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Convival Royale Gameplay

Convival Royale is one of the first Tower Defence Web 3.0 Play-To-Earn (P2E) games of its kind globally. It will feature Clash Royale inspired multiplayer gameplay with key Web 3.0 adoptions like NFT and Metaverse elements set in a sci-fi world where robots of different types are being used for sport & allied activities. Players use robots in clash royale inspired tournaments to earn reputation and glory. The game combines elements from collectible card games, tower defense and multiplayer online battle arena.
Enter the Arena! Build your Battle Deck and outsmart the enemy in fast real-time battles. Its a real-time multiplayer battle game starring your favourite Robo Sci-Fi characters and more. Start battling against players from around the world!

Gameplay Area:

  • The game follows the rules of Clash royale style tower rush game.
  • The gameplay pitches the player against another player
  • Each side will possess 3 towers. The middle tower is the most important tower and is referred to as the ‘Master tower.
  • The 2 other towers are called the ‘Lieutenant towers.
  • 1 Master tower will be on the back
  • 2 Lieutenant towers will be in the front
  • Gameplay occurs on a ground divided horizontally by river or gap.
  • The 2 sides are connected by 2 bridges leading to the two lieutenant towers.
Gameplay area will be as shown in the image above(Reference only image)

How to win the game

  • Get more Robo-cores than the opponent to win the game
  • For each player there will be 3 towers available in the game.
  • For each player there will be 3 towers available in the game.
    • 2 Lieutenant towers
    • 1 master tower
  • Players will get 1 robo-core to destroy 1 lieutenant tower
  • If the player destroys the master tower, then it will be an instant win for the player and he will earn 3 robo-core for it.
  • The game will be for 3 minutes, at the end of 3 minutes, the player with higher number of robo-core will win the game.
    • After 2 minutes, the energy regeneration rate will be doubled for 1 extra minute.
  • If both the players will be having the same number of robo-core at the end of 3 minutes, then 2 extra minutes will be extended for the game and it will be an overtime (Sudden death: the player to destroy the tower first will be the winner)
    • During overtime energy regeneration will be tripled
  • If still both players are having the same number of robo-cores, then a tie breaker scenario will be activated.
  • Tie Breaker Scenario
    • In this scenario, health of the minars which are standing will start decreasing gradually
    • 100 health per second will be decreased
    • Red blink can be seen on the minar when the minar's health is decreased
    • Meanwhile, players will also be able to deploy units and try to destroy opponent’s minar
    • Energy regeneration will be 3X during tie breaker
    • A player to destroy opponent’s tower during this extra time will be the winner.
    • Even if the opponent’s tower is destroyed through decreasing health, then also the player will be considered as a winner.
  • For winning the game, players will earn
    • Chests
    • In game tokens (coins)
  • If a player loses the game, he will lose
    • In game tokens (coins)( Tokens will be burned)

Troop Deployments:

  • Players use troops in order to destroy enemy towers by deploying them.
  • Players must select 8 character cards from their collection and add them to the playable card deck.
  • During gameplay, Players deploy troops from their card deck by dragging the card onto the gameplay screen.
    • 4 random cards from the player's deck are placed on the gameplay screen.
    • Players will be able to deploy the troops from the 4 character cards available on the screen
    • An upcoming card will also be displayed beside the 4 cards on the hand
    • Once the card is deployed from the hand, an upcoming card will come to the hand and ready to be deployed
    • Deploying the troops cost a renewable resource constantly refilling in a bar.
    • Each troop will cost a certain amount of the renewable resource.
  • The deployed characters will go to the enemy tower closest to their spawn location, and attack them.
  • If there are any troops deployed by the enemy, the troops will engage in combat with them.
  • What each troop prioritizes when deployed, depends on their character type.
    • Some will prioritize enemy troops when they appear near them
    • Some troops will ignore enemy troops and only focus on hitting the nearest tower.
    • All the information about the troop’s behaviour and stats will be mentioned in the metric sheet
  • At the start of a match, troops can be deployed only on the player's side of the map only. Border of the spawn area ends at the division.
  • Once a tower on the enemy side is destroyed, the spawn area around that tower is unlocked allowing players to spawn troops closer to enemy forts.
(Reference Image Only)
  • Enemy players will also be able to spawn troops inside your territory if your towers are destroyed.
  • The types of troops available are
    • Melee (Boxing bot, Ramming drone, etc)
    • Ranged (Gun equipped bot, Missile equipped bot, etc)
    • Master tower attacks (Artillery strike, etc)
  • The types of Troop behavior are:
    • Only Prioritize the nearest tower.
    • Prioritize the enemies in the range
      • If not enemies are there in the range, then the troops will prioritize attacking the tower
  • All troops use 2 movement types
    • Ground troops:
      • These type of troops will walk on the ground
      • These troops will use the bridges to go to the nearest enemy tower or to the enemy side
    • Flying troops:
      • These troops travel above the ground level, in the air
      • These troops don't need to use the bridges to go to the opponent’s area, instead they can go over the gap from where they are deployed

Renewable resource (Energy) system:

  • Deploying the cards to the arena will require energy.
  • Players can only have maximum 10 energy
  • Energy will be displayed at the bottom of the screen on the gameplay screen with number and a bar
  • Players will start the game with 5 energy, and the energy will increase gradually throughout the game
    • Normal energy: 1 energy every 2.8 seconds
    • Double energy: After 2 minutes of the game, the energy regeneration rate will be doubled (2 energy every 2.8 seconds)
    • Triple energy (during overtime): 3 energy every 2.8 seconds
    • NOTE: Current active rate of energy regeneration will be displayed on the top-right of the gameplay screen.
  • Players will not be able to deploy particular card, when the current energy is less than required energy to deploy the card
  • Energy required to deploy the card will be displayed on each card as well.
  • NOTE: Above numbers for energy system can be changed later for game balancing

