The Card Economy
WorldFeatureCards have a market value determined primarily by their rarity and strategic utility. Common and Uncommon cards drop frequently enough that the market remains liquid and prices stay accessible to new players. Rare, Epic, and Legendary cards are more scarce, and their prices reflect both their drop rate and the gameplay advantage they confer during a session.
Because cards are burned upon use, the supply of any given card is constantly being consumed. New cards enter the ecosystem through purchases, session rewards, and the card allocations attached to Treasury NFTs. The tension between consumption and resupply drives a secondary market in which the timing of purchases and sales matters.
Rarity and Value
The rarity tier of a card is assigned at the point of acquisition, not at the point of purchase. Players who buy card packs receive cards whose rarity is revealed upon opening, adding an element of discovery to the acquisition experience. Higher rarity cards carry proportionally higher market values but also longer cooldowns, which means their effective availability per session is lower than their raw market presence might suggest.
The TRADE_OFFER Mechanic
Among the Utility cards, one allows a player to propose a card swap directly with another player within the same game room. This in-session trading mechanic creates social interactions that go beyond pure competition, enabling informal alliances to be cemented through resource exchange. A player with a surplus of reconnaissance cards might trade with one holding excess movement cards, creating mutual benefit without requiring either party to exit the session.
Marketplace Revenue
A share of every marketplace transaction flows to the protocol treasury, which funds ongoing development, infrastructure costs, and community governance initiatives. This model aligns the interests of active traders with the long-term health of the platform, since more vibrant trading activity translates directly into greater resources for the ecosystem.