One token,
a whole growth machine
Hold $GOLAZO to unlock USDC booster packs of real World Cup players, then earn USDC every matchday your players perform. Every pack permanently burns $GOLAZO — so the more the game is played, the scarcer the token becomes. Here is the complete picture, end to end.
Each step feeds the next — a self-reinforcing loop designed to compound over time.
Hold $GOLAZO
A $50+ balance is your key to open packs.
Open packs in USDC
Collect 5 real World Cup players per pack.
Earn every match
Goals & clean sheets pay you USDC — forever.
Supply shrinks
Every pack buys back & burns $GOLAZO on-chain.
Demand compounds
More holders → higher prices → bigger pools & burns.
Start in 3 steps
Hold ≥ $50 in $GOLAZO
Buy $GOLAZO and keep at least $50 worth in your Solana wallet. No sign-up, no account — your wallet is your pass.
Open a pack with USDC
Connect Phantom, pay in USDC, and reveal 5 World Cup players. Open as many as you like — there is no limit.
Earn on every goal
Your players stay in your album and pay you USDC whenever they score or keep a clean sheet — every single matchday.
Entry rule: you need at least $50 of $GOLAZO in your wallet to open packs — that is the only gate. Keep ≥ $50 and you can keep opening.
Packs are opened with USDC, not $GOLAZO. Think of $GOLAZO as your membership key and USDC as the ticket price.
Two ways to pull
Both packs contain 5 real World Cup players. Premium has better odds, a higher guarantee, and burns more $GOLAZO per pack.
What you can pull
Five rarities, from everyday Commons to ultra-rare Icons. The rarer the rating, the lower the chance — and the bigger the payout when that player performs.
Ratings are your multiplier
A card’s rating is a live earnings multiplier. On the exact same goal, a higher rating pays dramatically more.
↑ vs Common, same goal. Rarer cards are both harder to pull and far more rewarding — scarcity and payout rise together.
Earn on every matchday
After each match’s final whistle the airdrop pool pays out automatically — no claim, no manual step.
A player scores
Everyone holding that player’s card receives a USDC airdrop.
A keeper plays to zero
A clean sheet (0 conceded) pays the keeper’s holders — exactly the same as a goal.
Players stay forever
Cards never expire. Every match a player appears in is a fresh chance to earn again.
Duplicates stack
Hold 2× the same card → double payout, 3× → triple, and so on.
payout = pool × rating multiplier × copiesEach match distributes about 2% of the live pool, shared across that match’s scorers and clean-sheet keepers — so the pool refills faster than it pays out and never fully drains.
See the full schedule & live poolThe pool always pays — see for yourself
Your payout is a fixed % of the pool, never a slice divided by the crowd. More players grow the pool; your share per card stays the same. Drag the sliders:
More holders make the pool BIGGER, not your share smaller. Your per-card payout is a fixed % of the pool — it does not shrink because others hold the same card. Big wins stay possible at every size.
Model: ~$30 average pack, 50% to the pool. These are potential payouts that depend on real World Cup results — not a promise or financial advice.
Prices climb with every holder
The earlier you join, the cheaper your packs. Each holder milestone raises the price — and a higher price means a bigger airdrop pool and more $GOLAZO burned per pack. Being early is an advantage.
Standard · Premium — holders →
Where every dollar goes
Each pack’s USDC is split automatically by on-chain contract logic — atomically, in a single transaction. No middleman, no manual transfer.
Standard Pack
$15Premium Pack
$25On top: the secondary marketplace charges a 7.5% trade fee that is 100% bought back & burned.
The deflation engine
Every pack’s burn share collects in the burn wallet. Every 6 hours, one single buyback & burn sweeps everything gathered in that window — it buys $GOLAZO on the open market and burns it on-chain. Gone from the supply, forever.
One burn per window
All USDC collected in each 6-hour window is burned in a single sweep — not dozens of tiny burns.
Fires from $10
A window burns as soon as at least $10 has built up; otherwise it rolls into the next.
Only ever shrinks
More packs sold means bigger, more frequent burns. Supply has one direction: down.
As soon as the burn wallet holds ≥ $10, $GOLAZO is bought back and burned on-chain — gone from the supply forever.
Why the ecosystem is built for growth
Four forces compound on each other — the longer GOLAZO runs, the stronger it gets.
Hard deflation
Supply only goes down — every pack and every trade burns $GOLAZO on-chain.
Real utility
The token is the key to a game people genuinely want to play.
Recurring rewards
Holders earn USDC on every matchday — a reason to hold, not flip.
Rising floor
More holders lift pack prices, which grow the pool and the burns — a loop that feeds itself.
Deflation + real utility + recurring rewards + a holder-driven price ladder = an ecosystem engineered for pure, compounding growth.
