๐ŸŽฎGAME INFO

*Please note that all values are subject to change and may be adjusted depending on real world data collected during the first phase of the game. *Jan 31, 2022

Check out a basic version of how the game will work in this video.

FightLand is a card based game inspired by the dutch game Toepen.

Fighters have three moves: Kick, Punch and Grapple. The objective is to win the Last HAND. There are 3 moves per Round. There are 3-5 rounds per Match.

There is a deck with 15 cards. Each star represents how powerful the card is:

Kick

Head Kick โ˜…โ˜…โ˜…โ˜…โ˜… Spinning Wheel Kick โ˜…โ˜…โ˜…โ˜… Liver Kick โ˜…โ˜…โ˜… Spinning Back Kick โ˜…โ˜… Leg Kick โ˜…

Punch

Uppercut โ˜…โ˜…โ˜…โ˜…โ˜… Right Cross โ˜…โ˜…โ˜…โ˜… Liver Shot โ˜…โ˜…โ˜… Left Hook โ˜…โ˜… Jab โ˜…

Grapple

Rear Naked Choke โ˜…โ˜…โ˜…โ˜…โ˜… Arm Bar โ˜…โ˜…โ˜…โ˜… Guillotine Choke โ˜…โ˜…โ˜… Knee Bar โ˜…โ˜… Triangle Choke โ˜…

The deck will be shuffled and each player will get 3 cards out of this deck.

There will be a coin toss to determine which player is starting.

The player that is starting will be attacking, the other player will be defending.

The player that is starting has an advantage as the opponent will need a card of the same type and a higher star rating to take over the attack however, anything is possible. Being first doesnโ€™t guarantee a victory.

Card Values

Each card value is determined by Card Rank, Weight Class, Rarity, and Specialty.

The fighters Weight Class and Specialty could change per season (1 month). For example, Kargo's specialty is a punch and is a heavyweight in the first season. Kargo could have a grapple specialty and become a light heavyweight in the second season.

All values are subjected to change and may be adjusted depending on data from further testing or real data from actual gameplay.

Card Rank

There are 3 types of cards (Kick, Punch, Grapple), and each type has 5 different moves ranking from 1 to 5 stars. Each star is worth 20 points.

Weight Class

The Weight Class of a Fighter influences the overall value of the card. It depends on the current round of the match when the card is played. For instance: Heavyweight Fighter cards are more valuable in the earlier rounds as they have more strength. Lightweight Fighters have more endurance so their cards will be more valuable in later rounds. See specific statistics below:

Weight Class

Round 1

Round 2

Round 3

Bantamweight

2

5

8

Featherweight

3

5

7

Lightweight

4

5

6

Welterweight

5

5

5

Middleweight

6

5

4

Light Heavyweight

7

5

3

Heavyweight

8

5

2

Rarity

The rarity of the Fighter influences the overall value of the card. See specific statistics below:

Rank

Title

Value

Common

Amateur

10

Uncommon

Up and Comer

20

Rare

Gatekeeper

30

Epic

Number One Contender

45

Legendary

Interim Champ

60

Mythic

Champion

70

Immortal

G.O.A.T.

100

Specialty

Every Fighter has specific specialty levels. The value of the cards is influenced by the type of the card and the specialty of the fighter. See specific statistics below:

Fighter

Punch

Kick

Grapple

Kargo

52

27

21

Macknz

21

30

49

Rocco

26

18

56

Xymox

20

30

50

Santis

34

48

18

Pietro

45

34

19

Katsuro

30

49

21

Vera

53

32

15

FighterPunchKickGrapple

Mercedes

20

30

50

Vasco

27

21

52

Ekon

24

49

27

Maurice

23

52

25

Sumaq

25

50

25

Datu

53

24

23

Divina

52

23

25

Kane

49

24

27

FighterPunchKickGrapple

Magmatur

53

27

20

AtomiKings

51

20

29

Wizard

30

50

20

Cereberus

27

51

22

Lazarus

24

25

51

FighterPunchKickGrapple

Zer0

53

25

22

Burst of Energy

22

51

27

Dev and Sid

21

28

51

Total Value

You can see the overall calculation of each card by Rolling Over or Tapping (touch devices) the rank number, which is located on the top right of each card.

The calculation of the card is as follows: [Card Rank] x ( [Weight Class (30%)] + [Specialty (30%)] + [Rarity (40%)] )

For example:

Fighter:

  • Name: Kargo

  • Rarity: Mythic / Champion (Value: 70)

  • Specialty: Boxer

  • Weight Class: Heavyweight (Value: 5 in Round 2)

Card:

  • Move: Uppercut (5 stars)

  • Type: Punch (Value: 52)

If this card was played in Round 2 the calculation would be as follows: Card Rank Value = 100 (5 stars x 20) Weight Class Value = 1.5 (30% of 5) Specialty Value = 15.6 (30% of 52) Rarity Value = 28 (40% of 70) Total Value = 100 x (1.5 + 15.6 + 28) = 4,510 Points

Game Rules

The player that is attacking can throw any of the cards that were dealt.

There are 2 scenarios on how the defending player responds:

1. By throwing a proper Defense card. This can be a matching type of card (Kick, Punch or Grapple) or a type based on the following rules (see image below):

  • Grapple defends Kick

  • Punch defends Grapple

  • Kick defends Punch

2. By throwing any card if the player doesnโ€™t have any of the card types mentioned above.

Winning move

If the defending player is unable to throw a proper Defense card, the attacking player wins the move. If the defending player does have a Defense card, then the value of the card will determine who wins the move. The winner of the move will have the lead in the next move and / or round. The winner of the 3rd move will win the round.

Cool Down Period

There will be a cool down period after each match. The greater rarities will have longer cool down periods. Fighters also have a chance of being injured which would extend the cool down period.

TYPE: Fighter V1Cooldown in MinutesCooldown in Seconds

Amateur (Common)

40.00

2,400

Up and Comer (Uncommon)

56.00

3,360

Gatekeeper (Rare)

78.40

4,704

Number One Contender (Epic)

109.76

6,586

Interim Champ (Legendary)

153.66

9,220

Champion (Mythic)

215.13

12,908

GOAT (Immortal *Can only be earned)

301.18

18,071

TYPE: Collab

Cooldown in Minutes

Cooldown in Seconds

Amateur (Common)

40.00

2,400

Up and Comer (Uncommon)

56.00

3,360

Gatekeeper (Rare)

78.40

4,704

Number One Contender (Epic)

109.76

6,586

Interim Champ (Legendary)

153.66

9,220

Champion (Mythic)

215.13

12,908

GOAT *NO GOATS FOR THIS TYPE

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--

TYPE: Fighter V2

Cooldown in Minutes

Cooldown in Seconds

Amateur (Common)

20.00

1,200

Up and Comer (Uncommon)

28.00

1,680

Gatekeeper (Rare)

39.20

2,352

Number One Contender (Epic)

54.88

3,293

Interim Champ (Legendary)

76.83

4,610

Champion (Mythic)

107.56

6,454

GOAT (Immortal *Can only be earned)

150.59

9,035

TYPE: Custom

Cooldown in Minutes

Cooldown in Seconds

Champion (Mythic)

71.71

4,303

*Please note that all values are subject to change and may be adjusted depending on real world data collected during the first phase of the game. *Jan 31, 2022

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