# The Rumble Kong League (RKL)

Welcome to the Rumble Kong League (RKL)!

## Rumble Kong League: A High-Octane 3v3 Basketball Experience

Welcome to Rumble Kong League, an electrifying mobile game where you dive into fast-paced 3v3 basketball action and master insane special abilities.&#x20;

Strategize your team, join clubs, explore various game modes, and compete to earn real rewards.

Navigate the streets of our interactive multiplayer sports metropolis, Athlos, where you can interact with other players, sports brands, play mini-games, and wager against other players.

Get ready to ball like never before, as you immerse yourself in the thrilling world of Rumble Kong League, where strategy meets intensity on the court!

{% embed url="<https://youtu.be/AI6hwUL-FA0>" %}
Rumble Kong league's Trailer
{% endembed %}

## Get Started <a href="#get-started" id="get-started"></a>

We've put together this helpful guide for you to understand the overarching RKL eco-system. This guide will take you through our game, token economy and everything you need to know to get started with the RKL.&#x20;

<figure><img src="/files/IUcBwna3Wa6dyskDxt9G" alt=""><figcaption></figcaption></figure>

## Quick links

{% content-ref url="/pages/9IaAkkXGqh1izdN1CmA0" %}
[Core Gameplay](/core-gameplay/the-basics)
{% endcontent-ref %}

{% content-ref url="/pages/fjhwAAU2LKPQLMR3USpt" %}
[Metagame](/metagame/equipable-items)
{% endcontent-ref %}

{% content-ref url="/pages/cwlAsrYbaagyzVUhmo7s" %}
[Fame Token](/fame-token/network-overview)
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{% content-ref url="/pages/xoRPgkbjfVTzIuHW7c85" %}
[Collections](/collections/rumble-kongs)
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{% content-ref url="/pages/67sBlsXpsTsRvATVixYp" %}
[Official links](/official-links/official-rkl-links)
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# Our Mission

## The Rumble Kong League (RKL) Mission

We believe that a dynamic, engaged, and passionate community is the foundation of any successful gaming ecosystem. We began as a core group of dedicated community members, passionate about hoops, nostalgia, and sports culture in late July 2021.

Since then, we've grown as The Rumble Kong League, and our IP has spread to friends, families, fans, professional athletes, brands and beyond. Community is at the heart of everything we do. They have a front seat in the action, help steer the direction of our project, gain early access to our content/game, and are truly the most important piece of the entire ecosystem.

As we evolve, RKL is committed to pushing the boundaries of mobile gaming and beyond. We aim to innovate, build, and refine the elements that make our game unique and exciting.

<figure><img src="/files/WDYsS6oYHWnTR0OhqWo4" alt=""><figcaption></figcaption></figure>

Some of our key areas of focus include:

* **Digital Ownership:** Fully own your in-game assets and their IP, and do what YOU want with them.
* **Compete-to-Earn:** Play to earn real rewards that elevate your game and align player incentives.
* **Rumble Kong League:** RKL is the first gaming title built on the FAME Network, a compete-to-earn web3 mobile basketball game, blending explosive hooper action with 90’s nostalgic gameplay. Launching on iOS and Android platforms.
* **Athlos City, Immersive World:** The Ultimate Digital Arena. At the heart of the RKL and FAME ecosystem lies Athlos City, a digital metropolis, where every street and alley buzzes with the spirit of competition and the pursuit of recognition. With districts dedicated to different sports, each game title within Athlos City is a huge gateway, opening up new adventures, challenges, brand and athlete experiences, and user-generated game content.
* **Multisport Platform:** From Basketball to Football, from Fantasy to Sports Betting, RKL's ecosystem home, FAME Network, will host and fuel a diverse range of sports titles and activities, built by a vast network of developers, with Rumble League Studios providing the blueprint with RKL for how to grow a sports IP on-chain.
* **Clubs:** Join clubs, collaborate with teammates, earn and dominate the RKL league together.
* **Varied Game Modes:** From casual to ranked play, there's a place for all. Experience a range of game modes that keep the excitement fresh and engaging for any hooper.

