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1.

Gameplay

3 different modes

Leagues

1.1. Goals

The players aim to achieve more significant stats to win more competitive matches and earn
rewards from the prize pool.

1.2. User Skills

• Card arrangement strategy

• Card development strategy

• Teamwork

• Communication

• Opponent analysis

1.3. Game Mechanics

• After the player visits the landing page and clicks the play button, they will be directed to the
game homepage where we can set our profile ID (name, photo, email, etc) and they will go
to the tutorial section.
• After the player has completed the tutorial section, the player can choose the room they
want to play in. The room availability is dependent on the current user’s class.

• Player chooses the room and pick the team they want to be in (home and away)

• The player can choose to play with the other player or with a system generated bot.

• The players will be directed to the waiting room to wait for teammates and the opponents.
The duration of the waiting period is limited to 30 seconds.

• If the player or card count is not fulfilled, the system will generate bot(s) to fill the remaining
slot automatically to complete the requirement.

• After the game requirement is completed, each team will be directed to the card planning
phase.

• In the planning phase, the player chooses the card(s) and position they want to play for.

• After that, the system will match the cards and calculate to determine which team is the
winner.

• The match is divided into five rounds.

• After each round, the player will be shown the match result.

• The team that gets three winning counts is the winner (best of five).

• If after five rounds there are no three winning count results, then the game will continue
with round addition until one of the teams reach three wins.

• All players will be directed to the result and analytic page of the game they played. players
are able to give “like” to another player’s card

• Players will be shown the rewards calculation.

1.4. Card Details

Each NFT Football Player card has its own stats based on the character position:

Attack Defend

Dribbling Tackling

Shooting Reflex

Position Marking

Passing Anticipation
Creativity Decision

Character’s primary stats:

Attacker - Shooting
- Dribbling
- Position

Midfielder - Creativity
- Passing
- Position

Defender - Tackling
- Marking
- Anticipation

Goalkeeper - Decision
- Reflex
- Anticipation

Each card has energy stats based on rarity and will be depleted after each match/round

the energy is affecting the stats efficiency, Example:

If a card has a shooting status with a 100 value, the value will be reduced to 90 when the energy is
below 90% of cap value.

Position placement will also affect the total card’s status, incorrect card placement will gradually
reduce the overall status of the card. Example:

Attacker placed in Midfielder, Defender, Goalkeeper position: -10%, -20%, -30% (in order)

Midfielder placed in Attacker, Defender, Goalkeeper position: -10%, -10%, -30% (in order)

Defender placed in Attacker, Midfielder, Goalkeeper position: -20%, -10%, -30% (in order)

Goalkeeper placed in Attacker, Midfielder, Defender position: -30%, -30%, -30% (in order)
Card status can be increased using the football school utility (SSB) until it reaches its maximum cap
status. Maximum cap status is determined by rarity level:

Common : 75 Rare : 89 Legendary : 100

Special : 82 Super Rare : 95

New players will be given 2 free cards with low stats.

1.5. Items and power-ups

In this game, all players are able to use up to 3 items for each card. The item has a specific and
unique function in purpose to increase the card stats.

Items can be purchased with in-game currency (temporary item) or with token (NFT permanent
item)

For the temporary item, the item can be used for X amount of usage

Energy Potion - To replenish the card’s energy

1.6. Progression and challenge

The player’s level and class is determined by their winning counts. The more the player wins
matches, the faster they can level up and promote to the higher class.

Level Perks

1-10 Join SSB Level 1

11- Join SSB Level 2, Items Unlock, Item Slot Unlock (Slot 1), Extra Buff Status, Create Room
20 Ability Unlock.

21- Join SSB Level 3, Items Unlock, Item Slot Unlock (Slot 2), Extra Buff Status, Create Paid
30 Room Ability Unlock.

31- Join SSB Level 4, Items Unlock, Item Slot Unlock (Slot 3), Extra Buff Status.
40
41- Join SSB Level 5, Items Unlock, Extra Buff Status, Create Tournament Room Ability Unlock.
50

Class Perks

Amateur • Free game (no token rewards)

• Amateur experience reward (TBD)

League III • Free game (no token rewards)

• Paid game (prize pool rewards)

• Class III experience reward (TBD)

League II • Free game (no token rewards)

• Paid game (prize pool rewards)

• Class II experience reward (TBD)

League I • Free game (no token rewards)

• Paid game (prize pool rewards)

• Class I experience reward (TBD)

Premier League • Free game (no token rewards)

• Paid game (prize pool rewards)

• Legend experience reward (TBD)

The players can only play within its own class.

1.7. Winning and Losing Condition

Winning round is determined by every card’s stat on each team. Card with attack stats against card
with defend stats.

Match simulation example:


Stat Tim A Tim B

Dribbling 321 299

Shooting 232 308

Position 253 277

Passing 284 306

Creativity 285 275

Tackling 336 314

Reflex 267 303

Marking 248 222

Anticipation 249 261

Decision 311 290

Tim A Tim B Increment

Dribbling 321 311 Tackling 10

Shooting 232 302 Reflex -70

Position 253 223 Marking 30

Passing 284 264 Anticipation 20

Creativity 285 295 Decision -10

33

Tim B Tim A Increment


Dribbling 296 336 Tackling 40

Shooting 307 267 Reflex -40

Position 278 248 Marking -30

Passing 309 249 Anticipation -60

Creativity 271 311 Decision 40

-70

Attack stats is against defense stat. One of the teams will be determined as a winner if their cards
have bigger value. If the result turns out as a draw, the winner will be determined by incrementing
amount’s status of each team. If the result still turns out as a draw, then the game will continue until
one of the teams gets three wins.

1.8. Rewards

Every finished match, players will be given experience points which can increase their level. To level
up needs different experience points on each level.

For paid games, players will get tokens for additional reward. Players will be given different amounts
of token based on players’ class.

In tournament games, players will get a prize poll and NFT trophy (TBD).

1.9. SSB

Each SSB has improvable speciality stats. SSB also has class, each class has minimum and maximum
limit improvable stats. SSB costs and school duration is determined by its class. Schooled cards
cannot be used for games. SSB will give random stats (1-5)

SSB is able to add another role to the cards:

1. NFT Football Player - Coach Role addition

2. NFT Football Player+Coach Role -> Manager Role addition

3. NFT Coach -> Manager Role addition


1.10. Market

This feature allowed players to rent or sell their own card to another player.

1. Rent

Players are allowed to rent their card to another player with a determined cost where 90% of the
card’s cost belongs to the card's owner. Card rent cannot change card’s ownership.

Card can be rented for:

• 24 hours • 72 hours • 168 hours

Players cannot sell the card that is being rented. Ownership of the card will be transferred to G11
during rent period.

2. Buy and Sell

Players are allowed to sell their card to another player with a determined cost where

90% of the card’s cost belongs to the card's owner. Card rent will change the card's

ownership to the card’s buyer.

Players are able to see the transaction history, status, winning rate, and total like of the listed card.

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