# Introduction

*Note: Concepts contained in this whitepaper are subject to change.*

The creators of Splinterlands and Genesis League Sports have partnered with Major League Soccers Players Association (MLSPA) to create a rapid tactic strategy game that will utilize NFTs, cryptocurrency, and the Hive blockchain. **Genesis League Goals** uses the Major League Soccers Players Association roster. It puts two players head-to-head in short cycle gameplay sessions. In **Genesis League Goals**, players will engage in the game by collecting their favorite MLSPA player cards, building their teams, and competing in turn-based, head-to-head matches for the winning score. Unique to **Genesis League Goals**, players will be able to enhance their NFT value by leveling up their player cards with equipment and skill components that can maximize the effectiveness of their teams.&#x20;

For presale 1, packs will only be available for purchase using HIVE or PayPal.&#x20;

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# Game Overview

*Note: Concepts contained in this whitepaper are subject to change*.

**Genesis League Goals** is a game built around one of the most popular sports in the world, soccer. Players will be able to create teams with their favorite MLSPA players in the form of NFTs, manage soccer teams and compete against the competition. With MLSPA, we aim to cater to the hundreds of millions of soccer fans worldwide with a fun and quick game.

**Genesis League Goals** will be a rapid tactics turn-based game where players make decisions each round on how to advance the ball, defend their side of the pitch, or try and score on the opposing team. Through ranked play, players will earn various rewards such as account-bound reward cards, player buffs in the form of skills and equipment, cosmetic items, and GLX tokens which are the governance token for Genesis League Sports Ecosystem.

## **High-Level Features:** <a href="#high-level-features" id="high-level-features"></a>

* Two-player dueling card strategy game.
* Player team building and team management based on the MLSPA roster of players.
* Simultaneous, single-tap actions over multiple turns as both players try to advance the ball down the field to win.
* Player cards have upgradeability through slots that allow players to add buffs to the card via new equipment or skills. This also adds to the variety and uniqueness of cards traded in the marketplace.
* Coach cards provide additional buffs to matches.

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# Gameplay

*Note: Concepts contained in this whitepaper are subject to change.*

While there will be many ways to engage in this game, such as collecting, renting, ranked matches, leagues, and tournaments, the core game will follow the model below.

### **Match Mechanics** <a href="#match-mechanics" id="match-mechanics"></a>

* Users will enter the tournament series or ranked play with teams consisting of a coach and up to 30 players.
* **Teams** consist of exactly 7 starters, up to 5 substitutes who can substitute players on the pitch during the match, and up to 10 reserve players that can be swapped in between the matches.
* **Player cards** will come regular and gold foil. Each player card has stats that set the floor for a player's initial starting values. These attributes are derived from IRL player stats. &#x20;
* **Coach cards**, in addition to the player cards, will be needed for each team to play. Coach cards will specialize in various in-game boosts.
* Player cards offer the user the ability to upgrade via attached skills. Unique passive and active skills can be slotted into the player cards. This upgrade path ensures exponential variety and the power to create unique cards that enhance their value in the marketplace.
* During each turn, the user will receive a hand of up to five players and they can choose how the players closest to the ball will behave. After a user completes their action, play will commence. Players will work to outwit their opponent as they try to defend, attack, and score the winning goal against the other side.

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### **Post-Match Activities** <a href="#post-match-activities" id="post-match-activities"></a>

After each match, players will tend to their players, refresh their active team roster, buy card packs or players from the market., and upgrade their player cards by combining and improving them with new skills and equipment

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# Cards

*Note: Concepts contained in this whitepaper are subject to change.*

Cards are at the heart of this game. Player and coach cards will be available as NFTs and sold in packs. Equipment and skill cards will be earnable as rewards through gameplay. The attributes of each of the cards are described in the following sections.

Each of these cards can be **combined** with duplicates and gain **experience points (XP) to achieve higher levels**.

