SHERWOOD PLOTS
block —
Season ends in
Every robbery adds 60 seconds. When it hits zero, the jackpot drops.
Jackpot
Half to the last 20 robberies. Half to the 16 biggest plots.
How to play
1Pick any plot and rob it for 1.2× its price.
2Get robbed? You walk away with +8%. Always.
3Hold land, earn stock from every robbery in your district.
Season
Boardplots taken
$ROB
In the curveROB · Uniswap v4
Youconnect to play

THE BOARD

24×24 · 16 districtsgold ring = yoursdot = owned · gold dot = top 16 = shielded (cannot be robbed)
Each 6×6 district is a real tokenized stock. Blank cells are unclaimed (0.012 Ξ). Every robbery buys that stock into the plot's vault and the district campfire. Click a plot.

HOW IT WORKS

1

Rob a plot

Any unshielded plot can be taken for 1.2× its price. The price then climbs one level. Land is never wiped, it only changes hands.

+8%robbed owner
20%campfire
25%plot vault
15%jackpot
the +8% is on the plot price, a little less if the robber burned ROB for a discount
2

The campfire serves what was robbed

The vault and campfire slices are swapped into the district's tokenized stock. Every landowner in that district earns it. Whoever holds a plot at season end takes its vault.

3

The shield

A shield makes a plot you own unrobbable for 3 hours. It costs 50,000 $ROB, burned forever. Use it to hold a top-16 plot through a season finale or to keep a loaded vault. It cannot be extended early; when it drops, anyone can rob again.

Also burnable: 20,000 $ROB for 2% off a robbery. $ROB is never minted again.

4

The clock decides the season

Each robbery adds 60 seconds, never more than 6 hours ahead. When the clock dies the jackpot pays the last 20 robberies and the 16 most expensive plots; prices reset to 15% and a new season begins. Every payout is pull-based: hit Claim.