<figure><img src="/files/MkJTLGodkoqxErWoiYuR" alt=""><figcaption></figcaption></figure>

We believe there are many exciting features to explore in mobile gaming that will drive the next generation of both casual and competitive play.&#x20;

At Rumble Kong League and FAME Network, we are dedicated to discovering and implementing these features to enhance your gaming experience and leave you as a lifelong member. Join us on the court, and be part of the revolution in high-octane mobile basketball gaming!\
\
Next up, we explore the core pillars of the RKL, and why we want to build the next basketball gaming franchise and beyond!


# Core Pillars

Building a cutting-edge, compete-to-earn mobile basketball game is a monumental task. At Rumble Kong League, we are guided by three core pillars that shape our journey towards creating a sustainable, engaging, and innovative mobile gaming ecosystem.

<figure><img src="/files/bXsrCzayEs3NxaWSyVWZ" alt=""><figcaption></figcaption></figure>

## **1. Competitive Gameplay and Rewards**

At the heart of The Rumble Kong League is our dedication to **Competitive Gameplay**. We know that the thrill of competition is what drives you, and we've built the game to deliver what we hope will inspire greatness on the virtual hardwood.

* **Balanced Mechanics:** We’ve crafted gameplay mechanics that are fair and balanced, ensuring that both casual players and hardcore hoopers can enjoy and compete effectively. Underdog stories are welcome here and everyone has a chance to earn $FAME.
* **Skill Emphasis:** Much like real life, RKL rewards your skill, strategy, dedication, and teamwork. With precise controls, strategic stat playstyles, unique consumables, and a variety of special abilities, every game will test your skill and grit on the court.
* **Regular Tournaments and Rewards:** Stay on your toes with our regular in-game tournaments and events. These keep the competitive spirit alive and give you a chance to show off your skills, climb the leaderboards, and win big with $FAME token.

<figure><img src="/files/GtjJz1KdjbCkIykSUf96" alt=""><figcaption></figcaption></figure>

## **2. Player Ownership and Customization**

In Rumble Kong League, **Player Ownership and Customization** are critical to everything we do. We want you to have a unique identity, and feel a true sense of ownership over your game experience.

* **Digital Integration:** We’ve integrated digital collectibles to let you truly own everything, from unique players, clubs, playstyles, consumables gear, and other in-game assets. This not only makes your experience more personal, but also allows you to trade these assets on the open market.
* **Deep Customization:** You’ll have extensive options to customize your player’s appearance, play styles, abilities and wearables. Make your player and team truly yours, with abilities and upgrades that match your style.
* **Exclusive Content:** Look out for limited edition items and gear that can be earned, purchased or upgraded. These exclusive pieces add value and distinction to your collection, and will give you real court appeal in the game. We've already launched collections with the likes of Gatorade, Under Armour and STANCE, so that players can customize their players with the most legendary league drip on the block.

<figure><img src="/files/Qi7vMPDQ98SRhkNhPp1M" alt=""><figcaption></figcaption></figure>

## **3. Community Engagement and Social Interaction**

Our final pillar, is all about **Community Engagement and Social Interaction**. We believe in the power of a strong, connected community to enhance your gaming experience, both on and off the court.

* **Social Features:** Connect with other players through chat, friend lists, and clubs/teams. Form bonds, build rivalries, and enjoy the Rumble Kong League with friends. Explore digital realms in our immersive world Athlos, and play mini-games where you can wager $FAME and more.
* **Community Events:** Participate in community-driven events and challenges. Whether it’s working together or competing for $FAME rewards, these events bring us all closer and make the game even more exciting.
* **Transparency and Communication:** We’re committed to keeping open lines of communication with you. Regular updates, feedback sessions, behind-the-scenes Rumble Recaps, and a clear understanding of everything RKL is working on, so you can trust in the direction of our game.

These three pillars are what make Rumble Kong League special. We’re dedicated to bringing you a game that’s not only fun, but also deeply engaging and rewarding.&#x20;

Let’s hit the court and make some history, but first, let's start with the basics!


