Don't you think there are few projects of same concept like CGC before this one? A platform where its multiple player card games had been done before namely breakout coin. how do you differentiate CGC from them?
Good question!
Main difference is the economic/collection aspect of the platform. But there are also some "gaming" ones.
- A limited number of boosters available for each edition, with integrated halving, a +10% inflation each round should help cards increasing value with the time
- Our editions release timelines should grant fun for years (and help card market movements) for both recent and vintage players
- An integrated bet system should attract "gamblers"/players/game pros..
- Players may host their own tables instances, for fun (and in future, profit)
- Different Game Formats available inside a single game: "sealed" and the complex "draft" one (with cards temporary saved in a "sidechain") as example
- Platform is modular, if tomorrow a collectible card game become a planetary success we may easily add it.
- Our platform has a very user friendly live p2p card market, no fees!
- A digital currency to backup in-game tokens (used for in-game instant transactions)
- We can add Poker anytime to the environment (Poker + bet system + anonymous digital currency = money)
- Multiple games could be available at once, no need to look for a website for every card game you'd like to play, same currency for every game..
- We are going to migrate our DB on a counterparty system so people can have full control over the cards he bought/won
Nothing like that actually exists
Give a look at the whitepaper on our website to see available/planned features.
CGC Assets Scarcity and market effects
Each edition will be limited in number. CGC Server regularly checks all boosters. If it find an out of stock product, then it will add a shipment of product with halved availability (compared to the previous stock) and price increased by 10%. This slightly rewards “early investors”, and later it will reward “early buyers” of each edition. Live market cards prices should benefit from 10% exponential booster price inflation. Inflation won’t be excessive since 2/4 of each edition cards will be minted at starting price, another 1/4 with just a 10% increase. Once an edition is sold out no more cards of a specific edition can be minted. Cards live market will benefit from both fixed scarcity and expected increasing players base.
Simple hypotethical numbers example:
Only 1024 hypotethical boosters of edition X will be available. First batch will be 512 boosters for sale at 10 $ . Once they’re sold out next batch will be 256 boosters for sale at 11 $, then 128 at 12.10 $, then 64 at 13.31 $, then 32 at 14.64 $, then 16 at 16.10 $, then 8 at 17.71 $, then 4 at 19.48 $, then 2 at 21.43 $ and eventually last one at 23.57 $. No more cards of that edition will be minted. For those wondering average edition X sale price would be about 11.10 $ , at least 5675 CGC (50% of total) will be kept on a public address and used for community rewards. Remaining funds will be used for server hosting, mainteinance and upgrades.
CGC MTG Boosters composition and market effects
We kept booster composition as historically accurate as possible:
Classic edition booster packs contain 15 cards: 11 commons, 3 uncommons, 1 rare. “Antiquities”, “Arabian Nights”, “The Dark” will be cheaper and contain 8 cards.
Beta Edition (295 cards: 74 commons, 95 uncommons, 116 rares) required a special scrypt to be historically accurate since, due to the printing process, it is possible to get land cards in a rare (Islands, 4 of them were on the rare print sheet), uncommon, or common card slot. The chance is approximately 3.31% for an island in rares, 21.5% for a land in uncommons and 38.02% for a land in commons. This is because they put lands on all three printed sheets.
Live market prices of Power Nine (MTG Beta strongest rare cards) will benefit a lot from this scarcity. Given 1024 hypothetical Beta Boosters for sale only 9 of each Power Nine cards will statistically be minted. 5 copies of each P9 card will be put for sale on our website shop as soon as server has passed a few test days. They will be sold for Bitcoins only, on “first come first served” basis, and will NEVER be re-stocked. They will be sold 1 by 1, manually added to the shop at random time intervals, to avoid concentration and market manipulations. Sales will be announced on CGC Website, CGC Social Media and Bitcointalk.
20% of funds collected with these sales will be used to purchase CGC back from exchanges during the next month. These purchased CGC will be kept on a public address and used to fund tournaments rewards and other activities as community demands. “Another activity” may be be “burn those funds”, if community ask for it, to compensate 1% Proof of Stake annual inflation. Remaining funds will be used for website hosting, mainteinance and upgrades as soon as new games are added. Community will decide what the next game added to CGC project will be with a dedicated poll. Lord Of The Rings, Star Wars and Pokemon should be first candidates as they’re under test on our private server.
Similar “single rare card” distribution rates are expected from other classic editions. Website shop may put for sale no more than 5x of nine single rare/uncommon card of each classic edition released on the server and/or distribuite. Basic lands will be available in-game.