Three steps to war
333 worlds on Robinhood Chain. Each one is founded by a player, lives on-chain for good, and fights another world every week.
Get GUILD
GUILD is the fuel of the game. You burn it to found a world and to make worlds stronger.
Get GUILDFound a world
Pick one of four classes and burn its price in GUILD. A moment later your world is born: its own name, sky and art, written on-chain. You hold its deed, and with it the world's weekly payouts.
Found a worldFight every week
Every week each world is paired with the one closest to it in power. The stronger one wins and takes half of the other's pot. Boost your world to climb.
See this week's warsFour classes
There are 333 worlds in all, and no more will ever be made. Rarer classes cost more, can roll rarer looks, and are shielded longer before their first war.
| Class | Worlds | Price | Shield |
|---|
Founding
Founding burns the class price in GUILD for good. Your wallet asks twice: once to allow the GUILD, once to found. One block later the world ignites: its name and nature are drawn from the chain at that moment, so nobody, including us, can pick them.
Every world gets its own token and trading pool, paired with GUILD. Its liquidity is locked forever.
World tokens
Each world's token trades against GUILD in its own Uniswap pool on Robinhood Chain. Find it on the world's card on the map or your Command page, under Trade its token.
Trading a world's token is what fills its weekly pot: see Pots below.
Shields
A new world can't be attacked during the week it is founded, plus its class's shield. While shielded it still earns from trading; it just doesn't fight.
The weekly war
When a week ends, every unshielded world is ranked by power, strongest first, and paired in order: 1st against 2nd, 3rd against 4th, and so on. In each pair the stronger world wins. With an odd number of worlds, the last one sits the week out.
The winner takes half of the loser's pot for that week. Wins and losses are recorded on the world, and its art shows them.
Power and boosts
A world starts with power equal to its class price: 100,000 for an Outpost, up to 1,000,000 for an Empire. Trading does not add power; only boosts do.
Boosting burns GUILD and adds the same amount of power to a world. Anyone can boost any world. 90% of a boost is burned and 10% goes to the treasury.
Power fades 10% every week, so a world that isn't fed slowly falls down the ranking. Boosts pause for a moment at the start of each week while the last war is settled.
Pots
Every trade of a world's token pays a 1% pool fee. The GUILD side of those fees fills that world's pot for the week: 90% to the pot, 10% to the treasury. Fees paid in the world's own token are burned.
After the war
Each world's final pot is split in two. Half goes to whoever holds the world's deed. The other half buys the world's own token from its pool and burns it.
Questions
What do I need to start?
A wallet on Robinhood Chain, GUILD for the class you want, and a little ETH for gas.
Can I choose what my world looks like?
No. Its name, biome, sky, moons and rings come from the chain at the moment it ignites. Rarer classes have better odds of rare looks.
Is the GUILD I spend on founding refunded?
No. The price is burned for good. That is what brings the world into being.
What is the deed?
An NFT for the world. Whoever holds the deed receives that world's weekly payouts. If you sell or transfer the deed, the payouts go to the new holder.
Can I boost someone else's world?
Yes. Anyone can boost any world: to help an ally, or to change who meets whom in the ranking.
When does a week end?
The Command page shows a live countdown. When it reaches zero the keeper settles the war, then pays founders and runs the buybacks.
Where can I see everything?
The map shows every world and this week's wars with fleets in flight. The Command page shows the countdown, the wars, the leaderboard and your own worlds.
Is this financial advice or a way to earn?
No. GuildFi is a game. Prices move, tokens can lose value, and nothing here promises a return. Only spend what you are comfortable losing.