# The Basics

Anything on this page is subject to change throughout the development progress of the RKL game. We will thoroughly test and validate any feature before it goes live.

Rumble Kong League is a 3v3 basketball game, that combines the thrill of hoops with the excitement of web3. In the game, players can choose their team based on the digital collectibles (KONGS) they own, rent from other owners, or simply use a generic casual bot player.&#x20;

Players control a team of 3, hooping against opponents with a mixture of special abilities, playstyles, consumables and most importantly, strategy and skill.

<figure><img src="/files/o5tOrmNqtJp7ipAWzuCO" alt=""><figcaption><p>The main menu and team UI set up in the RKL mobile game</p></figcaption></figure>

## Key Mechanics in Core Gameplay

* **Action Buttons:** Buttons that give players direct control over what their Kongs are doing.
  * **Offense:** The team with possession of the ball tries to score by passing, sprinting, shooting, and playing offensive special abilities against the opposing team.
  * **Defense:** The team without possession of the ball tries to steal, block shots, and play defensive special abilities against the opposing team.
* **On Fire Mode:** Both teams have a streak energy bar that charges up with every successful move they make, which activates automatically when full, lighting your team on fire, to give your entire team a buff.

{% content-ref url="/pages/1IcUFNE0ebMC77dDRI3K" %}
[On Fire Mode](/core-gameplay/on-fire-mode)
{% endcontent-ref %}

* **Special Abilities:** Special over-the-top moves unlocked through gameplay, which can turn the tide of the game in your favor with the likes of tackles, superdunks, bubble shields & many awesome special moves.&#x20;

{% content-ref url="/pages/wlK3b6WQzskswWhthQ9i" %}
[Abilities](/core-gameplay/action-buttons/abilities)
{% endcontent-ref %}

* **Game Conditions:** Split into 2 halves, the game continues until the timer runs out. Games are currently 2.5 minute halves (5 minutes) but this may change after testing feedback.

<figure><img src="/files/L1vH9rwnWnBb83OIVvD0" alt=""><figcaption><p>Basic controls for the RKL game</p></figcaption></figure>

## Player Boosts

Boosts are native to each digital player collectible (Kong) and are used in pretty much every calculation that is made by the game. From the ease of dropping a bucket to the chance of resisting a steal, to affecting the decisions taken by the AI, Boosts are woven throughout the entire game.

To overly simplify:

* Defense – blocks, steals, tackles
* Finish – dunks/layups, move speed
* Shooting – shooting distance, shooting accuracy
* Vision – passing, jump ball, resisting defense

Depending on the action, higher Boosts either increase the chance that something will happen, or they will make skill-based actions easier to complete.

{% embed url="<https://youtu.be/AvghISmSG5s>" %}

## Multiplayer

Multiplayer gameplay will initially be asynchronous, and playable on both Android and iOS devices. Players will be able to challenge their friend's teams, battling out for greatness on the basketball court. Multiplayer gameplay will eventually be synchronous, including in our immersive Athlos city world.\
\
More details will be released in the future regarding multiplayer, but next up let's take a look at the controls in-game and how you can win on the hardwood!

<figure><img src="/files/JUAX9sYh5UGSVA21QJrB" alt=""><figcaption><p>How the VS screen will look during multiplayer gameplay in the RKL</p></figcaption></figure>


# Action Buttons

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

Action buttons are the primary way that players influence the gameplay - Shoot, Pass, Steal, Specials, and move around the court. In this section, we dive into what each button does and how you can use it to dominate your competition on the hardwood!

