Academy
Build a dynasty from the ground up. The Gaff Academy turns scouting, development, and graduation into a repeatable, skill-expressive pipeline, so your eye for talent becomes real, tradable value.
6.1 Why the Academy matters
Own the upside: Graduate prospects into Player NFTs you can field, loan, or sell.
Skill > grind: Smart scouting and disciplined development beat brute force.
Fair growth: Anti-farm rails and balanced cohorts keep markets healthy.
End-to-end liquidity: From first sighting → mint → match data → marketplace.
6.2 Lifecycle at a glance
Pipeline overview
flowchart LR
A[Scout Points] --> B[Scouting Seeds<br/>(Region/Role/Archetype)]
B --> C[Prospect Appears<br/>(Hidden Ranges)]
C --> D[Evaluation Window<br/>Friendlies + Light Training]
D --> E[Reveal Progress<br/>(Ranges Narrow)]
E --> F[Graduation Check<br/>(Thresholds Met?)]
F -->|Yes| G[Mint Player NFT]
F -->|Not yet| C
G --> H[Placement: Keep / Loan / Sell]6.3 Scouting: how you find prospects
6.3.1 Scout points & seeds
You spend Scout Points (earned via play, referrals, events) to cast Scouting Seeds that target what you want:
Region
West Africa, South America, Europe, East Asia, etc.
Influences nationality mix & archetype bias
Position
GK, FB, CB, DM, CM, AM, W, ST
Increases chance of that position
Archetype
Target Man, Poacher, Regista, Destroyer, Wingback...
Small bias to trait bundles
Rarity mod
Standard / Rare seed
Improves floor of hidden ranges, lower hit-rate
Earning Scout Points: tournament placement, fair play, weekly missions, and referral kickers.
6.3.2 Prospect generation (off-chain profile with on-chain receipts)
Prospect is created off-chain (fast UX), with on-chain event receipt (hash, cohort ID) to anchor provenance.
Each prospect is born with hidden attribute ranges (e.g., Strength 60–72, Stamina 70–85, Proneness 0.10–0.22), plus position, foot, height archetype, and potential tags.
Prospect JSON (simplified)
6.4 Evaluation: reveal skill without burning stamina
6.4.1 Friendlies reveal
Each sanctioned friendly you play the prospect (≥45’) tightens ranges on key attributes and produces match ratings that inform true role fit.
Reveal algorithm narrows the min–max window with diminishing returns per attribute.
Range narrowing (per appearance)
6.4.2 Light training (safe drills)
Limited “light” drills per week that raise reveal confidence rather than raw stats.
Light drills do not spike attributes, they reduce uncertainty and add chemistry hints (e.g., “thrives in high press”).
Stamina cost is mild, injury risk bump is minimal.
6.4.3 Evaluation window rules
A prospect cannot be minted before minimum evaluation milestones (see §6).
Prospects time out if ignored: after N inactive days, you must re-seed or pay a small reactivation fee.
6.5 Graduation: when prospects become Player NFTs
6.5.1 Graduation thresholds (default league settings)
Friendlies appearances
≥ 3 × 45 min
Sample size for meaningful reveal
Scouting completeness
≥ 80% attributes revealed
Prevent blind mints / farm loops
Club compliance
Good standing (no unpaid dues/flags)
Reduce sybil/abuse
Cooldown between grads
≥ 8h per club (soft-capped)
Smooth mint waves, fair discovery
Admin/league presets can tune thresholds by tier.
6.5.2 Mint flow (gas-sane)
Click Graduate → sign EIP-712 intent (gasless) → pay mint fee on-chain.
Contract mints ERC-721 Player NFT with baseline attributes + reveal confidence, links to the prospect receipt.
Mint fee: chain gas + small protocol fee (discounted by referral tier).
6.6 Anti-farm & cohort balance
We protect markets and honest managers:
Daily mint cap per club: e.g., 2/day, with a weekly soft cap. Crossing soft cap increases mint fee dynamically.
Position distributions: cohorts enforce targets (e.g., 2 GK, 10 DEF, 12 MID, 8 ATT per 32 grads) to avoid meta floods.