* **XP Level:** Users can advance in card XP level by playing their cards in matches.
* **Star Level:** Users can advance in card star level by combining “like” cards. This unlocks new skill and equipment slots on each card.
* **Unlocking Slots:** Combining cards will unlock new slots for equipment and skills.<br>

There are two foil types for player cards and coach cards:

* **Non-foil:** The base level coach card is a non-foil card.
* **Gold foil:** These cards will be some of the rarest in the game.

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# Player Card

*Note: Concepts contained in this whitepaper are subject to change.*

Player cards will be the foundation of this game. A curated list of players in the MLSPA roster will have their own card in-game that can gain experience and be leveled over time by combining similar cards.

Player cards consist of two sides, one side serving as graphical artwork representing the MLSPA player with critical gameplay information listed on it and the other depicting a set of gameplay attributes directly tied to the game.

### **Front of Card** <a href="#front-of-card" id="front-of-card"></a>

The front of the card is the vanity side, which shows off the main graphic for a player as well as key gameplay information:

* **Player Name:** The name of the player depicted is on the card.
* **Star Level:** The card can display up to 10 stars reflecting the number of cards the user has combined.
* **Cosmetic Image and Effects:** The vanity side shows off an image of the player's face and torso.
* **Basic Player Stats:** Basic player stats such as passing, shooting, dribbling, intercepting, tackling and blocking.

### **Back of Card** <a href="#back-of-card" id="back-of-card"></a>

The back of the card includes the following additional game-related attributes:

* **Skill Slots:** There are a total of 3 skill slots. Skills may be active or passive, have a set number of times of use and are consumable. Skills slots are unlocked at intervals of card combination levels.
* **Equipment Slots:** Reflect the slots allocated for equipment and the equipment associated with them. Player cards have three (3) equipment slots.
* **Dynamic Stat Indicators:** These three bars indicate the status of **stamina**, **morale**, and **health.**


# Coach Card

*Note: Concepts contained in this whitepaper are subject to change.*

Coach cards are strategy-based cards that will give a benefit to teams, such as attacking, defending, or possessing the ball. Player's have the ability to line their players up in various formations (formation will not be available at game launch). As a Coach card is leveled up, it will unlock new types of formations and play styles that are tailored toward different play styles.

### **Coach Card Attributes** <a href="#coach-card-attributes" id="coach-card-attributes"></a>

The coach cards will have the following attributes:

* **Experience Level:**
  * As coaches level up through experience it will provide the team with different buffs.
  * Just like player cards, a coach's experience level will be capped by their star level.

### **Formations** (future feature 2024) <a href="#formations" id="formations"></a>

Coaches come with a set of different formations that determine the bonus for the players' starting positions at match time.

* Coaches come with an initial number of basic formations.
* Leveling the coach card unlocks new formations.

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# Synergy System

*Note: Concepts contained in this whitepaper are subject to change.*

Synergy is a system that incentivizes deck building due to potential buffs that can be earned for having cards with the same synergy dimensions.&#x20;

#### **Synergy Dimensions** <a href="#synergy-dimensions" id="synergy-dimensions"></a>

Synergy is calculated using three static attributes and a dynamic dimension called “team”. The currently proposed synergy dimensions are:

* **Gold Foil** - Gold foil cards on the same team (visual identity on card faces) gain synergy, providing extra buffs for the team.
* **Edition** - Cards of the same edition gain a synergy buff.
* **Team** (dynamic synergy dimension) - The team increases synergy for cards when they remain together and are played within the same user deck.

#### **Gold Foil Cards Synergy**  <a href="#synergy-gold-foil-cards" id="synergy-gold-foil-cards"></a>

**Gold** foil has special functions similar to a wild card and offers unique bonus factors to the other foils:

* Gold foil cards have synergy with any other foil card.
* When more than one gold foil card is paired, it gives an additional bonus greater than other foil synergy pairings.

#### **Team Synergy**  <a href="#synergy-team" id="synergy-team"></a>

The team synergy offers increases in buff over time as players use their decks in matches. The more matches the cards are played together in, the higher the team synergy.

Teams are a group of player and coach cards used in a Match. Each team is comprised of:

* 7 players starting the game
* up to 5 Substitute players
* Up to 10 Supplemental players
* A coach

#### **Perfect Deck Buff Synergy** <a href="#synergy-perfect-deck-buff" id="synergy-perfect-deck-buff"></a>

When a player’s deck is comprised of cards of complete synergy, they receive an extra buff in Matches.