<figure><img src="/files/5kPgiYcodygpPduRn4B0" alt=""><figcaption></figcaption></figure>

{% content-ref url="/pages/ds2dp5fZTMkBsoMSLf8K" %}
[Shoot](/core-gameplay/action-buttons/shoot)
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{% content-ref url="/pages/rOUzNSthShY0XcEQLpZY" %}
[Pass](/core-gameplay/action-buttons/pass)
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{% content-ref url="/pages/326h6Z1tiNgeQ0tSyKcY" %}
[Steal](/core-gameplay/action-buttons/steal)
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{% content-ref url="/pages/xXBOOjkP9ET0nnOcBEpn" %}
[Blocking](/core-gameplay/action-buttons/blocking)
{% endcontent-ref %}

{% content-ref url="/pages/wlK3b6WQzskswWhthQ9i" %}
[Abilities](/core-gameplay/action-buttons/abilities)
{% endcontent-ref %}


# Shoot

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

When your team holds the ball, the Shoot button is your main tool for taking a shot at the net, and it gives you a lot of control over the game. Shooting requires strategy and skill, as you calculate the risk and reward of taking a shot. Score a bucket and earn points, but miss and risk losing possession of the rock. This is the primary skill-based mechanic in the game with a QTE (quick time event) when taking the action.

* Summary: An instant action that lets the player shoot the ball
* Category: Offensive
* Activate: Press and release Action Bar
* Key Boosts: Shooting (far shots) and Finish (Close Shots/dunks)

<figure><img src="/files/xjVSmzkfmbr6y9Fvn8bc" alt=""><figcaption></figcaption></figure>

## Detailed Description

**How it works:**

* The player presses and holds the Shoot button
* Quick time event Action Bar appears on the screen
* Arrow moves across the bar
* The player tries to release the button when the arrow is in the green zone
* Kong shoots the ball
* Successful Action Bar results in making the shot
* Failed Action Bar results in missing the basket

<figure><img src="/files/4bAFTTJXcuaHTUJ4WQrR" alt=""><figcaption><p>A successful shot in the RKL mobile game</p></figcaption></figure>

## **Action Bar:**

For more information about the Action Bar, you can click here: [Action Bar](/core-gameplay/action-bar)

## **Blocking:**

Remember, the opposing team can block your shot, which adds a thrilling element of risk to the game. Blocking is button-based, and depends on the position of the opposing Kongs and their Defense Boost level.

* Is an opposing Kong within 2 meters of the ball's flight path (yes/no)
* What is the Defense Boost of the Kong in position? Kongs with high Defense have a better chance of blocking the ball.
* What is the Shooting / Finish Boost of the Kong shooting the ball? Kongs with high Shooting / Finish have an better time making a shot.


# Pass

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Pinned down by the defense? About to be tackled? You’d better pass the rock! A quick pass can flip the game's momentum in a heartbeat. Nail it, and you’ll set up your teammate for a legendary shot, leaving the opposition speechless. But keep your head up – every pass is a gamble. The other team is always ready to snag the ball and take control.

* Summary: A lightning-fast action that lets you pass the ball to one of your teammates.
* Category: Offensive
* Activate: Instant action with a cooldown
* Key Boost: Vision

<figure><img src="/files/d1Whzn1TT1voJvSqUb39" alt=""><figcaption></figcaption></figure>

## Detailed Description

**How it works:**

* With one swift motion, the player hits the Pass button
* The game selects the teammate to receive the pass based on where your joystick/HUD was pointing
* The game checks whether an opponent Kong is in the ball's flight path and can intercept
* If yes, the opponent Kong is given a chance to intercept the ball
* If no, the receiver catches the ball
* The Pass button is put on a brief cooldown to prevent spamming

<figure><img src="/files/zdAHso0KmE95kK6LCDJs" alt=""><figcaption><p>A successful pass in the RKL mobile game</p></figcaption></figure>

## **Cooldown:**

The cooldown timer encourages players to think strategically and not rely solely on passing. After all, no one wants to be caught without the ability to pass in a crucial moment in the game, right?

* Base cooldown = 2 seconds


# Steal

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Steal Overview

Nothing is more exhilarating than pulling off a perfect steal to turn the tide of a game. With the Steal, players can attempt to snatch the ball away from the opposing team, and gain the upper hand.