Time locked treasure chest:

  • Players can obtain below mentioned things from the chest
    • Character cards
    • Upgrade cards
    • Coins.
    • All the details on the chances of getting them will be mentioned in the metric sheet
  • Player can get chest by
    • Winning the battles
    • Purchasing from the marketplace
      • NOTE: Chest purchased from the market place will be instantly unlocked
    • Chest slots
      • When a player earns a chest it will go to the chest slot, and player will need to unlock it to obtain rewards from the chest
      • 4 chest slot will be available in the main menu of the game
      • Once all the slots are full, players will not get more chest by winning the battle
      • If player tries to play the battle, then they will get warning popup when all the slots are full
        • Warning Pop up message: You cannot obtain any more chest for winning the battle, you wish to continue?
      • Slots will be available when the chest is unlocked and the rewards are obtained from it.
    • Unlocking chest
      • Unlock time of the chest will be different for all the type of chest
      • Only 1 chest can be unlocked at a time
        • Players will have to select the chest to unlock from the slot
        • Once the chest is unlocked, the player can obtain rewards from it and can start unlocking next chest
        • The timer period can be skipped by spending coins.
          • Coins required to skip X amount of time will be mentioned in the metric sheet
    • Chest according to the arenas
      • Each arena will have various drops rates for the chest
      • Players can get the chest of the arena in which player is currently playing
        • For example, if the player is in arena 3 then he will get chest of arena 3
      • Chest earnt from low tier arenas have shorter time windows to open the chest and collect the rewards
      • Whereas chests earnt from higher tier arenas take longer time to open the chest and collect the reward.
      • The time for opening the chest will be mentioned in the metric sheet
    • Chest animations
      • Chest opening animation
      • Card revealing animations
    • Type of chests

Character Cards:

Gameplay
  • All player troops and characters are represented as cards both in gameplay and in menus. When deployed, their avatar will spawn in the gameplay space and perform their function.
  • All players will be able to slot in 8 such cards in their personal deck.
  • In the start of the gameplay, 4 of these cards are chosen and cycled through as each card is deployed.
  • Once a card has been deployed, they are not discarded, They are slotted back into the players personal deck.
    • Eventually the deployed card can be deployed again.
  • Each card costs a certain amount of renewable energy resource.
    • Cards when there isn’t enough energy are grayed out and cannot be clicked and dragged on to the gameplay screen
    • When there is enough energy to deploy a card, The graying out disappears and the cards are now clickable and can be dragged to the gameplay screen for deploying.
  • The energy bar gradually fills up at a constant pace until the bar is full.
  • As users upgrade and acquire new cards, they can make changes to their personal deck to their heart's content.
  • Each of the character cards in the player's possession is considered an NFT.
  • There will be a total of 15 character cards.
  • All cards are sorted into rarity as follows
    • Common
    • Rare
    • Epic
    • Legendary
    • Ultra
    • Mythic
  • Cards of higher rarity are rewarded for winning matches at higher tier arenas.
  • Once a character card is earnt, all subsequent cards earnt of the same character become upgrade cards

Upgrade Cards

  • Upgrade cards are Consumable NFT cards that are earnt through gameplay and can be bought on the marketplace.
  • Note:
    • The first time a new card is earnt, it will be a character card.
    • All subsequent drops of that card will be upgrade cards.
  • All character cards can be upgraded a total of 13 times.
  • Each Character card NFT’s can be leveled up to increase their stats and gameplay performance.
  • Each upgrade requires coins and upgrade cards relevant to the card being upgraded.
  • For example;
    • Robot 1 can be upgraded for 20 coins and 4 ‘Robot 1 Upgrade Cards’ at level 1.
    • After each level up the coin cost and upgrade card cost also increases.
    • At level 12 → 13; Robot 1 would require 1500 coins and 40 ‘Robot 1 Upgrade Cards’.
    • Each character upgrade increases the amount of upgrade cards and coins required and that will be mentioned in the metric sheet
    • This increases the difficulty curve of leveling up cards.
  • Each of the upgrade cards will have a different rate of dropping based on the character cards' rarity and tier.
  • Since players will want several instances of Upgrade cards, it will require them to farm for them through gameplay or buy them on the market.

Player progression

  • Player progression is determined by their character level.
  • The player's character level is determined by the cards in their possession,their rarity and their level.
  • As the player level increases, they will have access to new arena tiers.
  • At what level, the player will reach to the respective arena, will be mentioned in the metric sheet
  • The benefit of playing in higher tiers of arenas is increased difficulty, progression and unlocking new rarity cards.

Arenas

  • Players can play in various arenas
  • Players can see the details for various arenas by tapping on arena on the main menu
  • Arenas are the unique battle ground that are unlocked as the player level is increased
  • Arena in which the player is playing will be based on player’s level
  • Players will be able to unlock new cards as they climb up the arena
  • Chests obtained from the higher arena will have a greater number of cards and coins
  • 4 arena tiers available for phase 1.
    • Arenas are essentially gameplay maps with different aesthetics but will give better rewards as we climb up
    • Each arena will be unique (Aesthetically)
    • Player will start with Arena 1, and as they level up, they will be placed in higher arenas.
    • Level range and card unlocks for the particular arena will be mentioned in the metric sheet

Matchmaking

  • Players in the same arena will be matched with each other
  • For example, if the player from arena 1 is searching for the game, then he will only be matched against the other player from arena 1