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# Upgrading Player Cards

*Note: Concepts contained in this whitepaper are subject to change.*

Player cards can be upgraded in different ways. Player "Proof of Play" – determined by the user's engagement in the game over time – drives the rewards that govern the card upgrade path.

The upgrade path ensures exponential variety and the power to create unique cards that enhance their value in the marketplace. The key to the system is retention.

Retention will equal the opportunity to increase card value through the rewards offered. New cards will almost always come in at a lower value than cards that users have upgraded.

#### **Upgrade dimensions:** <a href="#upgrade-dimensions" id="upgrade-dimensions"></a>

Upgradeability comes in 2 dimensions:

* **Leveling:** Players gain XP by playing with a card, this ensures a “proof of play“ or time component adding the value. Players can also put a card in training (stake it) to gain XP (future addition).
* **Combining:** Users can combine cards to gain “stars”; stars unlock new buff slots users can equip with passive and active skills and equipment.

### **Leveling** <a href="#leveling" id="leveling"></a>

Player cards gain XP when a user plays the card in a match. Users can also put a card in training (stake it) to gain XP.

* Leveling player cards adds bonuses to hard stats per level, increasing the recuperation rate for the soft stats.
* All new cards start on level 1.
* Every experience level requires progressively more XP.
* Cards collect XP by playing matches.

### **Combining** <a href="#combining" id="combining"></a>

Combining cards advances the card's Star Level leading to the unlocking of new buff slots.

* Combining cards increases the star level of the main card.
* Each card can have a row of up to 10 stars.
* The act of combining will burn one of the cards used in the combination process.
* Combining also unlocks higher max XP levels.

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# Rewards

*Note: Concepts contained in this whitepaper are subject to change.*

Rewards are any type of digital item or resource with value within the game. Rewards can be account bound or sellable and the magnitude of value is scaled based on the challenge being rewarded. The greater the challenge, the greater the rewards. Rewards are given to the users for:

* Winning a match.
* Fulfilling other reward conditions.

## **Reward Item Types** <a href="#reward-item-types" id="reward-item-types"></a>

There is a diverse set of rewards proposed that players can receive for their effort and time.&#x20;

The primary reward is GLX and XP, but additional rewards will be offered depending on the challenge.

While some reward items can be purchased, some items can only be obtained directly in the reward drops. Below are some of the proposed rewards (subject to change):

* **GLX:** GLX is the capped token of the GLS ecosystem. It is rewarded only for high-ranking matches and competitions.
* **Buffs** (components):
  * Skills.
  * Equipment.
* **Cosmetics**: Cosmetic items are only visual components with no in-game function or value. Cosmetics come in four different tiers.
* **Drinks:** Drinks provide different types of boosts in the game.&#x20;

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# Player Buffs

*Note: Concepts contained in this whitepaper are subject to change.*

Buffs are NFT blockchain-based components that can be added to player and coach cards.

* Buffs provide passive or active modifiers that improve the main card’s stats.
* Buffs cannot be used directly in the match and must be added to the player card before they become active.
* All buffs can be attached to the player cards and detached later to be used on other cards or sold in the marketplace.

### **Buff Types** <a href="#buff-types" id="buff-types"></a>

The following are the types of buffs offered in the game as cards and have specific activation constraints:

#### **Equipment:** <a href="#equipment" id="equipment"></a>

Equipment is **passive**, **durable**, and can be equipped or removed from the card. If equipment is removed, it is not lost; it will return to the user’s inventory as a card.

* All equipment operates similarly to passive skills.

#### **Skills:** <a href="#skills" id="skills"></a>

Skills come in both **active** and **passive** varieties and are consumable. Skills are employed by users inserting the skill into the appropriate slot on the card.