* Summary: An instant action that lets the player attempt to take the ball away from the opposing team
* Category: Defensive
* Activate: Instant action with a cooldown
* Key Boost: Defense

<figure><img src="/files/RXZPDdGrKeQHQHCROQ75" alt=""><figcaption></figcaption></figure>

## Detailed Description

**How it works:**

* Player presses the steal button
* Kong attempts to steal the ball
* If successful, Kong steals the ball and gains control of it
* If unsuccessful, the opposing player retains control of the ball

<figure><img src="/files/ygFD4IqgWOevS5UMQmqr" alt=""><figcaption><p>How stealing looks in the current build of the RKL mobile game</p></figcaption></figure>

## **Effect:**

Stealing gives the player the chance to steal the ball. However it is not automatic, and success relies on the following conditions.&#x20;

* What are the positions of the Kongs?
* What is the Defense Boost Kong trying to steal the ball? Kongs with high Defense are more effective at stealing the ball
* What is the Vision Boost of the Kong with the ball? High Vision will help a Kong avoid getting the ball stolen from them.

## **Cooldown:**

The cooldown period for Steal is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt to steal the ball.

* Base cooldown = 1 seconds


# Blocking

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Blocking Overview

Blocking in the RKL is different to stealing, in that blocking occurs once the ball is in flight or a dunk/shot is being attempted by the opponent.

* Summary: An instant action that lets the player attempt to block the ball away from the opposing team
* Category: Defensive
* Activate: Instant action with a cooldown
* Key Boost: Defense

<figure><img src="/files/TI4IORaV4p8TJW3bdTvf" alt=""><figcaption></figcaption></figure>

## Detailed Description

**How it works:**

* The player presses the defense/steal button
* Kong attempts to block the ball
* If successful, Kong blocks the ball and gains control of it
* If unsuccessful, the opposing player retains control of the ball

<figure><img src="/files/7DcS8KH9v2f7JAaz845c" alt=""><figcaption><p>A look at a block in the RKL mobile game</p></figcaption></figure>

## **Effect:**

Blocking gives the player the chance to block the ball. However it is not automatic, and success relies on the following conditions.&#x20;

* What are the positions of the Kongs?
* What is the Defense Boost Kong trying to block the ball? Kongs with high Defense are more effective at blocking the ball
* What is the Vision Boost of the Kong with the ball? High Vision will help a Kong avoid getting the ball blocked from them.

## **Cooldown:**

The cooldown period for blocking is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt to block the ball.

* Base cooldown = 1 seconds


# Abilities

Each player in the Rumble Kong League will have a special **offensive** ability (when they have possession of the ball) and a **defensive** ability (when they are defending against the opponent's attack).

<figure><img src="/files/XHrF9ikq1D5kgwMai1qq" alt=""><figcaption></figcaption></figure>

These special abilities contain a few variations for both offense and defense including:\
\
Tackle - The player automatically sprints towards the opposing ball handler, to tackle them and potentially regain possession of the ball.

Super Dunk - The player automatically performs a special dunk if they are in the predetermined area of the court.

Rush Hour - Teleport to the bucket at lightning speed, transporting yourself through your opponents in the blink of an eye!\
\
Bubble Shield - The player activates a technological shield that protects his basketball hoop for up to 10 seconds.

<figure><img src="/files/vpQZKRRbWWIKDhlCCz2q" alt=""><figcaption><p>An example of an attack ability</p></figcaption></figure>


# Tackle

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Tackle is a game-changing defensive move that allows the player to unleash their inner beast and take down opponents with a bone-crunching tackle! With the ability to knock the ball loose and give any player a chance to gain control, Tackle is the ultimate tool for turning the game around. But beware, this move is not for the faint of heart. With the risk of falling flat and being out of play for half a second, only the most tactical players will emerge on top with the RKL tackle ability.

* Summary: An instant action that lets the player attempt to tackle the opposing player and knock the ball out of their possession
* Category: Defensive
* Activate: Instant action with a cooldown
* Key Boosts: Defense&#x20;

<figure><img src="/files/xz8yHHLLslpV77zWRhbz" alt=""><figcaption></figcaption></figure>

## Detailed Description

**How it works:**

* The player presses the Tackle button
* The player's Kong charges towards the opposing player with the ball, attempting to tackle them
  * If successful, the opposing player loses control of the ball, allowing any player to grab it
  * If unsuccessful, the player's Kong falls flat and is out of play for 0.5 seconds

**Effect:**

On defense, tackling becomes a player's moment for a high-risk/reward opportunity. The success of a Tackle relies on the following formula:

`Basic Chance (20%) + (Tackler’s Defense /5) - (Ball Handler’s Vision/5)`

The ball handler can always try to quickly pass or shoot the ball if they see a Kong coming in for the kill. This interrupts the tackle, causing it to fail.

