Every empire starts with a corner. What's yours worth?
A blockchain RPG built on Hive — own land, build crews, forge equipment, rule the underworld.
The Game
Syndicate Protocol is a browser-based turn-based RPG built on the Hive blockchain. The core game is live and active — players recruit crews, run operations across unlockable city zones, and compete in ranked arena seasons.
Every meaningful asset is on-chain. Hive Keychain powers all transactions. Nothing is custodied — your crews, your land, your equipment belongs to your wallet.
Crew System
Every crew member belongs to one of five classes, each with distinct stat profiles and a set of three unique abilities. Crew rarity determines base stats, level cap, and daily arena charge count — from Common to Legendary.
Upgrade crew using shards earned through gameplay or purchased from the market. Equipment crafted from land resources slots directly onto crew — making land ownership directly tied to crew power.
| Rarity | Daily Arena Charges | Max Level |
|---|---|---|
| Common | 1 | 10 |
| Uncommon | 2 | 20 |
| Rare | 3 | 30 |
| Epic | 4 | 35 |
| Legendary | 5 | 40 |
Arena
The Arena is Syndicate Protocol's competitive core. Players assemble a 3-crew lineup and go head-to-head in turn-based battles. ELO-based matchmaking ensures fair competition — the strongest syndicates rise, the unprepared fall.
Seasons run weekly. A live leaderboard tracks standings. Top performers earn milestone rewards at the end of each season. The arena is where crew investment, equipment upgrades, and strategic lineup decisions pay off.
City Zones
The city is divided into eight zones, each unlocked sequentially with HIVE. Every zone opens new territories to run operations in, increases your crew slot capacity, and raises your earning ceiling. Zones must be unlocked in order — you can't skip ahead.
Unlock costs are USD-pegged and calculated at the live HIVE price at time of purchase. Iron Row is free — every player starts there.
| Zone | Unlock Cost | Crew Slots | What It Opens |
|---|---|---|---|
| Iron Row | Free | Starting slots | Starting zone — Iron Row territories |
| Velvet Square | ~$2 HIVE | +3 slots | Velvet Square territories |
| Neon Bazaar | ~$3 HIVE | +4 slots | Neon Bazaar territories |
| Ember Ward | ~$4 HIVE | +5 slots | Ember Ward territories |
| Glass District | ~$5 HIVE | +6 slots | Glass District territories |
| Throne Heights | ~$6 HIVE | +7 slots | Throne Heights territories |
| Void Reach | ~$7 HIVE | +8 slots | Void Reach territories |
| Apex Enclave | ~$8 HIVE | +10 slots | Apex Enclave territories |
Player Progression
Every operation run earns XP. Player level scales up to 100 — each level grants a skill point to invest in stats and expands your crew capacity. Higher zones multiply XP earned, rewarding players who invest in unlocking the full city.
XP scales geometrically at 1.18× per level. Even failed attempts grant 25% consolation XP — there's always progress, even on a bad run. The Authority stat adds up to +15% XP on top of the base rate.
| Job Rarity | Base XP | Zone Multiplier |
|---|---|---|
| Common | 10 | 1.0× (Iron Row) → 2.8× (Apex Enclave) |
| Uncommon | 35 | 1.0× → 2.8× |
| Rare | 75 | 1.0× → 2.8× |
| Epic | 160 | 1.0× → 2.8× |
| Legendary | 250 | 1.0× → 2.8× |
Player level feeds directly into PvP: +0.5 damage, +2 HP, and +0.05 turn speed per level. A level 100 player has a measurable structural advantage in the arena over a level 10 — long-term play investment is rewarded.
Player Stats
Every level grants one skill point to allocate across four stats. All stats start at 10 and can be raised to 40 through skill points — but completing collectible sets pushes them permanently above the cap. Choosing where to invest defines your playstyle.
| Stat | Operations Effect | PvP Effect |
|---|---|---|
| Authority | +0.5% XP per point (max +15%) | +10% crew damage per point (max +300%) |
| Logistics | −0.8% stamina drain per step (max −24%) | +8 flat armor + 0.5% damage reduction per point |
| Pressure Control | +1.5% job payout per point (max +45%) | +5% max crew HP per point (max +150%) |
| Insight | +0.3% chest/shard drop chance per point | +2% crit, +1.5% dodge, +1.5% accuracy per point |
Stats are a long-term strategic choice. An Authority build levels faster and hits harder in PvP. A Pressure Control build maximises daily token earnings. A Logistics build runs more operations per day. Insight improves drop rates and arena precision. Collectible set bonuses push stats above the natural cap, rewarding players who complete the full collection.
