📓
Draftables Whitepaper
  • Draftables: A Living, Breathing Digital Sports World
    • Game Loop Summary
  • Gameplay
    • Introduction - Gameplay
    • Play Calling
    • Character Development: Athletes, Coaches, and Beyond
    • Roster Management and Strategic Depth
    • Home vs. Away
    • What is a "Draftable" and what is inside?
  • Athletes and Training
    • Introduction - Athletes and Training
    • Unique Digital Athletes
    • Training and Development
    • Career Progression and Aging
    • Draftables Founder's Pass
  • World Building
    • Introduction - World Building
    • Building Your Domain
    • Customization and Upgrades
  • Consumables
    • Introduction - Consumables
    • Functions and Strategic Use
    • Acquisition of Consumables
  • Season Structure and Competitive Play
    • Introduction - Season Structure
    • Season Structure
    • Season Pass and Rewards
    • Dynamic Evolution
  • The Economy of Draftables
    • Introduction - Economy
    • Tradable Assets and NFT Integration
    • Financial Transactions and Currency System
    • $DRFT
      • Token Economics
      • Utility
      • In-Game Distribution
    • Economic Strategies and Player Engagement
Powered by GitBook
On this page
  1. The Economy of Draftables

Tradable Assets and NFT Integration

At the core of Draftables' economy are its tradable assets, including athlete NFTs, equipment, cosmetics, and consumables. Each asset is tokenized on the Avalanche blockchain, ensuring verifiable ownership, rarity, and built-in utility. This NFT integration allows for a transparent and secure marketplace where players can buy, sell, and trade assets, fostering a dynamic economy driven by supply and demand.

  • Athlete NFTs: Represent the cornerstone of the game's economy. Players scout, develop, and manage athletes, whose value fluctuates based on ability, age, performance, rarity, and demand.

  • Equipment and Cosmetics: Enhance athletes' and team's style and prestige, offering strategic advantages in fan engagement and gameplay.

  • Consumables: Provide temporary boosts or benefits, bolstering athlete training and team performance, with a market driven by utility and scarcity.

PreviousIntroduction - EconomyNextFinancial Transactions and Currency System

Last updated 1 year ago