Core Gameplay Loop
Upon entering Vinland, players will see a World Map with distinct regions. Each of these regions represents a different game mode for tokens to compete in. New game modes will be introduced in time, but the first regions of Vinland will differ based on these parameters:
The number of tokens that can compete against each other
The win condition (horizon liquidity)
The reward and punishments for the winning and losing tokens

A game begins when all of a region’s token slots are filled. Each contending token has its own section of the region, which is bought and sold on a bonding curve. The hexagonal grid of the region map is a visual representation of liquidity flowing through the game; as a token gets closer to horizon liquidity, villagers build houses, buildings, and other structures as they get closer to The Monolith (the visual representation of horizon liquidity). As it grows, the token’s civilization expands to tiles adjacent to the ones it already inhabits. When a token is sold, the tile’s building logic is reversed, and the tiles closest to reaching The Monolith are destroyed by fire and natural disaster.
To illustrate the core gameplay loop, let’s explore how a game would play out in an example region. 3 tokens can be deployed in the example region, and the win condition is $10,000 in buy-side liquidity/a market capitalization of $60,000. Once token 3 is deployed, the game begins: players buy and sell each of the tokens, structures are built and destroyed, and civilizations rise and fall.
All of the tokens are bought from Token 1’s bonding curve and its civilization reaches The Monolith. The game ends immediately – Token 1’s civilization is bathed in white light as it ascends in preparation to be deployed off of Vinland, and Token 1 and 2’s civilizations are annihilated by fire. This is where the penalty comes into play. Before the game ended, Token 2 reached $8,000 in buy-side liquidity and Token 3 reached $6,000. In the example region, the winning token absorbs 50% of the losing tokens’ liquidity before it’s deployed to Camelot. In the case of this particular game, Token 1 absorbs $4,000 of Token 2’s liquidity and $3,000 of Token 3’s before it graduates from Vinland with $17,000 in liquidity (minus a fee taken by the protocol).
The penalty levied on losing tokens varies between regions from 25%-100% of their liquidity. In addition to the greater potential for reward, players may also be awarded higher XP for playing Vinland’s hardcore regions. Because regions operate on the same base logic, the Vinland team can customize and add new regions based on demand and player feedback. Future regions may introduce new parameters, gameplay mechanics, and penalties/rewards. This example, however, represents the core gameplay loop of Vinland.
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