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🔑 Key Concepts

Blitz Key Concepts DRAFTING NOTE: Requires review.

This section outlines the core mechanics and systems that form the foundation of Blitz's fast-paced, competitive gameplay.

Blitz Brackets

Blitz operates on a three-tier competitive system:

Recruit Bracket

  • 'Bronze tier' game mode for introduction, familiarisation and no-pressure gameplay
  • Free entry - no cost to participate
  • Prizes: Common Relic Chests only
  • Frequency: Can be played consistently and frequently throughout the year

Warrior Bracket

  • 'Silver tier' game mode for competitive games
  • Held three times weekly, one for each key time zone
  • Entry cost: x $LORDS to enter, supplies a prize pool
  • Prize distribution: Top 15% of players share the prize pool (supplemented by DAO funds)
  • Rewards: Common, Rare and Epic Relic Chests
  • Special reward: Top 5% of players in each round win tradable NFT invites to the Elite bracket

Elite Bracket

  • 'Gold tier' games for the highest level of competition
  • Held at the end of the series (likely a single game or three games for each time zone)
  • Entry requirement: NFT invite from a Warrior game (no additional $LORDS cost)
  • Prize pool: Largest $LORDS prize pool of the series
  • Rewards: Common, Rare and Epic Relic Chests, plus additional cosmetic & title prizes for top players

Blitz Series

While Recruit games can be played consistently throughout the year, games with stakes (Warrior/Elite) are organized into 'series'. Series A is the first set of Blitz games. Each series takes place between other game seasons to bridge the gap in gameplay.

Game Phases

Entry Phase

  • Starts x days prior to event start
  • Players register and pay the x $LORDS entry fee (if Warrior) or use invite NFT (if Elite)
  • Players wait until the round begins

Settling / Preparation Phase

  • Starts 30 minutes prior to start
  • Entries are closed
  • The world is populated and players can spectate, but no actions can be taken until the Game Phase

Game Phase

  • Active gameplay period

Prize Phase

  • Prizes distributed by contract

Realms

  • Three Realms per Player: Each player starts with three Realms, evenly spaced apart in a triangle
  • No Specific Resources: All Realms in Blitz are functionally the same - no specific resource types
  • Free Building: Players are free to construct any resource building they wish but are restricted by build space and population
  • No Progression Path: Realms do not upgrade from Settlements → Cities → Kingdoms → Empires
  • No Wonders: Wonder bonuses are not present in Blitz
  • No Villages: Village system is not available in Blitz

Materials

  • Simplified Resources: 9 core resources (Food simplified to just Wheat)
  • Essence: New resource found by exploring the map and interacting with world structures
  • Labor and Donkeys: Present in the game as normal
  • Troops: 3 types, 3 tiers as normal
  • No Bridging: Players may only bridge relics into the game (not out)
  • Donkey Cost: Donkeys only cost food to produce (no $LORDS cost)

Buildings

  • Construction: Standard building system available
  • Building Types:
    • The Keep: Central structure automatically constructed when settling
    • Resource Buildings: Specific buildings for each of the 9 resources
    • Economic Buildings: Includes Farms, Worker Huts, Storehouses
    • Military Buildings: Nine different buildings for producing three tiers of each troop type
  • Placement & Population: Buildings require buildable hexes and population capacity

Production

  • Production Types:
    • Food: Wheat can be produced without inputs
    • Resources: Require combinations of other resources
    • Labor: Produced by burning resources in the Keep
    • Troops: Essential for exploration and warfare, with higher tiers requiring lower tier troops as inputs
    • Donkeys: One-time-use transport, consumed after a single journey
  • Increased Rates: All production rates are increased for the fast-paced Blitz format
  • Altered Recipes: Production and building recipes are modified for Blitz

World Map

  • Exploration System: Players must explore unrevealed hexes to claim hyperstructures and attack neighbors
  • No Resource Discovery: Players will no longer find resources when exploring (non-bridgeable)
  • Essence Discovery: Players primarily find Essence when exploring, along with small stacks of donkeys, T1 troops and labor
  • Relic Discovery: Rare powerful relics can be found when exploring or in Camp inventories
  • Biomes: 16 unique biome types affecting combat effectiveness and troop movement
  • Movement & Stamina: Armies move using stamina (regenerating at +60 per Blitz Day), with costs varying by biome and troop type
  • Time Scale: Blitz Days are 5 minutes each, so 36 Blitz Days total in a 3-hour game

Military

Blitz Military
  • Army Composition: Armies consist of a single troop type and tier (Knights, Crossbowmen, or Paladins)
  • Troop Tiers: T1, T2, and T3 troops with increasing combat strength
  • Combat Factors: Battles resolved based on army damage, stamina modifiers, and biome effects
  • Army Types:
    • Field Armies: Deploy onto the world map for exploration and conquest
    • Guard Armies: Deployed to defense slots to protect structures
  • Stamina System: Armies recover +60 stamina daily
  • Biome Effects: Each troop type has advantages (+30% damage), disadvantages (-30% damage), or no change (0%) in specific biomes
  • No P2P Transfers: No direct transfers or trade between players
  • Reinforcement Movement: Players can't transport troops by donkey to hyperstructures - reinforcements must be moved across the map from a Realm

Scoring System

Leaderboard placing is determined by Total Score, which combines three scoring systems:

Economy Score

A measure of the scale and success of a player's economy. Score is determined by:

  • Total production rate
  • Buildings constructed
  • Production diversity
  • Donkeys burned in use
  • Population

Military Score

A measure of the scale and success of a player's military. Score is determined by:

  • Number of troops deployed
  • Casualties inflicted
  • Bandit battles won
  • World structures controlled
  • Player battles won
  • Realms captured

Objective Score

A measure of the player's ability to explore the map and claim hyperstructures. Score is determined by:

  • Number of tiles explored
  • Hyperstructures claimed
  • Hyperstructure points accumulated

Victory Conditions

Blitz uses a scoring-based system rather than victory points. The top 15% of players with the highest Total Score at the end of the three hours share in the $LORDS prize pool. This pool includes $LORDS secured for Series A of Blitz by BIP, as well as a percentage of the cumulative entry fees that players pay to enter the game.

Game Duration

Each Blitz game runs for exactly 3 hours. Blitz Days are 5 minutes each, resulting in 36 Blitz Days total per game.