**EXAMPLE:**

* Tackler has a Defense Boost of 84, ball handler has a Vision Boost of 36. Basic Chance (20%) + tackler’s Defense Boost/5 (16%) - ball handler’s Vision/5 (7%) = 31% of successfully tackling the ball handler.

<figure><img src="/files/9DJEXb6VsjOjwII7frCL" alt=""><figcaption></figcaption></figure>

**Cooldown:**

The cooldown period for Tackle is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt a tackle.

* Base cooldown = 2 seconds


# Super Dunk

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Superdunks can bring the heat in the RKL with a jaw-dropping, high-flying slam dunk! This ain't just any dunk, it's your chance to show off and rack up points in style, while firing up your team and the crowd. But watch out , pulling off a Superdunk isn't easy. You risk getting blocked and sitting out for a prolonged period of time if it fails, so only the boldest ballers will rise to the occasion.

**Summary:** An instant action that lets the player attempt a spectacular dunk to score points&#x20;

**Category:** Offensive&#x20;

**Activate:** Instant action with a cooldown&#x20;

**Key Boosts:** Finish

<figure><img src="/files/dqzSfduoLxyxMwDbPjI8" alt=""><figcaption></figcaption></figure>

## **Detailed Description**

**How it works:**

1. Player presses the Superdunk button.
2. The player's Kong jumps towards the basket, attempting a high-flying dunk.
3. If successful, the player scores points with an incredible dunk.
4. If unsuccessful, the player's Kong gets blocked and is out of play for 5 seconds.

**Cooldown:** The cooldown period for Superdunk is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt a Superdunk.

* **Base cooldown = 5 seconds**


# Bubble Shield

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Activate the force shield at just the right moment, and you'll create a brief window of invincibility, where no action near the basket can break through. This powerful defense tool can repel even the fiercest of kong-strong Super Dunks, keeping your shield intact and your bucket safe. But timing is everything, hit that Force Shield button too late, and you might miss your chance to shut down your opponent's big play.

**Summary:** An instant action that lets the player place a protective bubble shield around their hoop&#x20;

**Category:** Defensive&#x20;

**Activate:** Instant action with a cooldown&#x20;

**Key Boosts:** Defense

<figure><img src="/files/Ju92CInEOl9pf5zK57wd" alt=""><figcaption></figcaption></figure>

## **Detailed Description**

**How it works:**

1. The player presses the Forceshield button.
2. The player's bucket is protected for 10 seconds
3. The shield will break after the time, or if 3 shots hit the shield

**Cooldown:** The cooldown period for Force Sheild is designed to encourage strategic play, as the player must decide when it will be most advantageous to activate it.

* **Base cooldown = 3 seconds**


# Rush Hour

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Rush Hour lets you blur past the defense and teleport straight to the basket at lightning speed! This isn’t just any move, it’s your chance to break through the opposition and score a bucket with flair, leaving your opponents stunned. But be careful, mastering Rush Hour takes skill and perfect timing. Misjudge the moment, and you might find yourself out of position, so only the quickest and sharpest hoopers in Athlos, can make this kong-strong ability their secret weapon.

**Summary:** An instant action that lets the player teleport towards the basket

**Category:** Offensive&#x20;

**Activate:** Instant action with a cooldown&#x20;

**Key Boosts:** Finish

<figure><img src="/files/GU5PaSjmxb03UWqacvh2" alt=""><figcaption><p>How the Rush Hour ability looks in the RKL mobile game</p></figcaption></figure>

## **Detailed Description**

**How it works:**

1. The player presses the Rush Hour button.
2. The player's Kong teleports towards the opponent's hoop
3. If successful, the player will be in a better position to score
4. If unsuccessful, the player will be out of position&#x20;

**Cooldown:** The cooldown period for Rush Hour is designed to encourage strategic play, as the player must decide when it will be most advantageous to attempt it.

