> For the complete documentation index, see [llms.txt](https://documentation.block-ops.fun/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://documentation.block-ops.fun/game-economy/play2earn.md).

# Play2Earn

The BlockOps economy is designed around a simple loop: more play creates more attention, more attention creates more trading activity, and trading activity funds the reward pool that brings players back.

## Flywheel Overview

```
Players join -> Players compete -> Token holders earn credits
      ^                                      |
      |                                      v
Rewards become claimable <- Trading fees fund daily pool
```

## Main Participants

| Participant            | Role                                                      |
| ---------------------- | --------------------------------------------------------- |
| Free players           | Increase activity, fill rooms, practice, compete casually |
| Token holders          | Compete for reward-eligible kills                         |
| Traders                | Create trading volume that may fund the daily pool        |
| Spectators / community | Share clips, watch leaderboards, follow daily prize pools |

## Why Free Players Matter

Free players do not receive SOL rewards, but they still strengthen the game.

They help by:

* Filling rooms.
* Creating better matchmaking.
* Generating gameplay clips.
* Testing maps and mechanics.
* Converting into future token holders.

## Why Token Holders Matter

Token holders are the reward-eligible competitive layer.

They help by:

* Creating recurring gameplay activity.
* Competing for the daily reward pool.
* Building identity around wallet-linked characters.
* Giving the token utility beyond speculation.

## Daily Reward Loop

1. Players join rooms and compete.
2. The server records valid real-player frags.
3. Eligible token holders accumulate credits.
4. The 24-hour window closes.
5. The system calculates total eligible kills.
6. Available SOL in the reward pool is distributed proportionally.
7. Players claim rewards.
8. Leaderboards and daily stats reset or roll forward.

## Leaderboards

Leaderboards make the reward loop visible.

Suggested leaderboard views:

| Leaderboard    | Description                                      |
| -------------- | ------------------------------------------------ |
| Daily frags    | Most eligible kills in the current reward window |
| Weekly frags   | Longer-term competitive tracking                 |
| Credits earned | In-game credits accumulated                      |
| SOL claimed    | Historical claimed rewards                       |
| Best session   | Strongest single game session                    |

Leaderboards should separate **bot kills** from **reward-eligible real-player kills**.

## Anti-Farming Design

Because rewards have value, the economy needs protection against farming.

Important protections:

* Server-side hit validation.
* Real-player-only reward kills.
* Bot kills excluded from rewards.
* Suspicious wallet and IP patterns flagged.
* Repeated kill trading detection.
* Abnormal session behavior detection.
* Claim delay before payout.

## What Makes The Flywheel Work

The flywheel works only if gameplay is fun first.

Rewards can attract attention, but players stay when:

* Movement feels good.
* Weapons feel consistent.
* Hit registration is fair.
* Maps are readable.
* Rewards are transparent.
* Cheating is controlled.

BlockOps should treat play-to-earn as an extension of a fun shooter, not a replacement for one.


---

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