🔑 Key Concepts

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

- 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.