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docs: update the readme
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rsproule committed Jan 3, 2024
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[twitter-badge]: https://img.shields.io/twitter/follow/sproule_
[twitter-url]: https://twitter.com/sproule_

# Tank Trust Tactics
# Tact - an onchain strategy game

[![MIT licensed][licence-badge]][licence-url]
[![Build Status][actions-badge]][actions-url]
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<img width="80%" src="assets/tank.jpeg" alt="logo">
</p>

## Version 2 Rules

- When joining players are randomly placed on the board with 3 lives and 1 action point (AP). They must pay the entry fee if there is one (configurable).
- Every epoch (30 min default, configurable) every player is given an AP.
- APs can be spent at any time in the following ways:

- Move to an adjacent hexagon (1 AP)
- Shoot a tank within range (1 AP). Removes 1 heart.
- Upgrade your range (the cost of the upgrade is equal to the new perimeter of the range plus 10%)

- Tanks can shoot or trade with (give APs or hearts) any other tanks that are in range

- Initially, all tanks have range of 3 (configurable).
- Player are dead whenever they have 0 hearts.
- Dead players can be revived by someone who sends them a heart (they do not accumulate APs during the time they are dead)
- once a day a heart spawns randomly on the field, whoever goes to that square earns a heart
- Dead players form a "cursing jury" who can vote on who to curse (take ap) once per epoch

## Motivation

In today's world, we're grappling with the limitations of overstretched social bonds and faltering institutions that constrain our ability to coordinate on a large scale. The advent of programmable, credible commitments that bypass these frail social layers has the potential to usher in a new era of human progress.
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"Tact" is more than just a game; it's a case study for a world built on the foundation that blockchain offers—a world driven by credible economic commitments. It shows us what is possible when we employ the coordination tools that a decentralized infrastructure can provide, potentially revolutionizing how we organize and trust one another.`;

## V2 launch checklist

- [x] Where do we launch? Goerli
- [x] Run this on testnet? yes
- [ ] Clean up the botkit
- [x] build the merkle root
- [ ] make the frontend use this
- [ ] decide board size
- [ ] frontend for the factory?
- not going to do this in the beta
- [ ] centering the images in the tiles (low prio)
- [x] write some rules, put them somewhere on the frontend
## Version 2 Rules

- When joining players are randomly placed on the board with 3 lives and 1 action point (AP). They must pay the entry fee if there is one (configurable).
- Every epoch (30 min default, configurable) every player is given an AP.
- APs can be spent at any time in the following ways:

- Move to an adjacent hexagon (1 AP)
- Shoot a tank within range (1 AP). Removes 1 heart.
- Upgrade your range (the cost of the upgrade is equal to the new perimeter of the range plus 10%)

- Tanks can shoot or trade with (give APs or hearts) any other tanks that are in range

- Initially, all tanks have range of 3 (configurable).
- Player are dead whenever they have 0 hearts.
- Dead players can be revived by someone who sends them a heart (they do not accumulate APs during the time they are dead)
- once a day a heart spawns randomly on the field, whoever goes to that square earns a heart
- Dead players form a "cursing jury" who can vote on who to curse (take ap) once per epoch

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