Castle Crush Whitepaper v2.0
Castle Crush Whitepaper v2.0
Castle Crush Whitepaper v2.0
Index
Core Gameplay 4
Building a deck 6
Card Progression 7
Player Progression 8
The Forge 9
Clans 10
Daily Rewards 19
Seasonal Rewards 21
Founder Benefits 23
The Treasury 24
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1. What is
Castle Crush?
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2. Core
Gameplay
Players must crush their enemy’s castle while Spell cards take effect immediately and can
protecting their own. In order to do so, players alter the state of the battle in significant ways -
use cards in real-time (not turn-based), reacting either evaporating an enemy Minion, healing a
to their opponent’s strategy. Before the battle friendly Minion, bombarding the enemy castle
begins, players must choose a deck of 14 cards directly, amongst many others.
- this is covered in the deck-building section.
The battle takes place on three lanes that
There are two types of cards: Minion cards and connect the Castles together. Cards are
Spell cards. deployed in one of the lanes and take effect
immediately.
When Minions get deployed on the battlefield,
they move towards the enemy’s castle and will Every 7-10 seconds, players receive a new card.
attack whatever comes into range first - either Players can hold up to 6 cards. If a player
an enemy Minion or the enemy’s castle. already holds 6 cards during the next card draw,
the drawn card will be burned!
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Once all cards in a deck have been drawn, the Once the battle has been raging for 45
deck is reshuffled - this means players never seconds, Mana regeneration gets doubled (1.0
run out of cards to draw. mana /second). Card draws are also doubled,
with players receiving not one, but two cards
Both Minion and Spell cards consume a every 7 seconds.
resource called Mana Crystals (or just “Mana”
for short). Mana regenerates continually (0.5 Castles do not have defensive capabilities. If a
mana / second). Minion reaches the end of a lane, they will start
attacking the Castle. The opponent will either
When the battle starts, the maximum amount have to neutralize Minions that reach their
of Mana available is only 2. Every time a card castle with a Spell, or protect the castle with a
is drawn (every 7 seconds), the maximum Minion card (Minions block Castle damage).
Mana also increases by 1, up to a limit of 12
Mana. Castle HP is shared between all three lanes -
this means players can decide to ignore one or
In practice, this means every match has a clear even two lanes and rush their opponent in the
early, mid, and late game phases. When the remaining lane(s). Once castle HP reaches 0,
battle starts, only low-cost Mana cards can be the match is over.
played, and as the battle progresses, more
powerful cards come into action. Players must
therefore balance their decks to have cards in
all Mana ranges.
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3. Building
a deck
As of early 2022, there are 68 Cards have 4 rarity tiers: Common, Rare, Epic
and Legendary.
different cards in Castle Crush.
Each card can be placed up to twice in a deck,
In order to march into battle, players must except for Legendary cards, which may only be
build a deck of 14 cards, including Minions and placed once.
Spells.
Players can save up to 5 favorite decks, but
must choose one to enter the battle.
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4. Card
Progression
This section refers to the Card The second method is through gameplay.
When players win a battle, they will be
Progression systems in the rewarded with a Chest. Players can hold up to
base game. Please refer to the 4 Chests. Only 1 Chest may be opened at a
time. Opening chests requires time - Silver
NFT section for additional card Chests, for instance, open after 3 hours.
progression systems. Players may also open chests instantly by
using gems, a hard currency (mostly
Every card in the game can be upgraded purchased via credit card).
several times. When players receive a card for
the first time, it will be level 1. Each upgrade There are multiple Chests in the game - rarer
adds 10% to Minion HP and Damage, and 10% chests, such as the Giant Chest and the
for Spell Damage, with a few exceptions. Mythical Chest, drop less frequently from
battle, but contain much greater rewards.
In order to upgrade a card, players must merge
several copies of the same card and also pay Chests may contain Cards, Gold and Gems.
an amount of Gold (an in-game currency). For
Cards have a maximum achievable level
instance, players must own 10 copies of the
through the merge system depending on their
Storm Elemental to upgrade it from level 3 to
rarity:
level 4.