* Combining cards can upgrade the number of skill slots.
* A single-player card can be upgraded over time, increasing the number of slots and skill rarity allowed per level.
* Skill slots are buttons on the card (or a mechanism in the UI) that the user can activate the skill during a turn.
* When a skill is equipped, it is automatically locked from being sold independently.&#x20;

### **Buff Distribution** <a href="#buff-distribution" id="buff-distribution"></a>

Buffs can be acquired as rewards for winning matches and buying them on the marketplace or in the in-game shop with Credits or GLUSD.

The following are methods for obtaining buffs.

* Match rewards.
* League rewards.
* Special game modes.
* Sales bundles.
* Marketplace offerings.

### **Skill Staking** <a href="#skill-staking" id="skill-staking"></a>

When a user wishes to unequip a skill or piece of equipment on a player card:

* Users pay a fee in GLUSD to unequip.
* The game returns the skill to the user's inventory.


# Boost (Consumables)

*Note: Concepts contained in this whitepaper are subject to change.*

The game supports two types of boosters: one for pack openings, and the other is used during gameplay.

## Pack Boosters <a href="#pack-boosters" id="pack-boosters"></a>

Pack boosters improve the chance of certain pulls from the packs.

* **A Gold Booster:** This is called a Scout Pass in GLG and increases the possibility of pulling a gold foil card.

## Player Boosters <a href="#player-boosters" id="player-boosters"></a>

Player boosters can be used during matches to improve the condition of the players. (Please note that player boosters can only be applied before the match)

* **Energy drink:** Increases player’s Stamina.
* **Health drink:** Increases player’s Health.
* **Morale drink:** Increases player’s Morale.
* **Speed drink:** Increases player’s chance to be in the hand.

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Other types of boosters will be explored for future releases.


# Cosmetics

*Note: Concepts contained in this whitepaper are subject to change.*

Cosmetic NFTs will be available in-game as a reward and in the shop. The in-game cosmetics will be offered at various rarities (common through legendary) and alter the appearance of the player NFTs.

Some possible cosmetics could be:

* Aesthetic augmentations to cards, including borders, glows, glitter, and other visual effects.
* 3D elements or animations.
* Complete visual replacements for the card face.
* Sponsored/licensed art from renowned brands.
* Commissioned artwork from renowned artists.
* It can be limited or even unique NFTs.

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# Pack Tokenomics (2023 Season)

*Note: Concepts contained in this whitepaper are subject to change.*

Each pack will contain 5 player or coach cards.&#x20;

* Non-foil cards will drop at a rate of 95%
* Gold foil cards will drop at a rate of 5%.

As a new set will be released every year, there will be a modern and legacy format. In modern, the current set will be playable while in the wild every set will be playable. Older pack editions will receive an increasing bonus in wild for each year it is out of print.

The first year will have 8.5 million packs sold at a variable pricing structure (see below). It is important to note that by the end of 2022, users will be able to earn GLGT which will provide 50% off of packs going forward.

|                                                              | Packs (millions) | Price per pack | Price with GLGT |
| ------------------------------------------------------------ | ---------------- | -------------- | --------------- |
| Pre-Sale 1 (Oct 18th to mid January)                         | 0.5              | $5.00          |                 |
| Pre-Sale 2 (late January-March) Unsold packs will be burned) | 0.5              | $10.00         | $5.00           |
| General sale\* (starting with game release)                  | 5                | $10.00         | $5.00           |
| Extended sale (card packs burned by December 31st)           | 1                | $15.00         | $7.50           |
| Last chance (Card packs burned by December 31st)             | 1.5              | $25.00         | $12.50          |

### Presale incentives&#x20;

Presale pack purchasers will receive rewards for purchasing and staking their packs to reward early adopters of Genesis League Goals.

#### Presale 1 - Purchasable with HIVE and Paypal

* Access to pack staking pool of 15M GLX tokens to be given out starting in presale 1, distributed evenly daily until the end date of February 28, 2023 (or thereof).
* Closed Beta access with 100 packs purchased.
* Free license which is required to earn in-game for every 100 packs purchased.
* Title for every 500 packs purchased.
* Special promotional card for every 1,000 packs purchased.
* The top 10 purchasers in pre-sale 1 will get their likeness on a coach card and be part of the design process of their card.

