The School
Learn the game the honest way.
What the School Is
Labels, not censorship. Material here is labeled for what it is — difficulty, topic, sharp edges — so players can choose with open eyes. Labels inform; they don't hide.
Learning paths. New players get a road, not a cliff: what to learn first, what to practice, and when they're ready for a live board.
Verification bounties. The School posts bounties for checking claimed work — re-running a solve, testing a writeup, confirming a result. Verification is how S-RANK is made, and it is real, paid-in-standing work.
The New Player Path
- Step 1 — How CTFs work. A capture-the-flag event is a board: challenges in crafts like web, forensics, cryptography, and binary work, each hiding a flag — a secret string you earn by solving the problem, never by guessing the paperwork. Points and first-solves ("bloods") make the scoreboard.
- Step 1.5 — Gear up. Before your first event, take The Player Kit — every tool is free.
- Step 2 — Your first event. Play a kingdom event and earn your first record, however small.
- Step 3 — Pick a craft. Choose one category and go deep. Depth is what teams recruit for.
- Step 4 — Teach it back. Writeups are how the kingdom remembers. A solve you can explain is worth more than one you can't.
The Legal Doors — Read This First
There are four legal doors. There is no fifth.
Everything this kingdom teaches is practiced through one of these doors, or not at all.
- Door 1 — training ranges built to be attacked.
- Door 2 — bug bounties, inside their written scope.
- Door 3 — hired penetration tests, under contract.
- Door 4 — labs we own ourselves, kept isolated from anything live.
Skill without a door is just breaking things, and it earns no rank here.
State of the School
The curriculum opens with the first event. The doors above are already in force.