DeterministicSkill-BasedOn-Chain Verified

SOLBORN WHITEPAPER

Solborn: Arena of Fate  ·  Version 2.1  ·  May 2026

A deterministic, skill-based tactical card game built on Solana — where every outcome is predictable, every pack is verifiable, and every victory is written into the chain.

01

Overview

Solborn: Arena of Fate is a competitive tactical card battler deployed on the Solana blockchain. Players acquire cards, construct constrained five-card decks, and enter arenas where every match resolves through deterministic logic — no random critical strikes, no hidden modifiers, no opaque outcomes decided after you commit.

The game is built around three convictions: skill should determine outcomes, transparency should be the default, and financial stakes should be accessible without crypto friction. Every mechanic in Solborn exists to serve one of these three principles.

Players collect verifiable runes, build constrained decks, enter free or SOL-backed ranked lobbies, trade through the marketplace, forge duplicate inventory into higher tiers, and compete for sealed rare drops through the Shadow Exchange. The goal is a game that feels like a skill-based competitive card game first, with blockchain used where trust is required.

5Cards per Deck
800BP Cap
5Card Types
3Move Types
02

Core Game Mechanics

Card Statistics

Every card in Solborn carries two base stats:

  • Power — The card's offensive strength. Power is multiplied by rarity during combat resolution to produce final damage output.
  • Endurance — The card's survival capacity. A card's HP is derived as HP = Endurance × 3. Decks constructed entirely of a single element receive a cumulative +10% Endurance bonus applied to their maximum HP calculation.
Battle Points (BP) = Power + Endurance

BP is the deck construction budget unit. It is not used directly in combat — it prevents stat stacking and forces meaningful trade-offs when building a deck.

Rarity System

Rarity establishes the maximum possible base Battle Points (BP) for a card (e.g. Mythics peak at 200 BP, Commons at 100). During combat resolution, rarity also applies a deterministic multiplier directly to a card's final Power. Shadow relics inherit Rare or Epic power bands and add one fixed Shadow ability once revealed. All stat values used against your 800 BP deck limit are base stats, requiring careful allocation even with high-rarity cards.

RarityPower MultiplierEffectDeck Limit
Common1.0×Base PowerUnrestricted
Rare1.1×+10% PowerUnrestricted
Epic1.25×+25% PowerUnrestricted
Mythic1.5×+50% PowerMax 2 per deck
ShadowRare / EpicFixed Shadow abilitySealed exchange relic

Elemental Types

Every card belongs to one of five elemental types. Four types form an advantage cycle; the fifth — Shade — is a neutral element that deals a flat 1.25× against everything.

FlameFlameStrong vs Terra & Volt. Weak vs Aqua.
AquaAquaStrong vs Flame & Terra. Weak vs Volt.
TerraTerraStrong vs Aqua & Volt. Weak vs Flame.
VoltVoltStrong vs Flame & Aqua. Weak vs Terra.
ShadeShadeNeutral (1.25×) against all types.
ATK↓ DEF→FlameAquaTerraVoltShade
Flame1.0×0.5×2.0×1.5×1.25×
Aqua2.0×1.0×1.5×0.5×1.25×
Terra0.5×1.5×1.0×2.0×1.25×
Volt1.5×2.0×0.5×1.0×1.25×
Shade1.25×1.25×1.25×1.25×1.0×
2.0× Super Effective 1.5× Effective 1.25× Slight Edge 0.5× Resisted

Move Selection — The Tactical Layer

Each round, both players simultaneously choose one of three moves before committing. This creates a prediction layer — your read of the opponent's tendencies matters as much as your card's stats.

Slash

Slash

Defeats Pierce

Pierce

Pierce

Defeats Guard

Guard

Guard

Defeats Slash

Win move+10 Power|Lose move−10 Power|Draw0
03

Deck Construction

Every deck must satisfy all four constraints simultaneously before it is eligible for play. The deck builder enforces these rules in real time and will not allow queue entry on an invalid deck.

5

Cards per deck

800

BP cap (sum of base stats)

2

Max Mythic cards

200

Max cards in collection

The BP cap ensures no single deck can stack maximum-stat cards across all five slots. A valid deck requires genuine trade-offs — a high-Power card forces lower-Endurance elsewhere, and vice versa. Rarity multipliers do not count toward BP, which means a high-BP Common deck is not at a structural disadvantage — skill closes the gap.

04

Combat Resolution

Every battle in Solborn resolves through a deterministic formula. The exact modifier for every interaction is known and visible before you enter the arena — there are no hidden variables.

Match Format

Matches use a persistent HP pool system. Cards remain on the board across turns until their HP reaches zero (fainting). The first player to faint three of their opponent's cards wins the match.

  • HP persists between rounds — damage accumulates.
  • Players may switch their active card during the Pick Card phase.
  • Switching uses the switching player's turn: they deal 0 damage that turn while the opponent still attacks the incoming card.
  • First to 3 faints wins. There is no time limit on the match.

