> For the complete documentation index, see [llms.txt](https://docs.fansports.fun/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fansports.fun/getting-started/publish-your-docs.md).

# Economy

The Fansports.fun economy is designed as a **closed-loop, skill-based digital ecosystem** that rewards user participation, competitive performance, and strategic gameplay.\
At its core, the economy revolves around **Fan Points (FP)** and **Packs**, which together drive engagement, asset creation, and value circulation within the platform.

### **1. Core Economic Loop**

The Fansports.fun economy operates through the following continuous loop:

> **Build or Trade Lineups → Join Tournaments → Win FP → Open Packs → Receive Assets → Improve Lineups → Re-enter Tournaments**

This loop ensures that player activity continuously fuels the creation, distribution, and utilization of in-game assets.

### **2. Lineups and Player Assets**

Users participate in the ecosystem by owning and managing **Player Cards**, which are digital in-game assets.

These Player Cards are used to:

* Build competitive **lineups**
* Enter **tournaments**
* Generate performance-based rewards

Player Cards can be obtained through:

* Opening Packs
* Trading with other users (where enabled)
* Special events or rewards

The strength and rarity of Player Cards directly impact a user’s competitive performance.

### **3. Tournaments and Competition**

Users deploy their lineups in **skill-based tournaments** linked to real-world sports performance.

Each tournament:

* Has predefined scoring rules
* Ranks users based on the performance of their selected players
* Distributes **Fan Points (FP)** to top-performing participants

FP is the **primary reward unit** of the Fansports.fun economy.

### **4. Fan Points (FP)**

Fan Points represent a user’s success in gameplay and act as the **economic engine** of the platform.

FP can be used to:

* Open Packs
* Access premium tournaments or game modes (if applicable)
* Unlock progression features

FP is:

* Earned only through gameplay and competition
* Not a real-world currency
* Not withdrawable unless explicitly stated in a specific game mode

This ensures the economy remains **skill-driven rather than pay-to-win**.

### **5. Packs and Asset Generation**

**Packs** are the primary mechanism for introducing new Player Cards into the ecosystem.

Users spend FP to open Packs.\
Each Pack contains a randomized set of Player Cards, with varying:

* Rarity
* Power
* Utility

This system:

* Creates continuous demand for FP
* Controls the supply of new assets
* Ensures ongoing progression for both new and experienced players

### **6. Trading and Market Activity**

Where enabled, users may trade Player Cards with each other.

Trading allows:

* Optimization of lineups
* Redistribution of assets
* Player-driven valuation of in-game assets

The market is fueled by:

* Cards generated from Packs
* Demand created by tournament performance

This creates a **self-sustaining player economy** based on strategy, competition, and supply-demand dynamics.

### **7. Economic Balance**

The Fansports.fun economy is designed to be:

* **Deflationary in FP** (Fan Points are continuously spent to open Packs)
* **Expansionary in assets** (new Player Cards enter through Packs)
* **Competitive in rewards** (FP is earned only by outperforming others)

This ensures:

* Long-term sustainability
* Constant gameplay incentives
* A fair and skill-based progression system


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