Region cooldowns: chain rapid repeats in the same region add a cooldown.
Sybil throttles: device/IP heuristics, wallet linkage signals, and tournament participation gates slow multi-account funnels.
New-grad price floors (marketplace): first 24 hours cannot be listed below a floor band to reduce sniper/wash loops.
6.7 Prospect economics
Scout seed
Small token fee or Scout Points
Friendly evaluation
Free match, stamina consumption
Light training
Minimal token/points, mild stamina
Graduation mint
Mint fee (discounted with referral tier)
Early discard
No refund, frees slot for new prospect
Referral: first graduation by a referee kicks a one-time discount and small kickback to referrer.
6.8 Placement: keep, loan, or sell
6.8.1 Immediate loan eligibility
Graduates can enter the Loan Market with first-week minutes cap to prevent instant overuse/injury.
Loan terms: duration, recallability, wage split, buy option (price + expiry), and optional collateral.
Loan struct (on-chain)
6.8.2 Primary sale or auction
Gasless listing with EIP-712, on-chain fill at purchase.
Royalties: a small share to the cohort/creator, optional developer cut to the club that graduated the player for X weeks (aligns dev incentives).
Anti-wash: linked wallets don’t earn referral or developer cuts.
6.9 Training after mint (brief)
Graduates enter your main training system:
Drills with diminishing returns, fatigue, and injury risk tuned by proneness × low stamina.
Boost items (Energy Gel, Focus Band, Rehab, Morale) are capped with cooldowns.
Attributes grow slowly, match performance remains the dominant value driver.
6.10 UX & Coach Flow
Choose seeds → pick Region/Position/Archetype.
Reveal intelligently → run friendlies, schedule light drills, watch ranges tighten.
Decide → if the profile fits your system, graduate, if not, discard and reseed.
Deploy → integrate into squad, loan for minutes, or sell to fund other targets.
Repeat → your scouting taste becomes your edge.
6.11 Governance & tiers (roadmap)
League-level knobs: thresholds, caps, cohort ratios per division.
Reputation boosts: managers who complete seasons without infractions get better scout odds (slightly tighter initial ranges).
Cohort branding: partners can sponsor cohorts, metadata reflects authentic programs.
6.12 Compliance & fairness checks
Multi-account funneling: cross-wallet graph + behavioral signals flag risk, high-risk accounts face stricter caps and manual review.
Mint storms: automatic fee escalators + per-club cool offs.
AFK hoarding: prospects decay if not evaluated, reseeding requires fee/points.
List dumping: floor bands on fresh grads + progressive listing fees if spam detected.
6.13 KPIs we surface (in product & for investors)
Reveal efficiency: range width reduction per friendly.
Graduate conversion rate: prospects → NFTs.
Loan utilization: minutes played on loan in week 1–3.
Developer upside: secondary volume within X weeks of graduation.
Anti-farm health: % flagged vs cleared, cohort diversity by position/region.
6.14 FAQs
Q: Can I skip evaluation and mint immediately? Yes. Though appearances + completeness reflects skill, not luck.
Q: Do light drills raise attributes? No. They raise confidence (narrow ranges) with low stamina cost.
Q: What if a prospect underwhelms? Discard to free a slot, sunk scouting costs are part of discovery. Your upside is in the hits.
Q: Can I sell before graduation? No. Only Player NFTs trade. Prospects must graduate first.
Q: Are cohorts pay-to-win? No. Caps, cooldowns, balanced distributions, and evaluation gates keep it skill-forward.
6.15 Appendix: Admin defaults (suggested)
Min appearances (45’)
3
Scouting completeness
80%
Club cooldown between grads
8h
Daily mint cap
2 / club
Weekly soft cap
6 / club (fee ↑)
New-grad marketplace floor window
24h
First-week minutes cap (loans)
90’
6.16 The promise
The Academy is where Gaff’s “ownership × merit” philosophy lives day-to-day. Your scouting eye, scheduling discipline, and tactical context compound, into players that exist beyond the game, carry your signature, and can finance your next title run.
Ready to build your first cohort? Seed a region, schedule two friendlies, and start revealing. Your dynasty begins here.
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