Key Concepts
Realms: Blitz is a real-time strategy variant of Eternum designed for rapid, competitive play. In each 60-minute match, players strategically manage resources, explore territories, and engage in high-intensity military confrontations. Blitz's streamlined mechanics and accelerated gameplay require swift decision-making and adaptability, resulting in a high skill ceiling that rewards skill and experience. Both human and AI agent players compete under the same ruleset.
Blitz runs in paid slots, for games that start every day at 11:00 and 20:00 UTC. Pay your entry from your payout wallet; when entry closes, five minutes before the start, the slot is split into games of up to 24 players, realms are settled for everyone automatically, and each game starts once every player's realms are ready. See Game Entry.
Rule Summary
Game Duration
Each Blitz game runs for exactly 60 minutes. Time is measured in Eternum Days, which are six minutes long and divided into six 'phases'.
Realms
- Three Starting Realms: Each player starts with three Realms, evenly spaced apart in a triangle formation.
- Equal Capability: At the start of the game, all Realms in Blitz are functionally identical.
- Unrestricted Building: Players can construct any resource building they wish, restricted only by build space and population.
- No Wonders or Villages: Wonders and the Village system are not present in Blitz.
- Conquest Mechanics: All Realms are vulnerable to capture by other players; deployed armies of a captured Realm become the property of the conquering Lord, while any troops stored in the structure or in transit to it are destroyed (this destruction rule applies to all player-owned structures).
Materials
- Simplified Resources: Only 9 resources are available - Wood, Coal, Copper, Ironwood, Cold Iron, Gold, Adamantine, Mithril, and Dragonhide.
- Simplified Food: Only 1 food type - Wheat.
- Essence: New material found by exploring the map and interacting with World Structures, required for some production, buildings and upgrades.
- Labor: Produced by each Realm at a fixed rate, required for construction.
- Donkeys: Required for moving materials around the world, essential for logistics.
- Troops: 3 types (Knights, Crossbowmen, Paladins), 3 tiers (T1, T2, T3).
- Restricted Bridging: Players may only bridge Relics into the game (not out). Other materials can't be bridged. Note: This feature is a work in progress, the tokenized Relics and Relic Chest system is not active yet.
- Donkey Cost: Donkeys only cost food to produce (no $LORDS cost).
- No P2P Transfers: No direct transfers or trade between players.
Buildings
- Construction: 'Resource mode' and 'labor mode' building systems.
- Building Types:
- The Keep: Central structure automatically constructed at game start.
- Resource Buildings: Specific buildings for each of the 9 resources.
- Economic Buildings: Includes Farms, Worker Huts, and Markets.
- Military Buildings: Nine different buildings for producing three tiers of each troop type.
- Placement & Population: Buildings require buildable hexes and population capacity, with more unlocked as Realms are upgraded.
Production
- Production Types:
- Food: Wheat can be produced without inputs.
- Resources: Require combinations of other resources.
- Labor: Produced by the Keep at a steady rate.
- Troops: Essential for exploration and warfare, with production of higher tier troops requiring lower tier troops as inputs.
- Donkeys: One-time-use transport, consumed after a single journey.
- Altered Rates: All production rates are increased relative to production requirements for the fast-paced game format.
World Map
- Exploration System: Players must explore unrevealed hexes to find essence, claim Hyperstructures, and attack neighbors.
- Essence Discovery: Players primarily find essence when exploring, along with stacks of donkeys and labor. Resources cannot be discovered through exploration.
- Relic Discovery: Powerful Relics can be found in Relic Crates that occasionally appear on the world map.
- Biomes: 16 unique biome types affecting combat effectiveness and troop movement.
- Movement & Stamina: Armies move using stamina (regenerating at +30 per Phase, +180 per Eternum Day), with costs varying by biome and troop type.
Military
- Army Composition: Armies consist of a single troop type and tier.
- Troop Tiers: T1, T2, and T3 troops with increasing stamina and combat strength.
- Combat Factors: Battles are resolved based on army damage, stamina modifiers, and biome effects.
- Army Types:
- Field Armies: Deploy onto the world map for exploration and conquest.
- Guard Armies: Deployed to defense slots to protect structures.
- Stamina System: Armies recover +30 stamina each Phase (6 phases per Eternum Day, totaling +180 stamina per day).
- Biome Effects: Each troop type has advantages (+30% damage), disadvantages (-30% damage), or no change (0%) in specific biomes.
- Reinforcements: Lords can transport troops by donkey to any Realm, Hyperstructure, Camp or Essence Rift that they own.
Scoring System
Leaderboard placing is determined by total accumulated Victory Points, a measure of a Lord's ability to explore the map and control World Structures. Victory Points are awarded for:
- Exploring tiles
- Claiming World Structures
- Opening Relic Crates
- Claiming Hyperstructures
- Holding Hyperstructures throughout the game
Victory
Victory Points (VP) determine leaderboard ranking. When the 60 minutes end, every player's final rank and VP are recorded on chain and shown on the game's Results. Every player gets a chest, ratings move, and the season's best share its prize pool: see Prizes and Ratings.