● Common: levels 1-13 (14*)
There are two main methods to obtain Cards.
● Rare: levels 1-11 (12*)
The first method is through the in-game Store:
● Epic: levels 1-8 (9*)
players can buy specific Cards using game
● Legendary: levels 1-5 (6*)
currency (Gold), or by purchasing Chests with
a credit card. * Players can increase card level further by
using the Forge.
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5. Player
Progression
Players progress through the The Leagues require the following amount of
Trophies:
game through two systems.
● Master I - 3800
The first is the Trophy system. By winning ● Master II - 4200
matches, players gain Trophies. Likewise, ● Master III - 4600
when they get defeated in battle, they lose ● Grand Master I - 5000
Trophies. ● Grand Master II - 5400
● Grand Master III - 5800
Players will only get matched against other
● Champion I - 6200
players with a similar amount of Trophies. This
● Champion II - 6600
ensures fair matchmaking.
● Grand Champion - 7000
As players progress through certain Trophy ● Legend - only one player may hold this
milestones, they will unlock new Castles. Each title!
Castle has a different theme/visual. Cards get
Once players join the Leagues, they will
unlocked as players progress through each
participate in 3-week seasons. Once a season
Castle. For instance, when players reach 400
ends, players lose some of their Trophies and
Trophies, they unlock the Undead Keep. When
will need to start climbing through the Leagues
they do so, the Skeleton Horde, the Skull King,
in the next season.
the Reaper and a few other Cards are
unlocked. The second player progression system is the
player’s level. This level determines the HP of a
Chests at higher level Castles will contain
player’s Castle during battle. Castles get +10%
more gold, gems and Cards, encouraging
HP per Player Level.
players to always push to the maximum
Trophy count possible. As players progress through the game and
upgrade their cards, they will gain Player XP.
The last castle, the Black Citadel, is unlocked
Once the player fills up the XP bar, they will
at 3400 trophies. After that point, players will
gain a level.
progress through Leagues. Reaching the first
League unlocks the Forge.
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6. The
Forge
The permanent forge upgrade will therefore Cards that are permanently upgraded through
increase Cards to the following levels: the forge can still receive a 24h powerup for an
additional level.
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7. Clans
Once players reach Level 3, the Players in a clan can challenge each other in
friendly battles, which are just for bragging
Clan System becomes rights.
available. Clans can have up to Finally, there is a chat function within the Clan
50 players join. panel that allows players to interact with each
other and to share video replays of their past
Players in a clan are able to request and battles! The replay feature is only available for
donate specific cards to each other. This clan members.
system allows players to choose which card
they want to upgrade next. Players that donate There is a clan leaderboard which can be
cards are rewarded with gold and with Player accessed through the main screen.
XP. There is a cap to how many cards a player
can request, which refreshes every few hours.
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8. Tournaments
and Stickers
Cards used in tournaments have a mid-tier During each season’s Tournament, there is
level cap, so skill is the only factor. Common also a Tournament Leaderboard, which keeps
cards are capped at level 9, Rares at level 7, track of players that win the most
Epics at level 4 and Legendaries at level 1. tournaments.
Tournaments are open during 1 weekend every Apart from a significant amount of cards and
season (3-week long period). There are two gold (and their gems back), players also get a
types of tournaments: Grand Tournament and Sticker if they win a tournament. The Grand
Master Tournament. and Master Tournaments reward a similar
Sticker, but the Master Tournament’s Sticker is
The Grand Tournament has a 10 gem entry
animated. Finally, the top tournament player in
fee, while the Master Tournament costs 100
that season’s leaderboard also gets an even
gems.
more exclusive Sticker, with a golden
In order to get the maximum prize, players background.
must win 10 games in a row, with no losses.
Stickers are the ultimate bragging rights.
The higher the number of wins before the first
They can be used during battle to taunt
loss, the more prizes players get (capped at 10
opponents. Players can decide the set of
wins).
Stickers they will charge into battle with. A
Once a player loses, they are eliminated from player may choose to mute Stickers from their
the tournament. However, they may opt to pay opponents if they wish to.
