target’s current league and rank, the leaderboard distance between attacker and target, and attack direction in Silver and Gold. Bronze does not use direction.

SignalHash rounds the dynamically adjusted starting price to whole TCK. Rain costs twice the rounded Meteorite price, subject to its league minimum.

The existing compounded 30% repeat increase is applied after the starting price is set. Every earlier Meteorite or Rain received by the target during the round increases the next price.

Current distance and direction factors for Meteorite and Rain.
FactorConditionPrice factor
DistanceRank difference 11.00
DistanceRank difference 2–30.80
DistanceRank difference 4–60.60
DistanceRank difference 7+0.50
DirectionAttack upward in Silver or Gold1.00
DirectionAttack downward in Silver or Gold0.80
Crypto Mining PvP: Dynamic Prices, Explosion and Defenses in-game screenshot

Meteorite Target Base by League

The table contains the starting Target Base before distance, direction, leader minimums, Rain minimums, and the shared repeat increase are applied.

Current Meteorite Target Base by league and target position.
LeagueTarget positionTarget Base
Bronze#14 TCK
Bronze#2–33 TCK
Bronze#4–52 TCK
Bronze#6+1 TCK
Silver#16 TCK
Silver#25 TCK
Silver#34 TCK
Silver#4–53 TCK
Silver#6–72 TCK
Silver#8+1 TCK
Gold#110 TCK
Gold#28 TCK
Gold#36 TCK
Gold#45 TCK
Gold#5–64 TCK
Gold#7–93 TCK
Gold#10–122 TCK
Gold#13+1 TCK

League Minimums and Starting Prices

Bronze and Silver can begin at 1 TCK for Meteorite. Gold also keeps a 1 TCK lower-rank base, while attacks against the main league leader remain protected by a higher minimum.

Rain uses twice the rounded Meteorite price but cannot fall below the Rain minimum for the target’s league.

Current minimums before any repeat-attack increase.
LeagueLowest MeteoriteLeader Meteorite minimumRain minimum
Bronze1 TCKNo separate minimum3 TCK
Silver1 TCK4 TCK5 TCK
Gold1 TCK6 TCK6 TCK

Shared Repeat-Attack Pricing

Meteorite and Rain use one shared received-attack counter. Switching actions does not reset the count.

The first attack uses the live dynamic price unchanged. Each prior shared attack adds the existing compounded 30% increase.

Example repeat prices from a 4 TCK dynamic starting price.
Attack receivedPrior shared attacksFinal price
First04 TCK
Second15 TCK
Third27 TCK
Fourth39 TCK

Explosion and Promotion Counterplay

Explosion moves a Gold target into Silver or a Silver target into Bronze. It cannot target a player already in Bronze.

Its TCK price uses the target’s current league and rank, rank distance, and attack direction. The prize pool and the repeated-attack price increase used by Meteorite and Rain are excluded.

After Explosion, Meteorite and Rain are blocked against the affected player for exactly 2 hours.

Promotion is the counter-action. It uses the moving player’s current potential rank in the destination league, a 75% coefficient, and a 5 TCK Silver or 10 TCK Gold minimum.

Normal voluntary Promotion receives a time multiplier that grows during the round. Every Explosion received grants one protected return into a lost league without that time multiplier.

See the unified Explosion and Promotion pricing rules for current factors, prices and protected returns.

Bunker, Hospital and Defensive Counterplay

  • Bunker protects against Meteorite damage while active.
  • Even inside Bunker, mined blocks still consume the Meteorite or Rain counter.
  • Hospital reduces remaining Meteorite or Rain blocks by half.
  • Hospital is recovery, not a full erase of the attacker investment.
Unchanged Shelter and Bunker starting prices by league.
LeagueShelterBunker
Bronze2 TCK5 TCK
Silver4 TCK12 TCK
Gold10 TCK25 TCK

Contest Weather: Amplifier or Bunker

The live global Contest Weather system adds a strategic role for Amplifier and Bunker. A new global modifier is applied every 10 to 15 minutes, ranging from a maximum +10% positive effect to a maximum −30% negative effect.

Amplifier is the risk option: favorable conditions can create a strong opportunity, while an unlucky period may provide no additional value. Bunker is the stability option and removes the Weather effect completely, including both positive and negative modifiers.

The complete Weather sequence is generated in advance and does not react to individual players.

The Contest Weather rules explain the live global modifiers and the strategic tradeoff between Amplifier and Bunker.

Vendetta, Sacrifice and Hospital Responses

VHS means Vendetta, Sacrifice, and Hospital. These are response choices that appear after opening an active negative status in the contest profile.

Vendetta copies the remaining number of affected Blocks when it copies Meteorite or Rain, so it no longer creates an empty returned effect.

Sacrifice credits the target with 35% of the actual dynamic attack price and does not deduct Tickets from the target. Hospital reduces the remaining effect.

Live Price Verification

Meteorite and Rain are recalculated before payment because positions, leagues, the shared repeat count, and the leaderboard snapshot can change.

If the target, position, league, repeat count, or final price changes, the outdated invoice is rejected before Tickets are deducted. Refresh the page and review the current price.

The launch announcement contains full dynamic PvP pricing examples and Mining Network Bonus values.

Active Boost and Defense Effects

Current Contest Efficiency can move above or below the standard maximum while temporary effects are active.

  • Amplifier and Starlink can modify active performance.
  • Meteorite and Meteorite Rain apply offensive pressure through mined-block counters.
  • Bunker and Shelter change defensive outcomes, while Hospital reduces a remaining Meteorite or Rain effect.

Archive

Start mining in Telegram

Use this guide while playing SignalHash. Open the Telegram mini-app, start mining, manage Energy, join reward contests, and return here when you need mechanics explained.