đŽGAME INFO
Last updated
Last updated
*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
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:
Head Kick â â â â â Spinning Wheel Kick â â â â Liver Kick â â â Spinning Back Kick â â Leg Kick â
Uppercut â â â â â Right Cross â â â â Liver Shot â â â Left Hook â â Jab â
Rear Naked Choke â â â â â Arm Bar â â â â Guillotine Choke â â â Knee Bar â â Triangle Choke â
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 doesnât guarantee a victory.
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.
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.
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
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
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
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
Magmatur
53
27
20
AtomiKings
51
20
29
Wizard
30
50
20
Cereberus
27
51
22
Lazarus
24
25
51
Zer0
53
25
22
Burst of Energy
22
51
27
Dev and Sid
21
28
51
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
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 doesnât have any of the card types mentioned above.
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.
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.
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