> For the complete documentation index, see [llms.txt](https://chunkedworld.gitbook.io/chunkedworld/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://chunkedworld.gitbook.io/chunkedworld/events/chunkrush.md).

# ChunkRush

A timed arena race - dig for a hidden vault, survive the guards, claim the Froglight

A timed arena race. Everyone starts from nothing on an identical footing, digs for a hidden vault, and fights whatever is guarding it.

## What it is

ChunkRush is a separate, opt-in event held in its own arena world. Your island, inventory, money, and rank are untouched by it - nothing you bring in matters, and nothing you find inside comes out except the reward.

Every participant gets their own freshly generated chunk of real terrain, raised out of the void in front of everyone. Somewhere beneath it is a sealed chamber holding a Froglight. Find it, break in, survive what's inside, and claim it before the timer ends.

## Joining

When an event is announced, run `/rush join` during the countdown window.

{% hint style="warning" %}
You must have a completely empty inventory - main slots, armor, and offhand. If you're carrying anything you'll be told to bank it first.
{% endhint %}

Once you opt in, you're teleported to the event lobby to wait. While you're in the event, every command except `/rush` is blocked, so you can't teleport away, open your ender chest, or pull in outside items.

Events run with as few as one player, and cap at twelve.

## The start

When the countdown ends, every player's chunk rises out of the void in front of the lobby, one per participant, spaced apart with gaps between them. Only after every chunk has finished rising are the chambers carved underneath, so nobody can watch where their own vault is being built.

You're then placed on your chunk beside a small chest and given a compass.

## What you start with

The chest holds a wooden pickaxe, a single oak sapling, bone meal, a block of dirt, and a small amount of food - cooked beef, apples, and carrots. That's everything - no weapons, no armor, and no better tools anywhere in the arena that you don't make yourself.

{% hint style="info" %}
Plant the sapling and bone meal it immediately. You get one sapling, so if the tree fails to drop a replacement you're down to whatever wood that first tree gave you - wood is the bottleneck on everything else.
{% endhint %}

## Your compass

The compass points to your own chamber, and only yours. It tracks the chamber horizontally, and while you hold it you also get a live depth readout so you know how far down you still have to dig.

Finding somebody else's chamber is deliberately blind - there's no tool for it.

## Biomes and luck

Each player's chunk is rolled independently from a weighted biome table, so the terrain you land on is luck. Plains and forest are common and generous; ocean and badlands are the bad rolls, and they're in the table on purpose.

Chamber depth is rolled too, biased toward the deeper end, so a shallow chamber is a genuine stroke of fortune rather than the norm. Ore is whatever the terrain actually generated - a poor chunk is a poor chunk, that's the game.

## The chamber

The chamber is a stone-and-mossy-cobblestone box, sealed on all sides, with the Froglight inside - it looks like a vanilla dungeon because it's meant to.

**Breaking into the shell is what triggers the guards, not punching the Froglight.** The moment you breach the wall, the chamber's difficulty is rolled. If it rolls guards, you're pulled inside, briefly blinded, and the guards spawn around you - and the entire shell turns to bedrock, sealing you in until every last one is dead. There's no retreating up your own shaft and no poking at them from above.

When the last guard dies, the bedrock reverts to normal stone and the Froglight is yours to punch. Some chambers roll no guards at all - those you simply open and claim.

## Guards

Three difficulty tiers, rolled per chamber:

| Tier   | Guards                                                                               |
| ------ | ------------------------------------------------------------------------------------ |
| Tier 1 | 10 mobs - zombies (some armed), baby zombies, and spiders                            |
| Tier 2 | 10 mobs - baby zombies, bow-carrying skeletons, cave spiders, and an armored husk    |
| Tier 3 | 13 mobs - vindicators, crossbow pillagers, silverfish, cave spiders, and two witches |

Guards are tethered to their chamber and won't wander off, and their gear doesn't drop. Tier 3 is a real fight and isn't survivable in whatever you scraped together in the first five minutes.

## Claiming, and what happens after

Punching the Froglight claims it. Rewards scale with the tier you beat, so a guarded chamber pays more than an empty one.

Once you claim, you're returned to the lobby and your arena inventory is wiped. Run `/rush leave` to head home immediately, or `/rush spectate` to stay and watch - spectators fly freely through the arena and can see everyone still racing.

Your reward is paid out after you leave and your normal inventory is restored. Nothing you mined, crafted, or looted inside the arena comes home with you - only the reward. Rewards can include Event Keys for the [Event Crate](/chunkedworld/crates-and-keys/crates-and-keys.md), alongside cash.

## Dying

Death ends your run. You respawn in the lobby, and from there `/rush leave` takes you home or `/rush spectate` lets you watch the rest. Whatever you dropped stays where it fell until the arena is cleared.

## The timer

The race lasts thirty minutes from the moment the chunks finish rising, with a warning near the end and a final countdown. When it expires, everyone is pulled out whether they claimed or not. If everybody claims, dies, or leaves early, the event ends there and then.

## Commands

| Command          | Use                                                      |
| ---------------- | -------------------------------------------------------- |
| `/rush join`     | Opt in while the countdown window is open                |
| `/rush leave`    | Return to your island - works from the lobby or spectate |
| `/rush spectate` | Watch the rest of the event after you claim or die       |

These are the only three commands you need - everything else on `/rush` is admin-only.

## Strategy notes

* Tree first. Everything else waits.
* Iron before you breach. Breaking the shell is committing to the fight, and you don't know which tier you have until it's too late to back out. Thirty minutes is enough time to gear properly - use it.
* Depth is luck, but the compass tells you early - a shallow chamber means you can afford to gear up more before digging.
* A poor biome doesn't mean a lost run. An unguarded chamber pays out to whoever reaches it, however badly equipped.


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