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9. The Blockchain
Layer
Our aim in adopting a We aim to provide players with fun new game
systems, while also allowing players to trade
blockchain layer in Castle Crush cards amongst themselves with full control
is to give more power to the over their assets. We are, in short, integrating
game features with player-owned assets.
players, enabling them with the
In order to accomplish this, we are adding two
ability to 1) own game assets;
new components to Castle Crush:
2) buy, sell and trade those
● NFTs, which exist as immutable tokens
assets and 3) benefit from on the blockchain but are usable in the
in-game rewards. game as Minions and Spells.
● Ascension Crystals, a fungible
Castle Crush has a passionate and loyal player blockchain-based token that operates
community, with over 200k daily active players, with the NFTs.
of which at least 40k play the game
competitively, investing significant amounts of These components will be explained in more
time and resources to compete at the top tiers detail below.
of the game.
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10. Ascension
Crystals ($ACS)
Ascension Crystals ($ACS) are a tournaments), and finally by selling NFTs. They
are spent by players to mint (acquire) and
fungible token on the Avalanche upgrade cards and to participate in in-game
blockchain. events.
$ACS for Marketing and Liquidity will be minted during a 24-month period, starting on the first month.
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$ACS allocated for the Team will be minted during a 24-month period, starting on the 13th month.
This means the Team will not receive any $ACS during the first year.
All $ACS used by players in any capacity will be transferred to the treasury.
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11. Ascended &
Founder Cards (NFTs)
Players are able to upgrade their NFTs recognized in the game come in two
varieties: regular Ascended Cards and special
cards to new heights by Ascended Cards called Founder Cards, both of
Ascending them - Ascended which have higher stats and unique in-game
skins and animations. Founder Cards qualify
Cards exist as NFTs in the for additional rewards and benefits (see here).
blockchain.
Rarity Tier Base Max Lvl Forged Max Lvl Ascended/Founder Lvl
Common 13 14 15
Rare 11 12 13
Epic 8 9 10
Legendary 5 6 7
Tier Probability
Common 55.2%
Rare 27.6%
Epic 13.8%
Legendary 3.3%
Players can mint (acquire) Ascended NFTs by redeeming $ACS on the blockchain after leveling up
their cards to a certain level, as displayed in the table below.
Card Rarity Current Card Level $ACS Cost Card Level after Ascension
Common 14 200 15
Common 13 500 15
Rare 12 400 13
Rare 11 1000 13
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Epic 9 800 10
Epic 8 2000 10
Legendary 6 1600 7
Legendary 5 4000 7
The blockchain-based smart contract that Both Ascended and Founder cards can be
generates NFTs will require players to pay further upgraded on the blockchain with $ACS.
$ACS and upload their base card. The smart Upgrading an NFT will increase the card's
contract will recognize the in-game card to reward rate, but will not increase stats within
create an Ascended NFT from that base card. the game.
Once the Ascended NFT is recognized in the
game, the original card will be destroyed and Obs: cards contained in Founder Chests
the player will not get their original card back. cannot be Ascended from non-NFT cards into
NFT cards.
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12. Ascension
Points (AP)
League AP bonus:
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Clan AP bonus:
As an example, if a player has a base Ascended Legendary NFT (8 AP), she is Grand Master III (+40%
bonus) and part of a clan ranked #20 (+10% bonus), she will have earned 8 * (1 + 0.4 + 0.1) = 12 AP
on that day. At the end of each day, these points will be converted to $ACS tokens as detailed in the
Daily Rewards section.
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13. Daily
Rewards
Considering an average price to Ascend cards in-game of 450 $ACS, this provides an expected return
of 8.67% per month (39 tokens per month / 450 mint cost) once all cards have been released (month
16).
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NFT Cycles
● One cycle lasts 24 hours. Cycles begin and end at midnight UTC.
● It is the unit of measurement for the daily rewards.
● During each cycle, a given NFT can generate Ascension Points (AP) one time and one time
only.