* **Base cooldown = 3 seconds**


# Action Bar

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

The Action Bar (a.k.a. QTE) mechanic enhances the gameplay experience by providing a skill-based challenge when attempting a shot or finisher. When the player presses the "Shoot" button, a bar appears on the screen with an arrow that moves back and forth within the bar. To successfully complete the action, the player must release the button while the arrow is in the green sector.

Depending on the distance between the player and the basket, after the Action Bar is completed, the player will either perform a shot or a finisher. The size of the green sector in the Action Bar depends on several factors, including the distance between the player and the basket, the player's Boosts, and the presence of defenders guarding the player. The green sector should be greater when the player is closer to the basket, has better Boosts, and is not being guarded by defenders.

<figure><img src="/files/k0nlDDxxXB0wt9kYj9eI" alt=""><figcaption><p>How the action button will look, once the shoot button is pressed.</p></figcaption></figure>

## In the Green Zone

Successfully hitting the green sector guarantees success, but defenders may still block the shot even if the player hits the green sector. The minimum success rate is 1%. The size of the green sector is calculated using the following formula:

`Distance Modifier + Kong's Boost (Shooting / Finish) - Defender's Boost (Defense)`

**Modifiers:**

* Distance (1-80% nonlinear growth from own basket to opponent's basket)
  * Zone 4 (own basket) - 1%
  * Zone 4 to Zone 3 (midline) - 10%
  * Zone 3 to Zone 2 (3pt line) - 30%
  * Zone 2 to Zone 1 (opponents' basket) - 80%
* Kong's Boosts (Shooting/Finish divided by 5)
* Defender's Boosts (Defense divided by 5, each active defender contributes their Defense)

**EXAMPLE: Green Zone Size**

* Kong is at the 3-pt line with a Shooting Boost of 56 and no defenders. Zone 2 Distance (25%) + Shooting/5 (5%) = 30%. The green zone will make up 30% of the Action Bar, ensuring a 100% successful throw since there are no defenders between the attacker and the basket.
* Kong is between the midline and 3-pt line with a Shooting Boost of 56 and a skilled defender on him with Defense of 79. Zone 3 mod (15%) + Shooting (5%) - Defender's Def/5 (15%) = 10%. The green zone will make up 10% of the Action Bar, ensuring a 100% successful throw if the player hits the green zone.

<figure><img src="/files/j5EqoG67qM6uXrxrlyvz" alt=""><figcaption><p>How the QTE Action Bar looks in-game</p></figcaption></figure>

## **Green Zone Location:**

The location of the green sector on the Action Bar is defined randomly, challenging the player's muscle memory. If players land their arrow in the yellow section, there is still a small chance the shot can be made.

## Arrow Speed

The speed of the arrow moving back and forth within the bar sets the difficulty level of the Action Bar mechanic - slower is easier, faster is harder. The basic speed is 1 second for the arrow to go from the start to the end of the Action Bar arrow. The speed of the arrow is calculated using the following formula:

`Basic speed (100% or 1 sec) + Kong's Boost - Defenders Boost`

**EXAMPLE: Arrow Speed**

* Kong has Shooting Boost of 56, no defenders: Basic Speed (100% or 1 sec) + Kong's Shooting (56% or 0.56 sec) = 1.56 sec
* Kong has Shooting Boost of 56 and there is a skilled defender on him with Defense Boost of 79: Basic Speed (100% or 1 sec) + Kong's Shooting (56% or 0.56 sec) - Defender's Def (79%) = 0.77 sec
* Kong has a shooting Boost of 56 and there are two defenders on him Defense Boosts of 34 and 72: Basic Speed (100% or 1 sec) + Kong's Shooting (56% or 0.56 sec) - Defender's 1 Def (34%) - Defender's 2 Def (72%) = 0.5 sec

## Duration

The Action Bar will automatically end after a while to prevent the player from holding onto the button indefinitely. Action Bar ends when,

* Button has been released
* The arrow has run back and forth the action bar 2 times, which results in an automatic fail
* The ball has been stolen


# On Fire Mode

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

Get ready to ignite the court with the on-fire mode, an electrifying feature that will add a whole new level of excitement to your RKL basketball game! Each player will have an energy bar that charges up with every move they make, from making buckets to blocking shots. When the bar reaches maximum capacity, on-fire mode unleashes a fiery burst of energy that sets the game ablaze!

