TrebleEnter app Treble turns your football knowledge into real USDC. Collect cards, build a treble, and win when your players perform — settled on-chain on Solana.
Your collection
Open packOpen packs to collect World Cup 2026 player cards across five rarity tiers — Common, Rare, Epic, Legendary, and Icon. Every card is genuinely yours: level it up, or trade it peer-to-peer on the marketplace.
5 rarity tiersBuild your treble
Locks in 1:42:08★ Captain scores 2× on every event
Before kickoff, lock in exactly three player cards and name one captain — your captain scores double on every event. Lineups lock 8 minutes before the whistle, so there's time to react to the team news.
Captain scores 2×
Brazil
$1,000
prize pool

France
Every fixture runs a contest with a real prize pool. Entry opens 24 hours before kickoff. Submit your treble, and you're on the board the moment the match starts.
Opens 24h beforeLive leaderboard
Live 68'Goals, assists, clean sheets, saves, cards — every real on-pitch event scores your cards in real time as the match unfolds, and the leaderboard reshuffles with every kick.
Real-time scoringPrizes pay out across the top 30% of the field, not winner-take-all — first place is capped at 25% so the curve spreads down and more players cash. Tied scores are broken by captain points, then split if still dead-even. Winnings settle to your balance the moment the final whistle blows.
Top 30% paid · 25% capWithdraw
$350.00Withdraw to any Solana wallet in USDC. Every payout is confirmed with a one-time email code for security, then processed fast. Your balance is always the most you can withdraw.
USDC · email-verifiedRarer cards mint at higher levels and carry a bigger XP scoring bonus.
Common
Rare
Epic
Legendary
Icon
Points depend on position, and everything below is tallied live from the official match feed as the game unfolds. Your captain doubles the lot; rarity and card level add a bonus on top.
| Event | GK | DEF | MID | ATT |
|---|---|---|---|---|
| Attacking | ||||
| Goal | — | +50 | +35 | +40 |
| Assist | — | +25 | +22 | +20 |
| Shot on target | — | — | — | +5 |
| Key pass | — | — | +5 | +4 |
| Successful dribble | — | — | — | +3 |
| Defending & goalkeeping | ||||
| Clean sheet (60+ min) | +30 | +25 | +8 | — |
| Tackle | — | +4 | +3 | — |
| Interception | — | +4 | +4 | — |
| Block | — | +4 | — | — |
| Defensive shift † | — | +5 | +4 | — |
| Save | +4 | — | — | — |
| Penalty save | +35 | — | — | — |
| Goal conceded ‡ | −3 | −2 | — | — |
| Bonuses | ||||
| Appearance (played) | +2 | +2 | +2 | +2 |
| 60+ minutes | +1 | +1 | +1 | +1 |
| Brace (2 goals) | +10 | +10 | +10 | +10 |
| Hat-trick (3+ goals) | +25 | +25 | +25 | +25 |
| Player of the match § | +6 | +6 | +6 | +6 |
| Match rating ¶ | +2 | +2 | +2 | +2 |
| Penalty won | +5 | +5 | +5 | +5 |
| Foul won | +1 | +1 | +1 | +1 |
| Duel won | +0.5 | +0.5 | +0.5 | +0.5 |
| Passing ‖ | +1 | +1 | +1 | +1 |
| Discipline & errors | ||||
| Yellow card | −5 | −5 | −5 | −5 |
| Red card | −20 | −20 | −20 | −20 |
| Own goal | −25 | −25 | −25 | −25 |
| Penalty missed | −15 | −15 | −15 | −15 |
| Penalty conceded | −8 | −8 | −8 | −8 |
| Foul committed | −1 | −1 | −1 | −1 |
| Offside | −1 | −1 | −1 | −1 |
| Dribbled past | −1 | −1 | −1 | −1 |
† Defensive shift: a one-off bonus for 7+ (DEF) or 9+ (MID) combined tackles, blocks and interceptions in a match.
‡ Goal conceded: keepers lose 3 per goal; defenders lose 2 for every two goals their team ships. A side's clean sheet is read from its keeper, so it only counts when the team truly kept one.
§ Player of the match: awarded once per game to the highest official match rating (7.5+).
¶ Match rating: +2 for every full rating point above 7.0 (8.x → +2, 9.x → +4).
‖ Passing: +1 for every 35 accurate passes.
Every card is minted with an XP level based on its rarity and the player's real-world ranking. XP is what makes two cards of the same player unequal: a higher-XP card starts a contest projected higher and carries a permanent scoring bonus on top — so the same goal is worth more to you, and the card itself is worth more on the marketplace.
Cards level up by playing. Every time a card appears in a finished contest it earns XP — more for scoring big, captaining, and finishing in the money: appearance +0.25, fantasy points up to +0.55 (full at 100 pts), captain +0.10, in the money +0.10, then XP gained = that total × the rarity's XP cap × 2% (always at least 1). A peak captain game in the money is worth roughly two levels; a quiet appearance, a fraction of one.
| Rarity | XP cap | Level at mint | Bonus at mint | Max (L100) |
|---|---|---|---|---|
| Icon | 1,000 | L51–80 | +10–16% | +20% |
| Legendary | 750 | L30–65 | +5–10% | +16% |
| Epic | 500 | L15–50 | +2–6% | +12% |
| Rare | 200 | L5–60 | +0–5% | +8% |
| Common | 50 | L2–20 | +0–1% | +4% |
Bonus = (level ÷ 100) × the rarity's ceiling (the Max column). Ceilings are tiered, so a maxed lower rarity can never out-boost a higher one. Cards ripped from a pack start at 70% of the XP of one bought directly from the market.
How your score builds in a match
XP baseline
Before kickoff, every card carries a projected score set by its XP level, rarity and current form. The higher your card's XP, the higher you start.
Live points add on top
As the match plays out, every real event — goal, assist, clean sheet, save — adds points to that baseline in real time.
Captain doubles it
Your captain's points are doubled on every event. At full time your score locks in, the leaderboard settles, and prizes pay out.
Treble prizes are broad and gentle — built so more players cash and no single winner runs away with the pool. The top 30% of every field finishes in the money (always at least 5 places), and payouts follow a poker-style taper: first place is capped at 25% of the pool, and each place below earns a little less, down to a min-cash for the last paid spot. The bigger the field, the more places pay — and first place's share eases below 25% as the pool spreads wider.
Example · $1,000 pool · 13 entries → 5 paid
Strictly decreasing, sums to the full pool. A 50-player pool pays 15; a 200-player pool pays 60.
What happens in a tie
Level on points? Your captain's score breaks it — whoever's captain scored more ranks above and takes the higher prize. That rewards your captain call and means someone still earns the headline finish.
Only a genuine dead-heat — identical points and identical captain score — splits, pooling the prizes for the tied positions and dividing them equally.
Open your first pack, build a treble, and get in the running for the World Cup 2026 prize pools.