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Gameplay Rules

Status: Canonical Reference Source of Truth: src/server/gameplay/battle/engine.ts Last Verified: 2025-11-19

Battle Mechanics Infographic

1. Game Assets​

The Bloblet universe revolves around three core assets that determine your survival and success:

1.1. Reward Points (RP)​

The lifeblood of the ecosystem.

  • Usage: Required to perform Energize actions (mint items) and to pay the Entry Fee (Stake) for battles.
  • Source: Won from other players in PvP or claimed from the daily faucet.
  • Risk: If you hold RP, you are challengeable. There is no safe harbor for hoarders.

1.2. Boosters (Offense)​

Temporary power-ups that increase your Weapon Power (OP).

  • Activation: Gained automatically when you Energize.
  • Duration: Lasts for 15 minutes.
  • Effect: Directly adds levels to your Attack Roll. A Level 3 Booster gives a massive advantage.

1.3. Shields (Defense)​

Defensive gear that mitigates damage and protects your RP.

  • Defense Power (DP): Adds to your Defense Roll.
  • Durability: Can be stolen by attackers if you lose a battle.
  • Necessity: fighting without a shield is a death sentence.

2. Core Philosophy: No Freebies​

Bloblet gameplay is built on a strict "No Freebies" policy:

  • Loot Generation: Items are ONLY minted via Energize (Care) actions.
  • Zero-Sum Battles: PvP battles never mint new items. They only transfer Reward Points (RP) and steal existing gear.
  • Survival: There are no "safe zones" or DP gates. If you hold RP, you are challengeable.

3. Battle Engine​

The battle resolution logic is pure and deterministic, handled by BattleEngine.resolve().

2.1. Stats & Rolls​

Each participant (Attacker and Defender) has a Base Stat:

  • Attacker Base: Weapon OP + Booster Level
  • Defender Base: Shield DP + Booster Level

A Roll is calculated as:

Roll = Round(Base * LuckMultiplier)
  • Luck Variance: ±20% (Config: PVP_LUCK_VARIANCE = 0.2)
  • Luck Multiplier: Random value between 0.8 and 1.2.

2.2. Winning Condition​

  • Winner: The side with the higher Roll.
  • Tie Band: If the difference between rolls is within 0.2 (Config: PVP_TIE_BAND), the winner is a 50/50 coin flip.

2.3. Transfers (The Stakes)​

The loser pays a portion of their Reward Points to the winner.

  • Transfer Rate: 10% of loser's balance (Config: TRANSFER_BPS = 1000).
  • Minimum Transfer: 5 RP (Config: MIN_TRANSFER).
  • House Cut: 10% of the transfer amount is burned/treasured (Config: HOUSE_CUT_BPS = 1000).

2.4. Loot Logic (Theft)​

Winners can steal items from the loser.

  • Standard Win:
    • Attacker wins -> Steals Shield.
    • Defender wins -> Steals Weapon.
  • Critical Win:
    • Chance: 5% (Config: PVP_CRITICAL_CHANCE = 0.05).
    • Effect: Steals BOTH Weapon and Shield.
  • Mechanic: If the winner's slot is empty or has a lower stat than the stolen item, the stolen item is auto-equipped. Otherwise, it goes to inventory (or is burned if inventory logic dictates, but engine returns it as loot).

4. Care & Energize​

Energize is the primary faucet for items and the mechanism to activate Boosters.

3.1. Costs & Limits​

  • Cost: 5 RP per action (Config: CARE_CHARGE_COST_POINTS).
  • Cooldown: 15 minutes (Config: CARE_COOLDOWN_MIN).
  • Booster Window: 15 minutes of active coverage.
  • Booster Cap: Max 3 levels.

3.2. Drop Law (The Luck Bucket)​

We use a Deterministic Accumulator (Bad-Luck Protection) to ensure fair distribution.

  • Base Chance: 20% per Energize.
  • Accumulator: Each miss increases your chance for the next roll.
  • Guarantee: You are mathematically guaranteed a drop within a fixed number of attempts (approx 5).
  • Bias: If you have no shield, the first drop will prioritize a Shield.

5. Battle Eligibility​

To attack or be attacked, specific conditions must be met:

ConditionValueNotes
Minimum Stake5 RPCHALLENGEABLE_MIN_POINTS. You cannot fight with empty pockets.
Alive StatusTrueDead/inactive wallets are excluded.
Pair Cooldown60 minYou cannot farm the same opponent repeatedly (PVP_PAIR_COOLDOWN_MIN).
Overdue GuardActiveAttackers cannot launch battles if their own Care is overdue.

6. Anti-Farm Mechanics​

  • Pair Frequency Limit: If an attacker targets the same defender too frequently within an hour, a Surcharge is applied to the House Cut (up to 100%).
  • Dead Wallet Pruning: Wallets inactive for >60 minutes are removed from the pool, and their RP may be confiscated to the Treasury.