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Ordellum GameLaunching

Rooms, assets and rewards

Every card played and every room opened is a resource decision.

Identity
Represents your account and reputation. It cannot be transferred, so progress and social history stay with one player.
Rooms
Game spaces that can be bought, sold or used commercially.
Cards
Consumable or cooldown-bound strategic tools.
Treasure
Reward packages for winners, with different rarities and contents.

A room can launch many game sessions during its lifetime and can host public or invitation-only games. Rooms have a fixed period of use; when it ends, the room can no longer start new games.

Extending a room costs less than setting up a new one, but each extension costs a little more than the last, so no one can control room resources indefinitely. Removing an expired or closed room from the system earns reputation points, which keeps assets circulating.

Chance of each treasure rarity
Common
50%
Rare
30%
Epic
15%
Legendary
5%

Higher rarities award more cards and points.

Treasure packages can be sold unopened on the secondary market, so a winner chooses between certain contents and an uncertain future value. Winning becomes the start of a new economic decision: use, open or pass on the reward.

Prices update with market conditions so that payments made with different digital assets stay consistently tied to game services. Private rooms cost more than public ones, reflecting the value of privacy and access control. Card values move with supply, demand, rarity and game progress, so players make buying, selling and holding decisions as well as tactical ones. Cooldowns and counter-effects are part of how card power is balanced.