> For the complete documentation index, see [llms.txt](https://bountytemple.gitbook.io/whitepaper-v1/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bountytemple.gitbook.io/whitepaper-v1/gameplay/core-gameplay-loop.md).

# Core Gameplay Loop

Bounty Temple’s core gameplay loop consists of 2 aspects - the slot machine system and the building system.\
\
The main aim of the game is to raid other players’ villages to earn rewards, which can be used to build and level up your own village.

<figure><img src="/files/wNxn0KAmTqO1YsOFJFe6" alt=""><figcaption></figcaption></figure>

## Slot Machine System

To raid a village, the player must spin the slot machine-styled BTM to determine the action they will take next, including attack, steal, shield, and more.

Slot machines (BTMs) have total Mana limit. Every spin uses 1 Mana and will perform 1 action. Different BTMs will have different Mana limits and cooldown rates. Rewards will be given when you complete the action given.

|    Type of BTM    | Total Mana |        Cooldown       |
| :---------------: | :--------: | :-------------------: |
| Common (Base BTM) |   **50**   | +1 mana every 12 mins |
|        TBD        |     TBD    |          TBD          |

{% hint style="info" %}
**\*Note:** The values in the table are just examples - final values are yet to be determined.
{% endhint %}

### List of Available Actions

The following table indicates the types of actions available to the player by spinning the BTM, as well as its weightage in the overall pool.\
\
Corresponding actions are taken when players land 3 of the same action icons in a row. If the player does not get 3 of the same action icons a row, no action will be taken.

<div><figure><img src="/files/LOkcAzzt2uv7tWn1wEM5" alt=""><figcaption></figcaption></figure> <figure><img src="/files/NuCHgP3Ip9UzmTkc7eqq" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Z0GsDMwxt1FDNJRzHOql" alt=""><figcaption></figcaption></figure></div>

|   Action Type  | Pool Weight (%) |            Outcomes            |
| :------------: | :-------------: | :----------------------------: |
|     Shield     |        15       | Add +1 defence to your village |
|      Steal     |        15       |   Steal other village’s gold   |
|      $GIA      |        5        |         Obtain 5x $GIA         |
|     Attack     |        15       |     Attack another village     |
| Counter-Attack |        10       |  Raid your previous 3 raiders  |
|      Mana      |        5        |          Add 10x Mana          |
|  Gold (Small)  |        10       |       Obtain 10,000 gold       |
|   Gold (Big)   |        10       |       Obtain 80,000 gold       |
|  Gold (Random) |        10       | Obtain a random amount of gold |
|      None      |        5        |         Nothing happens        |

{% hint style="info" %}
**Note:** The values in the table are just examples - final values are yet to be determined.
{% endhint %}

## Building System

Leveling up your buildings will increase your gold multiplier, this increasing your earnings in the long run.

By default, each village with have 5 buildings. Each village will have 5 levels of upgrades to be unlocked. Once all buildings have reached the maximum level, the player will move to the next village. Each new village requires more gold to upgrade.

<figure><img src="/files/1NIU1VmqkXqyiSgjgeqK" alt=""><figcaption></figcaption></figure>

### Building MMR

1. Player start with a Level 1 building (from tutorial), with a base MMR of 20.
2. Every time the player upgrades to the next village, they will have 1x default building 1 (level 1).
3. MMR will drop if all the buildings are destroyed.
4. Each building upgrade will increase MMR (total of all the max buildings will be 500 MMR) Example: Level 1 Building (MMR 20) > upgrade > Level 2 Building (MMR 40)
5. Repair cost will be 70% of the cost upgrade level. Example: Level 1 - 10,000 > repair cost > 70% = 7,000

<div><figure><img src="/files/76VPx6SieSlfCgx8gDop" alt=""><figcaption><p>Level 1 - Village</p></figcaption></figure> <figure><img src="/files/8EoOhcP90hiqaypjUqte" alt=""><figcaption><p>Level 2 - Theatre of Epidaurus</p></figcaption></figure> <figure><img src="/files/XnCWq3471OFxD3XTChwu" alt=""><figcaption><p>Level 3- Sanctuary of Delphi</p></figcaption></figure></div>

#### Increase / decrease MMR per level:

<table><thead><tr><th width="133" align="center">Village</th><th align="center">Lvl 1</th><th align="center">Lvl 2</th><th align="center">Lvl 3</th><th align="center">Lvl 4</th><th align="center">Lvl 5</th><th align="center">Total MMR</th></tr></thead><tbody><tr><td align="center">Building 1</td><td align="center">5</td><td align="center">8</td><td align="center">10</td><td align="center">12</td><td align="center">15</td><td align="center">50</td></tr><tr><td align="center">Building 2</td><td align="center">8</td><td align="center">11</td><td align="center">15</td><td align="center">18</td><td align="center">23</td><td align="center">75</td></tr><tr><td align="center">Building 3</td><td align="center">10</td><td align="center">15</td><td align="center">20</td><td align="center">25</td><td align="center">30</td><td align="center">100</td></tr><tr><td align="center">Building 4</td><td align="center">12</td><td align="center">19</td><td align="center">25</td><td align="center">31</td><td align="center">38</td><td align="center">125</td></tr><tr><td align="center">Building 5</td><td align="center">15</td><td align="center">22</td><td align="center">30</td><td align="center">38</td><td align="center">45</td><td align="center">150</td></tr></tbody></table>

{% hint style="info" %}
**\*Note:** The values in the table are just examples - final values are yet to be determined.
{% endhint %}
