Battles

Battle

To wage war, players must launch attacks and defend against them. Each such action initiates a battle, where two sides clash on the battlefield—and within minutes, fate determines the victor.

Battles can be fought solo in a 1v1 format or cooperatively, by inviting a friend to join your army and share the cost of war.

The size of the battlefield and the health of the Commanders depend on the Zone selected by the attacker. The battlefield is always evenly divided, giving both sides equal space to fight. Each side will have a grid of either 4×5 or 4×4 tiles.

Players must then place their units strategically, considering synergies between different characters and using items to craft the most effective tactics. When the time comes, the battle begins, the board is set—and the outcome is soon revealed.

Timers

The first timer begins when the attacker initiates a battle, triggering a search for a defender. If no defender joins within 3 minutes, the attacker is granted a free victory. This system encourages players to participate as both attackers and defenders, helping to prevent easy wins for opponents.

Once a defender responds and accepts the battle, the timer resets to 3 minutes—giving them fair time to prepare and deploy their strategy.

To discourage last-second placements, a few extra seconds are added to the timer for each unit placed when less than 30 seconds remain.

Items must be equipped before the battle begins.

When both players mark themselves as ‘Ready’—or when the timer runs out—the battle can commence.

Processing

Since Battle For Blockchain is a fully on-chain game, each battle must be processed through blockchain transactions. With each transaction, one unit from each team is processed—executing all available actions for that turn. The attacker’s unit acts first, followed by the defender’s.

At the start of the battle, all units are placed into a fixed action queue. This queue is determined from bottom to top, starting from the center lane and moving outward to the edges of the battlefield. Once a unit is assigned its position in the queue, it keeps that position until it dies. When a unit is eliminated, the queue shifts to remove empty spots, keeping the turn order continuous and efficient.

Goal

The goal of battle is to inflict as much Might Damage as possible to the enemy’s Vigor. To achieve this, players must deploy high-Might units and support them with complementary allies. This is especially crucial for attackers, who benefit from winning by the widest margin possible.

During battle, units automatically advance toward the enemy’s side of the battlefield. Upon reaching it, they deal damage to the opponent’s Vigor based on their Might. Some units also possess special abilities that allow them to inflict damage before reaching the end of the battlefield.

War Permit

To ensure that war is waged with honor and dignity, players must complete their War Permits before entering battle. These permits serve as collateral against unsportsmanlike conduct. When a battle begins, the game checks for any empty spaces on the player’s side of the battlefield. For each unfilled space, 500 $BFB is deducted from the player's War Permit.

Result

A battle ends when either one player’s health reaches zero or when there are no units left on the battlefield. At that point, the remaining health of both players—referred to as Vigor—is compared. The player with more Vigor is declared the winner.

If the attacker wins, the attacked Zone loses Health equal to the defender’s maximum health in that battle, minus the defender's remaining health at the end. If the defender wins or the battle ends in a tie, the Zone’s Health remains unchanged.

Regardless of the outcome, both players receive rewards, including $BFB, Bentboxes, and resources.

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