PK, minigames and casinos
Complements 13-pvp.md. The project's base rule stands: nobody loses an NFT item or worn equipment on death.
1. PK (killing other players without consent)
PK exists, because a world "where you can do anything" needs real crime. But crime has a cost, a trail and a response from other players. References: Ultima Online (unchecked chaos drove away new players and led to the separate world Trammel), Lineage 2 and Albion (karma and color-coded zones), EVE (security by system, crime is allowed but the police respond), Sword Art Online (orange cursor, killer players hunted down).
Where you can attack without consent
| Area | PK? | Response |
|---|---|---|
| Cities and villages, paradises (rest area) | No. The blow doesn't land. | — |
| Starting regions (launch block and neighbors) | No, only duel or PvP flag | — |
| Roads and mid regions | Yes | Guards patrol the roads, karma drops a lot |
| Distant regions, open sea, the Profundezas (Depths) | Yes | Karma drops, no guards |
| Contested zones | Yes, no karma (that's what they're for) | — |
Karma and cursor
- Colored cursor over the player: white (normal), yellow (attacked someone, for a few minutes), red (PK: killed someone who wasn't fighting back).
- Legitimate defense doesn't taint: someone who is attacked and fights back stays white.
- Being red has a cost:
- guards attack; cities close the gate (you can only enter in disguise, with an alchemy potion that lasts a short time);
- NPC shops charge more or won't sell; ferry and airship refuse;
- on dying red, you lose more cargo and gold and may drop unworn, non-NFT items from the backpack;
- name appears on the cities' wanted board.
- Clearing your name (the requested "remove PK"):
- Time played out of combat (karma rises on its own, slowly, only with the player online and active);
- Redemption work: tasks for the temple, services for the village that suffered;
- Temple fine, paid in gold (not in token, so it doesn't become "paying to kill");
- Prison: surrender to the guards and serve a short sentence in a labor minigame (breaking stone, washing dishes at the barracks).
- There is no shop item or NFT that clears karma.
Bounty hunters
- Any player can place a bounty (in gold) on the head of a PK on the wanted board.
- Whoever kills the PK receives the bounty; the system prevents colluding with the PK themselves (same account, same clan, repeated same IP, minimum interval).
- Only someone with red karma gets on the board. Each target has a cap on accumulated bounty and an expiration period, against harassment by mass bounties.
- Anti-boosting also on PvP drops: the same block applies to the cargo and gold that drop on death (same account, clan or IP, same pair with repeated deaths), and there is a daily cap on value received from kills (see
13). - Clans can be orders of justice (militias) with a contract with a city, or thieves' guilds with a hideout in the Profundezas and at sea.
Protections against abuse
- Beginner protection (first hours) and, to attack outside contested zones, a limit by equipment power and account age (level scaling is PvE only, see
20§2.4). - Record of the first damage and the trigger of each fight: whoever started it defines who is the attacker, so that baiting (getting the target to attack first) doesn't earn "legitimate defense".
- Repetition against the same victim weighs much more (anti-stalking).
- Nobody loses quest progress or their house to PK.
- Server record of every death for reporting.
- Bots and multi-accounts cannot "manufacture" karma (killing your own secondary account doesn't count, bounty doesn't pay).
2. Minigames
Principle: minigames are part of the world, played with your hands in first person (good for VR), and each one has a reason to exist in the economy or social life.
Profession (quality comes from skill, see 09):
- Forging to the rhythm of the hammer; alchemy by proportion and fire (see
22); fishing with line and fighting the fish; cooking (timing and seasoning); shipwrighting; gem cutting; sewing; milking, shearing and taming mounts.
Tavern and street (social, between players):
- The world's own cards (a collectible card game with cards found in the world, like Witcher's Gwent), dice, chess and checkers, darts, arm wrestling, chest puzzles, drinking game (visual effect).
Festival and world:
- Mount and boat races; tournament fishing; treasure hunt with a map made by another player; harvesting; dance and music (playable instruments: the player plays the notes, can play in a group).
- Exhibition combat arena; horseback jousting; airship race at the Celéstia festivals.
Rewards: gold, reputation, titles, in-game cosmetics (not NFT), rare recipes and cards. Nothing that gives a big combat advantage.
No betting: players don't bet gold, items or token on minigames (dice, cards, races, tournament fishing). Tournaments with token entry only after the legal opinion (skill vs. chance, see 16).
3. Casinos — ON HOLD
Owner's decision (10/26/2026): casinos are on hold. Nothing in this section goes into the plan, the launch or the whitepaper until a new decision. The text below stays only as a record of the analysis.
The player asked for casinos in some regulated regions. This is the project's highest legal-risk point, because the game has a token and NFTs with market value:
- In Brazil, Law 14.790/2023 regulated online betting and casino with a federal license. According to October 2026 news, Provisional Measure No. 1,394, of 09/25/2026, banned online betting and casinos in the country. (Check with a lawyer: a provisional measure lapses if not voted on; the situation may change.)
- In the US and the EU, gambling = bet + chance + prize with value. If the chip or the prize can become money, directly or indirectly, it is a real casino and requires a license. Example: the lawsuit against Big Fish Games (Washington) over a "social" casino ended in a US$155 million settlement.
- If in-game gold can be exchanged for token between players, gold has market value, and betting gold would already be betting with a prize of value.
Proposed design (casino with no exit value):
- The casino works only with chips. Chips are bought with gold, up to a daily limit.
- Chips never turn back into gold, token, NFT or any tradable item. Chips and prizes are bound to the account: they can't be sold, traded or given away.
- Prizes: titles, casino clothes and furniture bound to the account, emotes, music, entry to tournaments. Nothing with value outside the casino.
- The gold spent on chips leaves the economy (gold sink).
- Forbidden: betting token or NFT; prize box paid with money (loot box); bets between players with gold or tradable items (bets between players only with chips).
- Skill tournaments (cards, chess, racing) can give a prize of value, as a skill game, but they also go through the legal opinion.
- Regulated regions in the game: there are casinos in Porto Sal (Salt Port) (dock casino), Miragem (Mirage) (oasis palace) and Celéstia (sky hall). Each has city rules, guards, and no fighting inside.
- Protection: minimum age 18+ to enter the casino (verified account) and a limit on time and chips per day; self-exclusion button; the casino can be turned off per country if local law forbids it.
- All of this requires a legal opinion before opening (already a prerequisite for the token, see
16).
4. In summary for the other documents
13-pvp.md: the karma, cursor and bounty rules here apply to all PvP outside arenas and contested zones.- Casinos on hold: nothing goes into
08,14or16.