Collectibles
Collectible pieces drop during operations in specific city zones. There are 10 sets of 6 pieces each — 60 total collectibles to discover. Completing a full set grants a permanent +3 bonus to one stat, stacking above the skill point cap of 40.
Some pieces are account-bound and cannot be traded. Drop rates vary significantly across pieces and zones. Sets can only be claimed once per account.
Completing all 10 sets grants +6 Authority, +9 Logistics, +9 Pressure Control, and +6 Insight — permanently above the skill cap. Full completion is one of the deepest progression goals in the game.
| Set | Stat Bonus | Pieces |
|---|---|---|
| City Ledger | +3 Logistics | 6 |
| Pressure Circuit | +3 Pressure Control | 6 |
| Iron Authority | +3 Authority | 6 |
| Apex Cipher | +3 Insight | 6 |
| Street Code | +3 Pressure Control | 6 |
| Neon Drift | +3 Logistics | 6 |
| Shadow Compact | +3 Authority | 6 |
| Ember Protocol | +3 Insight | 6 |
| Void Ledger | +3 Logistics | 6 |
| Operator's Mark | +3 Pressure Control | 6 |
Land System
Turf plots are the economic foundation of Syndicate Protocol. Each plot is a Hive-Engine NFT that generates resources passively — resources used to craft blueprints, forge equipment, and power the upgrade economy.
Batch 1 is capped at 2,500 plots at $5 USD per plot paid in HIVE. Purchase gives you a STDEED voucher token — transferable and tradable on the Hive-Engine DEX before you redeem it. Rarity is only revealed at redemption, giving every buyer an equal shot at Empire.
Turf plots begin generating resources immediately upon activation. Resource accumulation is continuous from the point of redemption — plots activated earlier build larger stockpiles ahead of blueprint crafting and equipment forging going live.
| Rarity | Drop Chance | Supply | Attributes |
|---|---|---|---|
| Hustle | 70% | 1,750 | 1 |
| Racket | 25% | 625 | 2 |
| Empire | 5% | 125 | 3 |
Plots must be activated with off-chain tokens to yield resources. Activation periods of 12, 24, or 72 hours give flexibility. Yield freezes when the window expires — never lost, always claimable. Higher rarity plots cost more to activate but yield significantly more per hour.
Economy
Every system in Syndicate Protocol feeds into the next. Land generates resources. Resources create equipment. Equipment powers farming. Farming earns the upgrade token. The upgrade token levels equipment — making you stronger at farming.
Equipment System
Equipment NFTs are unique on-chain items forged from blueprints and land resources. Each piece rolls random stats on creation — making stat quality a driver of secondary market value. Two players using the same blueprint will get different pieces.
Equipment is class-restricted. Crew can only equip gear from their own class. Each crew has four slots — Weapon, Armor, Accessory, and Relic — and gear can be upgraded up to level 40.
| Tier | Resources Required | Passives |
|---|---|---|
| Street | All 5 resources | Coming Soon |
| Syndicate | All 5 resources | Coming Soon |
| Cartel | All 5 resources | Coming Soon |
Equipment upgrades require SYNX tokens and all five land resources at every level. The exponential cost curve means early levels are accessible to all players, while L30–L40 gear represents months of serious investment. Contraband — the rarest resource — is required at every upgrade level, making Empire plots with contraband attributes the most sought-after land in the game.
Farming Mode
Farming missions are the primary way to earn SYNX. Each day, players get one mission attempt per turf plot owned. Send three crews, charge an energy core with materials, and run the mission against a randomly drawn difficulty.
Equipment passives and crew class composition counter specific difficulty types. Preparation determines outcome — the wrong lineup against a hard difficulty costs the daily attempt and all materials.