● If a player rents or buys an NFT, they will only be able to see it in-game and receive AP from it
on the next cycle (starting midnight UTC).
● If a player begins a cycle holding a certain NFT, they will be able to use it during that whole
cycle even if they sell it during the cycle. However, as explained above, the new owner will only
be able to use that card on the following cycle.
● When a player or guild decides to rent their card, they must specify for how many cycles that
rent will be valid. If the rental says "5 cycles" it will be 5 cycles, and the owner can't cancel the
rental before 5 cycles.
● Daily $ACS multipliers will consider clan ranking and player leagues based on a
photo/snapshot taken at the end of the cycle. Multipliers will not be calculated for each match
win. Example:
○ Player has 2 NFTs, wins with one of them while they were Grand Master I, wins with
the other while they were Grand Master II, and ends the day as Grand Master II. We will
calculate the "base AP" for each NFT and use the end of day snapshot to calculate the
multipliers (clan and individual). In this case, the player will receive a Grand Master II
multiplier for both wins.
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14. Seasonal
Rewards
The top players in the game will be rewarded with a certain number of
tokens at the end of each season regardless of whether or not they
own an NFT card.
The clan multipliers above apply to these rewards as well.
League $ACS/Player
Grand Master II 50
Grand Master III 150
Champion I 450
Champion II 600
Grand Champion I 900
Best of season 1800
Clan bonus:
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15. Ascended
Card Releases
Founder Chests contain one of Generation 2 Ascended Chests will contain all
54 remaining cards that are not contained in
the following cards: Dragon, Founder Chests or Gen 1 Ascended Chests.
Storm Elemental, Skull Queen, Gen 2 Ascended Chests will cost 4000 $ACS
each. These chests will have unlimited supply -
Phoenix, Necromancer and they will, however, be capped by the amount of
Black Witch. $ACS we distribute as rewards.
Generation 1 Ascended Chests contain one of All chests will be minted in Castle Crush’s
the following cards: Dwarf, Archers, Extra page:
Crystal, Pirate, Boneyard, Protection, Valkyrie, https://marketplace.castlecrushgame.com/
Dark Angel.
Additionally, players will be able to Ascend
An additional 2000 Founder Chests will be cards with $ACS.
minted for 40.000 $ACS each. This supply will
Founder Card holders will have a 20% discount
be put for sale during the second semester of
on purchases of the 2nd batch of Founder
2022 and will remain for sale until the supply is
cards, as well as Gen 2 Ascended Chests.
depleted. The same six cards will be available
in the Founder Chests.
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16. Founder
Benefits
Founder Cards carry extra Third, Founders will have discounted prices
(20% off) when buying Gen 2 Ascended Chests
in-game benefits. or the second batch of 2000 Founder Chests.
First, Founder Cards will only be among the Additionally, every 12 months, 10% of all $ACS
most relevant cards in the current game meta, and $AVAX in the treasury will be distributed
making them the most sought after cards for back to Founders based on the number and
high level players. For instance, the Dragon, a Rank of their Founder Cards.
late-game card with a huge impact on the
battlefield, will be one of the Founder cards. Some economic and game balancing
decisions could periodically be put for voting
Second, Founder cards generate significantly by Founder card holders.
more AP than other cards (see here).
Founders cards that get upgraded will grant the holder higher earning and voting power. Each
upgrade will double the Founder Card’s voting power according to the table below.
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17. The
Treasury
In order for the community to will retain 4% of the purchase as a fee and will
periodically transfer these funds to the
benefit from revenue from card treasury.
trading between players, Wildlife
waives the right to all secondary Every 12 months, 10% of funds (both $ACS
and $AVAX) from the Treasury will be
market trade fees.
automatically distributed to Founder Card
All $ACS used by players will revert back to the holders. The distribution will be proportional to
treasury (buying cards, upgrading, etc.). the number and level of the cards that players
have. The distribution will consider a single
Additionally, every time a player sells a card to snapshot at the end of each 12-month cycle.
another player, the secondary marketplaces
* * *
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Changelog v2.0
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