# Strike

### Game Design

The design traces back to the ancient Chinese hand game *shoushiling* (the ancestor of rock–paper–scissors), but extends it with asymmetric payoffs, gear, and transparent logs. The Nash equilibrium remains intact - no dominant strategy exists, but depth emerges through equipment stats, durability mechanics, and psychological pattern reading.

### Core Mechanics

**Simultaneous choice combat:** Readable, mind-game combat. Players select attack and defense zones each round.&#x20;

**Soul NFT activation:** Each Soul NFT enables one raid per day. Players can own multiple Souls for multiple daily raids. This caps total activity and creates natural scarcity.

**Gear durability:** All equipment degrades during PvE raids. Repairs are mandatory to continue playing - the primary economic sink.

### Game Modes

**PvE Raids (4 players):**

* Daily limit: n raids (scales with active base)
* Access: 50% earned via Find2Earn, 50% purchasable&#x20;
* Mob encounters (66%): One NFT drop (25% chance per player)
* Boss encounters (33%): Damage-based payouts, higher NFT drop rate

**PvP Duels:**

* Optional entry fees create prize pools
* No durability loss (encourages practice)
* Ranked ladder with seasonal rewards

**Tournaments:**

* Scheduled brackets with fixed entry costs
* Prize distribution: 50% winner, 30% top 4, 20% top 8


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