Steal a Brainrot

The Game Loop

How a round of Steal a Brainrot plays, from claiming a base to stealing from your neighbors.

Every player gets a base of their own. The goal is to build the biggest income by collecting brainrot mobs, and to keep them away from everyone else while you take theirs.

A round in five steps

Join and claim

/brainrot join puts you in the arena (with several arenas open, it lets you pick one). /brainrot claim opens a menu of the bases, pick a free one. You land in your base with starting money, a knockback stick and a raised shield. If every base is taken, you join as a spectator and wait in line instead.

Catch mobs

Brainrot mobs walk the runway nonstop. Shift + right-click one to see its price, then shift + right-click it again within 3 seconds to buy it. See Catching Mobs.

Get them home

A bought mob walks to your base on its own, and until it arrives it is not safe. Anyone can intercept it on the way, and you get no refund if they do. Walk with it.

Earn income

When the mob reaches your claim zone it takes one of your base slots and starts earning money every second. Your balance and income show on the scoreboard. When the base is full, sell your weakest mob to make room for a better one.

Steal and defend

Secured mobs can still be carried off by a thief who gets into your base. Keep your shield up, place traps, and knock thieves away. Then go do the same to everyone else.

Mob states at a glance

The four states of a brainrot mob: on the path, walking to base, secured, and being carried by a thief, with who can take it in each state and how each state ends.
StateMeaningCan it be taken?
On the pathWalking the runway, owned by nobodyAnyone can buy it
Walking to baseBought, heading to its buyer's claim zoneAnyone can intercept it, with no refund to the first buyer
SecuredStanding in a base slot, earning moneyA thief who reaches it can carry it off. The owner can sell it
Being carriedRiding on a thief's back toward the thief's baseGoes back to its owner if the thief dies or logs out, or if it has the escape ability and breaks free

Money

  • Everyone starts a session with the same amount ($500 by default), plus extra for VIP ranks and rebirths.
  • Income is paid once a second, the total of every secured mob in your base, boosted by rebirths, events and aura mobs.
  • Money is spent on mobs, traps, crates, glass colors, cosmetics, upgrades and rebirths.
  • Money belongs to the session. When you leave, your balance resets, your mobs vanish and your base frees up for the next player. Lifetime stats, crates, colors and cosmetics are kept (see Storage).
  • By default the game money is separate from your server's economy. You can switch the game to real Vault money, or pay out part of each session, on Economy & Vault.

Rounds and winners

By default a game runs for as long as people play: a full base simply means you are earning at your best rate, and from there it is about defending and raiding. Give the game a time limit and it plays proper rounds instead: the richest player when the clock runs out wins, the top three get bonus crates, and the arena resets. See Rounds & Arenas.

Mobs only spawn and money only flows while a game is running. If the server asks for a minimum number of players, everyone waits on their bases until enough have joined.

Beyond the basics

Dying

Dying costs you nothing but a spot on the deaths counter. You keep your inventory, including the knockback stick, and respawn at your base. If you were carrying a stolen mob, it goes back to its owner.

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