Damage Formula

  1. 1

    Rarity Scaling

    Scaled Power = Base Power × Rarity Multiplier

    1.0× – 1.5× depending on card rarity.

  2. 2

    Elemental Modifier

    Modified Power = Scaled Power × Elemental Multiplier

    0.5× to 2.0× based on attacker type vs defender type.

  3. 3

    Tactics Bonus

    Final Power = Modified Power + Tactics Bonus

    +10 for winning the move, −10 for losing, 0 on a draw.

  4. 4

    Final Damage

    Damage = Final Power ÷ 2

    Applied to the opponent's active card HP.

✕ No critical hits✕ No random rolls✕ No hidden multipliers✓ Fully reproducible

Battle Breakdown — Always Visible

After every round, the Arena screen displays an itemised breakdown of how the result was calculated: base power, rarity multiplier, elemental modifier, tactics bonus, and final damage. This panel is permanently visible during all competitive play — it is the primary mechanism by which players learn the game and build trust in its fairness. It is never hidden behind a toggle.

05

Wager Economy

Solborn's wager economy is intentionally simple from the player's perspective: you think in SOL, you pay in SOL, and you receive SOL back. There is no token wrapping, no conversion step, and no additional layer between the player and their funds.

SOL-First UX

When a player enters a Wager Lobby, their SOL stake is locked directly into a program-derived escrow account (PDA) on Solana for the duration of the match. On settlement, the winner's share is distributed on-chain in native SOL — minus the 5% treasury fee.

Pay SOLSOL held in escrowMatch resolvesWinner receives SOL

Wager Lobby Tiers

Lobbies are tiered by stake. Players choose their entry based on their risk appetite. All lobbies use identical rules — the only difference is the size of the prize pool.

Free
0.1 SOL
0.25 SOL
0.5 SOL
1 SOL
2 SOL
5 SOL

Pack Economy

Packs are the primary source of new standard runes. Each pack contains five cards drawn from the current 100,000-card manifest, with the purchase and generated card IDs recorded on-chain. Players can audit card legitimacy through the Provenance Chamber and inspect purchase records through Solana transaction history.

Standard Pack

1 SOL

Full manifest pool: 65% Common, 30% Rare, 4.5% Epic, 0.5% Mythic.

Hunter Pack

2 SOL

Rare-weighted pool: 30% Common, 55% Rare, 13% Epic, 2% Mythic.

Hero Pack

5 SOL

Rare+ only: 65% Rare, 30% Epic, 5% Mythic.

New card supply enters through packs, milestone rewards, admin-granted launch rewards, Shadow Exchange auctions, and Forge outputs. Player-to-player movement happens through the marketplace rather than off-platform promises.

Marketplace

Players who have purchased at least one pack can list owned runes for sale in SOL. Listed cards leave the seller's playable inventory while active and continue to count toward the 200-card profile cap, preventing listings from bypassing storage limits. Marketplace fills settle on-chain with the same 5% protocol fee model used elsewhere in the economy.

Ambassador Referrals

Solborn includes an on-chain referral layer for ecosystem growth. A referred player stores their initial referrer on profile creation, and qualifying pack purchases route a default 10% referral payout to that wallet in the same transaction flow. Custom referral rates can be configured by the protocol authority up to the program maximum.

Fee Structure

A small treasury fee is deducted from each wager pool on settlement. This fee funds protocol operations, smart contract maintenance, and future development. The exact fee percentage is displayed to players in the lobby entry confirmation screen before any funds are committed. There are no hidden fees.

The full fee breakdown and treasury allocation are detailed in the project's investor documentation.

06

Shadow Exchange

The Shadow Exchange is Solborn's sealed auction layer for rare-or-better drops. It mixes standard Rare+ relics with exclusive Shadow variants and keeps key card metadata hidden until settlement. This creates discovery tension without allowing the protocol operator to alter the result after bidding begins.

Sealed Listing

Before settlement, the card art, name, rarity, stats, element, and Shadow ability are hidden. Players bid against a public listing, not a fully revealed card sheet.

Commitment Hash

Each auction publishes a sealed metadata hash before bids arrive. The hash commits the hidden card data so rarity, stats, element, and ability cannot be swapped after the auction is live.

Escrow & Refunds

Bids are locked in SOL escrow immediately. If a player is outbid, the previous leading bid is refunded automatically through the same on-chain flow.

Shadow Abilities

Shadow relics inherit Rare or Epic scaling and reveal one of five fixed abilities: Ambush, Aegis, Giant Slayer, Hex, or Mythbreaker. These abilities are part of the committed metadata and become public when the auction settles.

07

Alchemist's Forge

The Alchemist's Forge gives excess inventory a deterministic use case without creating passive inflation. Players may sacrifice exactly twenty standard runes of the same rarity to receive one random rune from the next rarity tier.

Common -> Rare

Twenty Common runes are consumed to produce one Rare rune.

Rare -> Epic

Twenty Rare runes are consumed to produce one Epic rune.

Epic -> Mythic

Twenty Epic runes are consumed to produce one Mythic rune.