Fair & secure
Provably fair
The server commits the random seed in advance and reveals it after opening — you can verify every draw.
Server-side & on-chain
Your $GOLAZO balance and every payment are verified server-side and on-chain — never trusted to the browser.
Sustainable pool
Only a share of the pool flows out per match — it can never fully drain, and every pack refills it.
Transparent
Pool, burns and all airdrops are verifiable on-chain.
On-chain transparency
Every goal airdrop and every buyback-&-burn runs on-chain — watch the wallets live.
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Everything connects. Jump in wherever you like:
Frequently asked questions
Who can open booster packs?
Anyone holding at least $50 of $GOLAZO in their Solana wallet — that is the only requirement. Connect Phantom and you are in. As long as you keep ≥ $50 of $GOLAZO in the wallet, you can keep opening packs.
What does a booster pack cost?
Packs are paid in USDC on a holder price ladder — the earlier you join, the cheaper. It starts at $15 (Standard) / $25 (Premium) in the Genesis phase and rises as $GOLAZO gains holders. A higher price means a bigger airdrop pool and more $GOLAZO burned per pack.
How do the goal airdrops work?
When a player from your album scores at the World Cup — or your goalkeeper keeps a clean sheet — you automatically receive USDC from the airdrop pool after the final whistle. The rarer the card, the bigger the payout, and duplicates stack: 2× the same card pays double, 3× triple.
I pulled the same player twice — what happens?
Duplicates stack — you earn proportionally to how many copies you hold. So if that player scores in a match, 2× the same card pays you double, 3× triple, and so on. And every player has a fresh chance in every match they play: each match they appear in and score a goal triggers a payout to everyone holding their card.
How do goalkeepers earn airdrops?
Keepers earn from clean sheets. If a goalkeeper’s team concedes zero goals in a match (plays "to zero"), holders of that keeper’s card receive a USDC airdrop — the exact same payout as when an outfield player scores a goal. So a shutout rewards you just like a goal does.
Why do cards have different ratings?
Each card has a rarity rating — Common, Rare, Epic, Legendary or Icon — and the rating is a reward multiplier. The rarer the card, the bigger its share of every airdrop for the same event: an Icon can earn up to ~167× what a Common earns on the exact same goal. Rarer ratings are also harder to pull, so the best cards are both scarcer and far more rewarding.
Won’t the pool get diluted as more people hold cards?
No — that is the most common misread. The pool is not a fixed pot divided by holders: 50% of every pack flows into it, so more participants make it bigger, not smaller. And your payout is a fixed % of the pool per card (pool × rating × copies) — it does not shrink just because others hold the same card. The only limit is a generous 3%-per-goal cap, and it only binds when one single player’s card is held extremely widely; even then just that one event scales down while the pool itself is far larger. Net effect: more holders → bigger pool → bigger payouts. The calculator on this page lets you see it for any size.
How do the auto-burn and airdrops work on-chain?
Both run automatically, governed by the contract logic — no manual steps. The instant someone buys a pack, the burn share is bought back and burned on-chain right away. Airdrops are settled after each match’s final whistle: USDC is paid to everyone holding a card whose player met that match’s condition — scored a goal, or (for goalkeepers) kept a clean sheet.
When does the next buyback & burn happen?
On a fixed schedule — every 6 hours — and a live countdown on the Live pool and How-it-works pages shows the next window. Each run, as soon as the burn wallet holds at least $10 in USDC, the contract logic buys $GOLAZO back on the open market and burns it on-chain, permanently shrinking the supply. The more packs are sold, the bigger and more frequent the burns.
Standard vs Premium pack — what is the difference?
Premium packs have better odds and a guaranteed Epic-or-better card, and they burn more $GOLAZO per pack (35% vs 25%). Both contain 5 real World Cup players.
Is it provably fair and safe?
Yes. The server commits a random seed before you pay and reveals it when you open, so you can verify every draw was not manipulated. Balances and payments are verified server-side and on-chain — never trusted to the browser.
What happens to the project after the World Cup?
The World Cup 2026 is our launch moment, not the finish line. After the tournament we plan to expand $GOLAZO into regular league football — which is exactly why the brand is GOLAZO, not a World-Cup-only name. The same hold-and-earn engine carries over: collect players, open packs and earn on goals well beyond 2026.
Where do I buy $GOLAZO?
On pump.fun — use the "Buy on pump.fun" button at the top. After launch the contract address is shown on the home page; only ever trade that exact address.
Ready to play?
Grab $GOLAZO, open your first booster, and start earning on every goal of the 2026 World Cup.
Not an investment. 18+. Match outcomes & payouts depend on real World Cup results.