Contest Tickets, Explosion, Promotion and PvP Actions
Use SignalHash Tickets for dynamic Meteorite, Rain and Explosion prices, time-based Promotion, protected returns, defenses and contest strategy.
Tickets turn leaderboard position into active contest strategy. Explosion moves a rival down one league, while Promotion provides the counter-action for voluntary movement or a protected return.
How Tickets Power Crypto Mining Contest Actions
During a weekly round, Tickets give players ways to respond to changing contest positions before the final league calculation.
Without Tickets, a player can still participate, but they have fewer ways to defend position, attack rivals, recover from pressure, or move between leagues early.
The weekly crypto mining contest rules explain the leaderboard, eligibility and scoring system that Tickets act upon.
Mining Contest Actions Powered by Tickets
Attacks, defenses and reactions are explained in the Meteorite, Bunker and other PvP mechanics guide.
Ticket-based early movement is separate from the automatic weekly league movement rules calculated after the round.
- Help enter or stay in higher leagues.
- Pay for Explosion, which moves a Gold target to Silver or a Silver target to Bronze.
- Pay for Promotion into Silver or Gold using a price based on potential rank and round time.
- Pay for dynamically priced Meteorite and Rain attacks.
- Pay for defensive and recovery actions such as Bunker, Shelter, or Hospital.
- Enable reaction mechanics when another player hits you.
- Provide protected Promotion returns after Explosion without the time multiplier.
Dynamic Meteorite and Rain Ticket Prices
Meteorite and Rain prices use the target’s current league and rank, leaderboard distance, and attack direction in Silver and Gold. The shared repeat counter then increases the price for every earlier Meteorite or Rain received during the round.
The invoice is recalculated before Tickets are deducted. If the live price changes, the outdated invoice is rejected and the player must review the new amount.
See the current PvP price tables and repeat-attack rules for complete target bases and examples.
| League | Lowest Meteorite | Leader Meteorite minimum | Rain minimum |
|---|---|---|---|
| Bronze | 1 TCK | No separate minimum | 3 TCK |
| Silver | 1 TCK | 4 TCK | 5 TCK |
| Gold | 1 TCK | 6 TCK | 6 TCK |
Explosion and Promotion Form One Counter-System
Explosion and Promotion must be read together. Explosion is the league-displacement attack; Promotion is the counter-action that lets the affected player return at a price supported by the live leaderboard.
Explosion pricing measures the target’s competitive importance. Promotion pricing measures the position the moving player would occupy and, for voluntary moves, how late the move occurs.
A player displaced by Explosion never receives the old rank automatically. The return position is always recalculated from current contest score.
Dynamic Explosion Cost
Explosion starts from the Target Base for the target’s current Silver or Gold rank. The system adjusts that amount for rank distance and attack direction, then rounds to whole TCK.
The prize pool and the repeated-attack price increase used by Meteorite and Rain do not affect Explosion. Existing cooldown and status restrictions still apply.
All .5 values round upward to the next whole TCK.
| Factor | Condition | Multiplier |
|---|---|---|
| Distance | Rank difference 1 | 1.00 |
| Distance | Rank difference 2–3 | 0.90 |
| Distance | Rank difference 4–6 | 0.80 |
| Distance | Rank difference 7+ | 0.75 |
| Direction | Attack upward toward a higher-ranked target | 1.00 |
| Direction | Attack downward toward a lower-ranked target | 0.90 |
Explosion Target Base in Silver
| Silver target rank | Target Base |
|---|---|
| #1 | 15 TCK |
| #2 | 12 TCK |
| #3 | 10 TCK |
| #4–5 | 8 TCK |
| #6–7 | 6 TCK |
| #8+ | 5 TCK |
Explosion Target Base in Gold
| Gold target rank | Target Base |
|---|---|
| #1 | 60 TCK |
| #2 | 45 TCK |
| #3 | 35 TCK |
| #4 | 28 TCK |
| #5–6 | 22 TCK |
| #7–9 | 16 TCK |
| #10–12 | 10 TCK |
| #13+ | 6 TCK |
Promotion Uses Potential Rank
The system counts how many players in the destination league are currently above the moving player. The potential rank is the next position after them. The normal leaderboard tie-breaker applies when scores are equal.
The base price uses the Target Base for that potential rank, applies the 75% Promotion coefficient, rounds to whole TCK, and enforces the destination minimum.
Promotion into Silver has a 5 TCK minimum. Promotion into Gold has a 10 TCK minimum.
The earlier Explosion price, old attacker distance, and old attack direction do not carry into the Promotion price.
Base Promotion Prices
These are the prices after the 75% coefficient and destination minimum, before a normal time multiplier is applied.
| Destination | Potential position | Base Promotion price |
|---|---|---|
| Silver | #1 | 11 TCK |
| Silver | #2 | 9 TCK |
| Silver | #3 | 8 TCK |
| Silver | #4–5 | 6 TCK |
| Silver | #6–7 | 5 TCK |
| Silver | #8+ | 5 TCK |
| Gold | #1 | 45 TCK |
| Gold | #2 | 34 TCK |
| Gold | #3 | 26 TCK |
| Gold | #4 | 21 TCK |
| Gold | #5–6 | 17 TCK |
| Gold | #7–9 | 12 TCK |
| Gold | #10–12 | 10 TCK |
| Gold | #13+ | 10 TCK |
Time-Based Promotion Price
Normal voluntary Promotion becomes more expensive later in the round. Its final price is the rounded Base Promotion Cost after applying the multiplier for the current time window.
The current and next price windows are shown before confirmation.
| Time from round start | Surcharge | Multiplier |
|---|---|---|
| First 24 hours | 0% | 1.00 |
| 24–48 hours | +20% | 1.20 |
| 48–72 hours | +40% | 1.40 |
| 72–96 hours | +70% | 1.70 |
| 96–120 hours | +110% | 2.10 |
| 120–144 hours | +160% | 2.60 |
| Final 24 hours | +220% | 3.20 |
Protected Promotion Return After Explosion
Every Explosion received grants one protected return into a league lost through Explosion. A protected return uses the live potential rank, 75% coefficient, and destination minimum but skips the time multiplier.
A protected return costs only the current Base Promotion Cost. One protected return is consumed after each successful return.
Two received Explosions grant two protected returns. After all protected returns are consumed, the next voluntary Promotion uses the current time multiplier.
Live Recalculation Before Payment
Explosion and Promotion prices are recalculated when the player confirms the action because ranks, leagues, time windows, eligibility, and protected-return counts can change.
If the current price differs from the amount first shown, the old amount is not charged. The player must review and confirm the updated price.
The complete launch announcement includes full Explosion and time-based Promotion launch details and examples.
How Players Get Tickets
- Daily or periodic drops inside the bot.
- Micro-purchases in Telegram Stars.
- Mining activity can naturally discover Tickets, with a higher chance than earlier balance versions.
- Promos, airdrops, and channel campaigns.
Current Economy Balance
Tickets are cheaper than they were in earlier contest versions, making entry and participation more accessible.
Tickets are no longer part of the core contest reward loop. That change keeps victories focused on stronger reward value instead of cycling Tickets back into the same system.
Practical Strategy
Keeping a small Ticket reserve is safer than spending everything immediately. A player with zero Tickets has fewer answers to attacks and less flexibility near the end of the week.
The stronger your league, the more important Ticket timing becomes.
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.


