The game is divided into territories. Each territory is 32 x 32 tiles. The territory gets captured when all its tiles are put on the field. Upon capturing, the winner starts farming a corresponding mineral, one of four, Pylonius (P), Ingolius (I), Lamberius (L), Etherius (E). To start getting a mineral, follow these 4 steps.

01
#### Farm Tiles

Once you buy even 1 PILE token (TIP3.1), you automatically start farming tiles. The more you buy, the more you get, but the maximum is 1024 tiles, you cannot have more than this. Additinally, there are some formula nuances to prevent whales from capturing significantly more tiles than normal users.

02
#### Get Colored Tiles

During the farming, you know only the number of tiles, not their color. Once you enter a game round, you claim the actual colored tiles. These colors are distributed almost equally, so, when claiming, you get the equal quantities of white, light-grey, dark-grey, and black tiles, but fluctuations are possible.

03
#### Complete Image

You can put any number of claimed tiles up to 50 to complete the image.

04
#### Get Mineral

**Important:**If you have the first place, it does not mean that you automatically get the reward.- The winner of a game is identified by the
*WIN*icon in standings. - The winner is selected between top-3 players by probability comparing the collected number of points per each player to the total of points gained by these three.

**Prize Distribution Formula**

The winner is selected between top-3 players by probability.

Example:

Player 1 has 800 points,

Player 2 has 100 points,

Player 3 has 100 points,

Player 4 has 24 points.

The probability of Player 1 to win is 800 / (800 + 100 + 100) = 80%.

The probability of Player 2 to win is 100 / (800 + 100 + 100) = 10%.

The probability of Player 3 to win is 100 / (800 + 100 + 100) = 10%.

So, all the three players have chances to win but these chances are governed by the number of tiles they put.

**Why should not we simply give the prize to the first place?**

By this distribution we tried to solve the following challenges:

**51% issue**: If the first player puts 51% of the tiles, this would guarantee their win no matter what. What would be the motivation for other players to complete the image?**General motivation**: If players 2 and 3 see that the gap between them and the first place is too big, why should they proceed to play?**Whale fight**: A whale can farm x2-x3 more tiles, how would we balance this to give chances to less wealthy players?**Bots fight**: Writing a bot to get the first place is easier to writing 3 bots to take 3 subsequent places. Even if there are 2 bot owners who wrote this "3 bots system", they would experience hard time of fighting with each other since the probability to get 1, 2, and 3 positions out of 6 with an even play is 3!/6! = 1/120

Every player with a positive PILE token balance receives tiles according to the formula:

Ƒ(time, balance) =

⌊

time × (100 + 6 × log_{10}(balance)) × log_{2}(1 + balance)

100 × 8 × farmingSpeed

⌋

× 19 × log_{2}(1 + time⁄900)

Ƒ_{max}(time, balance) = 1024

Formula design considerations:

- Ensure fair tile distribution between players who have small and big balances of PILE, for example, 100 PILE and 100 000 PILE, thus protecting against whale attacks. In the first case, the player will have the x6 multiplier, and in the second case x16. Thus, x100 difference in balances will result in the x2.7 difference in farming speed.
- Do not give huge preferences to people who claim too seldom or frequent.
- The max requirement also protects from accumulating huge amounts of tiles through constant claims, thus it is not possible to get more than 1024.

A player can participate in a round by converting the claimed tiles into the *colored* tiles which they use to complete images. These colored tiles can be used only in the exact game where they were minted. Since every round requires different colors to complete an image, the app distributes 80% of tiles equally between 5 colors. The rest 20% are distributed randomly securing the luck factor and giving more potential to different strategies. For example, a player has farmed 1000 tiles and wants to convert them. They receive 160 white, 160 light-grey, 160 semi-grey, 160 dark-grey, and 160 black tiles (160 x 5 = 800). The rest 200 will be randomly distributed between colors.

Here are the factors which will make the economy deflationary:

- Each player spends 0.5 Ever each put. We will use this inflow to buy back PILE tokens from the market.
- A variety of player boosters and weapons will be available soon, the tokens collected from selling these items will buy back PILE tokens from the market.

Composing images from tiles has become popular, for example, Lego successfully released its multi-color constructors Lego Art in collaboration with Marvel, Star Wars and others. The Russian startup __Mozabrick__ reports $3 mln YtY revenue.

The game can be scaled or pivoted to multiple directions depending on the community and trends. It can become a community of people who collect trendy mems and earn money unleashing the NFT opportunities, or an area for clan battles where teams compete with each other, it can have speed competitions, tournaments, missions. The color palette can be re-defined, extended, it can include *special-action* tiles, and the tiles themselves may not get together with each other that peacefully as they currently do.

Since each game consists of 2024 pieces, the blockchain needs to be ready to put the tiles even one-by-one, without any delays and double puts though providing relatively cheap gas prices and fast turnarounds.