#### Presale 2

* Closed Beta access with 100 packs purchased.
* Title for every 500 packs purchased.
* Special promotional card for every 1,000 packs purchased.

\*The Genesis League Sports marketing team is reserving 25,000 packs for marketing purposes


# Reward Pools

*Note: Concepts contained in this whitepaper are subject to change.*

The MLSPA P2E reward pool will consist of 100M GLX tokens that will be released over the course of 65 months.

| **Reward Pool**     | **GLX Tokens** | **Time**                   | **% of Total** |
| ------------------- | -------------- | -------------------------- | -------------- |
| Presale Pack Owners | 15,000,000     | Presale until game release | 15.00%         |
| Ranked Rewards      | 5,000,000      | Per Season (x5)            | 25.00%         |
| Ranked Staking      | 5,000,000      | Per Season (x5)            | 25.00%         |
| Tournament Rewards  | 2,500,000      | Per Season (x5)            | 12.50%         |
| Genesis League Cup  | 2,500,000      | Per Season (x5)            | 12.50%         |
| Undisclosed         | 10,000,000     | TBD                        | 10.00%         |

### Presale Pack Owners

During the presale, 15M GLX tokens will be rewarded to players who stake their MLSPA packs in the game. The 15M GLX tokens will be split equally between the two presale periods. These rewards will be distributed daily based on the number of packs purchased. For example, if someone purchases 1,000 packs and 100,000 have been purchased so far, 1% of GLX rewards going to that purchaser.&#x20;

### Ranked Rewards and Ranked Staking

Ranked match rewards will be split evenly between ranked rewards and ranked staking. This will reward good play by players and engagement in the GLS ecosystem. Ranked rewards are earned as players play the game, and ranked staking can be earned by staking GLX on yourself or other users.&#x20;

### Tournament Rewards

Tournaments will be released after the start of Genesis League Goals. Details will be provided closer to release.

### Genesis League Cup

Genesis League Cup will be released after the start of Genesis League Goals. Details will be provided closer to release.&#x20;


# Terminology

*Note: Concepts contained in this whitepaper are subject to change.*

Listed below are key terminologies used in this document:

**Club**: A group of decks owned by a single account.

**Coach**: A type of support card that offers buffs to the game.

**Combining**: The action of combining cards to create cards of greater value. Combining burns all cards used in the Combine – other than the main card.

**Competition**: A series of matches with a common leaderboard.

**Cosmetics (NFTs)**: Visual graphic NFTs that affect the vanity side of the card but do not affect gameplay.

**Equipment/Gear (NFTs)**: A passive skill type in a piece of equipment.

**Goalkeeper**: A goalkeeper is a special player-type card that can only be placed in the goal position. Each team must have one goalkeeper.

**Guild**: A group of players that play together against other guilds.

**League**: A type of competition with multiple matches between 20 teams.

**Match**: Match is a series of Turns of a soccer game leading to a final win/lose/tie condition.

**Pitch**: The pitch is the soccer field. It has standard positions in the 7 x 5 grid with two extra specialist positions for the goalkeepers. In Genesis League Goals, the pitch is comparable to a “battlefield” in an RPG trading card game. It has sections in which players fight to press toward each other’s goal and try to score.

**Player (NFTs)**: Player is a single card in the game, depicting a real MLSPA player.

**Positions**: Positions are slots on the field where players are positioned on the pitch. One position can hold one player from each team. Positions affect game modifiers depending on the expertise of players positioned on them.

**Skills (NFTs)**: These are passive and active modifier cards that affect gameplay.

**Slots**: Component locations on player cards that can accept new skills.

**Stats (non-NFT)**: Passive hard and soft attributes that serve as roll modifiers. Attack, defense, and special are hard stats but change with player level (equal boosts per level). Stamina, morale, and health are soft stats that dynamically go up and down over time.

**Team**: A group of cards prepared for playing the game. The starting 7 players that will be played in a Match. This also includes substitutes and a coach card.

**Turn**: A turn is a single hand dealt during a match where a player selects an action, modifiers are applied, and the results are computed to determine the outcome.


