Before entering the fabled Battle Arena, one must choose which of their Prophets they want to send into battle and how many TCP tokens they want to wager on their success.
Once a player has chosen which Prophet they will send into battle and what associated wager they will place, the matching engine searches for a suitably skilled player with the same wager desire.
The battle will commence once an opponent is found or challenged and accepted.
Each battle consists of a set number of trading candlesticks (initially 10) which also defines the time frame of the battle. For example, if the battle was played on 10-second candles, and there were 10 candles in total, the game would last for 100 seconds.
The core gameplay involves trading candlestick pattern recognition. Players must predict the outcome of each trading candlestick, will it close up (green) or down (red).
Basic candle stick pattern recognition
If the player thinks the candle will close up (green), then the player places their prediction using the green up arrow button.
If the player thinks the candle will close down (red), then the player places their prediction using the red down arrow button.
The Battle Arena uses a points system, which includes the factor of time to make it more challenging.
Each candle starts with a maximum of 100 points available, as the candles time reduces, the available points for that candle reduces concurrently.
If a player gets the prediction wrong, they lose the equivalent number of points based on the time they made their prediction.
Spells can be cast during battle to hinder the opponents' chances by reducing their visibility of the trading candlesticks or removing their ability to predict entirely for a set amount of time. There are many different spells available, each with different effects.
The winner of the battle is the player who scores the most points, this is not always the winner who predicts the most candles correctly. The winner will be shown on screen at the end of the battle and will need to release their winnings from the smart contract.
Although unlikely, it is possible to score the same amount of points as the opponent, if this happens, the wager is refunded minus the Kingdom fee.
After every battle, once the winner is announced, players will be offered the chance to rematch and battle again. Players can accept or decline. If the player accepts, a new battle with the same settings will start assuming that both players have enough TCP tokens. If either player declines or the timer to accept the rematch ends, the chance to rematch will be gone.
The following table demonstrates the peer to peer model and illustrates the potential winnings a player may receive depending on the wager size.
The Arena Battle modes will expand to allow players to form alliances and create group battles such as 2 versus 2, 3 versus 3 and 4 versus 4.