Every mission is a calculated risk. Preparation determines outcome — crew class composition, equipment level, and energy core quality all affect success probability against each difficulty type.
On-Chain Tokens
All primary assets in Syndicate Protocol exist on the Hive blockchain via Hive-Engine. Tokens are tradable on the DEX. Equipment and land NFTs are tradable on the NFT marketplace. Nothing is locked in a centralised system.
SYNX Token
SYNX is the primary upgrade and utility token of Syndicate Protocol. It is earned through farming missions and spent to upgrade equipment and power The Foundry. SYNX has a hard cap of 50,000,000 tokens — never mintable beyond this ceiling.
SYNX is live on Hive-Engine. It enters circulation through gameplay only, distributed from a fixed pool via on-chain emission contracts held in dedicated sub-accounts auditable by anyone on Hive. No pre-mine. No airdrop. No team enrichment.
| Allocation | SYNX | % | Account | Purpose |
|---|---|---|---|---|
| Missions & Operations | 40,000,000 | 80% | syndicate.game | Farming mission rewards — distributed per emission schedule, never minted upfront |
| Future Game Modes | 7,500,000 | 15% | syndicate.game | Reserved for future game modes and expansions announced by the development team |
| Weekly Leaderboard | 1,500,000 | 3% | synx.payouts | Weekly top-10 prize pool — 4.76 year runway at full payout rate |
| Contests & Giveaways | 500,000 | 1% | synx.contests | Community events, seasonal contests, creator incentives |
| Treasury | 500,000 | 1% | synx.treasury | LP seeding, operational costs, integrations — all expenditures announced on-chain |
| Total Hard Cap | 50,000,000 | 100% |
The 40M ops allocation is never minted upfront. SYNX enters circulation only as players earn it through farming missions — capped at 17,500 SYNX per day across the entire player base. At maximum plot activity this emission runs for 6.25 years. Inactive plots burn their allocation at midnight, permanently removing unclaimed SYNX from the supply ceiling.
The top 10 players on the weekly leaderboard earn SYNX every Monday. The prize pool runs from the synx.payouts account — publicly auditable on-chain at all times. At 6,050 SYNX per week the reserve has a 4.76 year runway.
| Rank | Weekly SYNX |
|---|---|
| 🥇 1st | 2,000 SYNX |
| 🥈 2nd | 1,200 SYNX |
| 🥉 3rd | 800 SYNX |
| 4th | 500 SYNX |
| 5th | 350 SYNX |
| 6th – 8th | 200 SYNX each |
| 9th – 10th | 125 SYNX each |
| Weekly total | 6,050 SYNX |
* Distribution amounts and rank thresholds may be adjusted as the player base grows. Any changes will be announced publicly before taking effect.
SYNX earned through farming is spent back into the game through multiple sinks. Equipment upgrades are the primary sink — a single crew piece upgraded L1 to L40 costs 10,000 SYNX, with early levels deliberately cheap and costs scaling sharply at L31+. The total SYNX commitment scales with the number of crews a player chooses to equip and upgrade.
| Sink | SYNX Cost | Notes |
|---|---|---|
| Equipment upgrade L1→L40 | 10,000 SYNX per piece | Early levels are cheap — costs scale sharply at L31+. All 5 land resources also required at every level |
| The Foundry — building | 3,000 SYNX cumulative to L4 | One-time per account to unlock shard combine + reroll |
| Blueprint crafting | 200 / 800 / 2,500 SYNX | Street T1 / Syndicate T2 / Cartel T3 — one-time per piece, consumed on craft |
* Additional SYNX sinks will be introduced as new game systems launch. All sink mechanics will be documented publicly before activation.
Every allocation is held in a dedicated Hive account — publicly visible to anyone. Treasury expenditures are announced before they occur. No funds move silently.
No team allocation. No investor allocation. No vesting cliff. The Treasury holds 1% — less than the weekly leaderboard reserve — specifically to signal that player rewards take priority over developer enrichment. All material Treasury spend will be announced publicly before execution.
Roadmap
Syndicate Protocol ships in phases. The core game is live. Land is on sale now. Each subsequent phase adds a meaningful new economic layer — early players accumulate resources and compound advantages before each new system unlocks.