Mythic and Shadow runes cannot be transmuted further. Cards locked inside the player's active deck are protected from accidental Forge selection, and every Forge action permanently burns the source cards before the higher-tier output is added to the profile.
08

Mastery & Progression

Solborn rewards players who compete consistently through a persistent on-chain mastery system. Players can progress and level up their profile through ranked wins, milestone rewards, and rotating Daily Contracts.

XP System

Each settled match win awards 100 XP, while Daily Contracts award 50-300 XP for goals such as casual practice, ranked wins, Forge activity, and pack openings. Losses do not reduce existing progress. XP is accumulated on-chain and verifiable per wallet.

Mastery Levels

Every 300 XP advances the player's Mastery Level. Levels progress through a named rank ladder, from Void Initiate through to Arcane Champion and beyond.

Milestone Rewards

Every 10 Mastery Levels, a free Mastery Pack is unlocked and claimable from the player's profile. This provides a consistent collection growth path for dedicated players without pay-to-win implications.

The collection limit of 200 cards per profile is an on-chain storage constraint. Players who reach this limit must manage their collection through burning, marketplace listings, or Forge transmutation before acquiring additional cards.
09

Technical Architecture

Solborn uses a hybrid architecture to balance the competing requirements of real-time gameplay and on-chain verifiability. Match state is managed server-side for speed; financial settlement, card provenance, marketplace flows, referrals, Forge outputs, and sealed auction commitments are managed on-chain or cryptographically auditable for trust.

Solana Smart Contracts

Wager lobby creation, fund escrow, match settlement, pack purchases, marketplace settlement, referral payouts, quest XP grants, card burns, transmutation, and Shadow Exchange auctions are handled by the Solborn Anchor program.

Server-Side Match Engine

Real-time PvP synchronisation runs through a server-side engine backed by Vercel KV (Redis). This enables sub-second state updates during gameplay without requiring every round to be committed to the chain.

Deterministic Resolution Layer

All combat outcomes are computed using a stateless, deterministic function. Given the same inputs — card stats, element pairing, move selections — the function always produces the same output. Replays are fully reproducible.

Verifiable Pack Opening

Pack purchases are recorded on-chain with a pack index and seed reference. Players can audit the contents of any purchased pack independently using the pack index exposed in the transparency panel of the pack opening screen.

Provenance Chamber

Every standard rune is linked to a pre-generated manifest and SHA-256 hash record. Players can download the manifest, canonicalize card metadata, and independently verify that a card matches the immutable registry.

Shadow Commitments

Shadow Exchange listings publish a sealed metadata hash before bids arrive. The commitment protects hidden rarity, stats, element, artwork, and Shadow ability until the auction settles and the card is revealed.

Marketplace & Forge Accounting

Marketplace listings remove cards from playable inventory while active, Forge actions burn source cards before granting an upgraded output, and both flows respect the 200-card profile storage cap.

Frontend

Built on Next.js with Turbopack for a fast, modern user experience. Wallet integration supports Phantom and compatible Solana wallets. The interface is designed to minimise crypto-specific friction for new players.

Disconnect Protection

If a player loses connection mid-match, the match state is preserved server-side. On reconnect, the player resumes from their last confirmed state. If the timeout window expires without reconnection, the contract's claim-timeout mechanism ensures funds are not permanently locked.

10

Roadmap

Development is structured in three phases. The first phase is focused on the live playable loop: verified collection, tactical battles, SOL settlement, inventory management, and social growth. Later phases expand competitive depth and ecosystem ownership without compromising skill-first gameplay.

P1

Core Gameplay & Wager Foundation

  • 5-card deck system with BP cap and rarity constraints
  • Deterministic combat engine (Power / Elemental / Tactics)
  • Free ranked tier plus Wager Lobby tiers (0.1 – 5 SOL)
  • On-chain pack purchase and verifiable opening
  • SOL-native wager escrow — no token conversion
  • Player marketplace with 5% protocol fee
  • Alchemist's Forge transmutation and burn flow
  • Shadow Exchange sealed auctions and commitment hashes
  • Ambassador referrals with 10% pack-purchase payouts
  • Mastery XP, levelling, and milestone pack rewards
  • Daily Contracts system for varied XP generation
  • Bot (casual) matchmaking and practice mode
  • Disconnect protection and claim-timeout
P2

Ranked Seasons & Tournament Module

  • Ranked ladder with seasonal resets and MMR
  • Automated tournament brackets with SOL and future token entry options
  • Replay system and match history expansion
  • Cosmetic card frames and profile badges (no stat impact)
  • Token-gated events and staking rewards for eligible ecosystem participants
  • Leaderboard — The Eternal Ledger
P3

Expansion & Ecosystem Governance

  • New card series and element expansions
  • Optional cosmetic NFT layer — only if organic demand warrants it
  • Season pass (cosmetic rewards only, no pay-to-win)
  • SBT ecosystem token launch for governance, tournaments, and long-term participation
  • Community governance input on balance and future content (advisory, not binding)

Ready to Forge Your Destiny?

The arena is open. The formula is visible. The outcome is yours to earn.