# 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.


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