<figure><img src="/files/NGvVf4mNtVb9ibJcywSN" alt=""><figcaption><p>An example of the On-Fire mode activating in the RKL</p></figcaption></figure>

## Basics

* Bar capacity is 100 energy points
* Default refill rate is 1 point per second
* On-fire mode automatically activates when the bar is full
* Default burn rate is 10 points per second

## Charging Sources

* Player makes a basket +20
* Opponent makes a basket +25
* Pass +5
* Shoot or Finish (even if missed/blocked) +5 energy
* Successful Block +15 energy
* Successful Steal +15 energy
* Successful Tackle +20 energy

<figure><img src="/files/XXhtZ2FCTU5SdzpgCsri" alt=""><figcaption><p>How the On-Fire mode looks in the RKL mobile game</p></figcaption></figure>

## Effects

With on-fire activated, your team will enjoy a global buff that increases movement speed and provides a 20% bonus to all Boosts. You'll also find that your Action Bar becomes easier to manage, making it easier to execute your moves with precision and speed. But don't get too comfortable - On fire mode only lasts for 10 seconds, and your energy bar will burn down at a rate of 10 points per second.

* 20% movement speed
* 20% bonus to all Boosts (Defense, Shooting, Finish, Vision)
* The action bar is made easier
* 10-second duration (bar burns at 10 points per second rate)
* While on-fire mode is activated, no energy is refilled
* When on-fire mode has faded, energy starts refilling again after 3-second pause


# Casual Play

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview:

First and foremost, casual play is available to everyone, with a strong emphasis on accessibility. Players will have access to the core game, however, rewards will be limited compared to [clubs play](/core-gameplay/clubs-play).

Casual play is designed to offer the following experiences to players.

* Basketball Gameplay for the average consumer
* Web3 onboarding, with a seamless way for players to transition from web2 to web3
* Continuous gameplay for Club players that want lower stakes casual focused gameplay, or are in-between clubs play

<figure><img src="/files/ECnA456VzOdgCgjGcdvj" alt=""><figcaption><p>How your hooper will look in the main menu of the RKL</p></figcaption></figure>

## Divisions:&#x20;

Players will compete to move up to higher divisions. Each division is a leaderboard of approximately 100 other players, and each division will have multiple instances. \
\
For example, you may be in one “instance” of division 9, while your friend is in a different “instance” of division 9. The number of instances for each division will be a product of the number of people playing the game in any given month.&#x20;

Rewards will be tied to ending a season at the top of a division.

## Seasons:

Gameplay will be broken up into 4 week seasons, where players will compete with each other to move up and down in divisions. Rewards, battle passes, and other familiar mobile game mechanics will work within these seasonal windows.

## Rewards:

Rewards in casual play will primarily be in-game soft currency (non-token), player skins, and entry-level NFT playable characters.&#x20;

The highest divisions will have the opportunity to earn hard currency ($FAME), but it will be very difficult to reach these top divisions for casual players.

<figure><img src="/files/PseWBMg4YZ3MRmS0l6iP" alt=""><figcaption><p>Rumble Credits Soft Currency</p></figcaption></figure>

## Accessing Gameplay:

There is no barrier to participating in casual play. You will need playable characters to play, however, players can collect these characters through the normal course of play. Starter characters will likely be non-digital collectibles, or non-transferrable digital collectibles, and players can win/unlock/rent/purchase digital collectible characters which will be part of the onboarding experience into the web3 aspects of the game. \
\
This onboarding can be circumvented by purchasing characters on the open market.

Note, that Rumble Kongs will always have an advantage over other collections. This will be primarily reflected in their boosts. We will, of course, need to utalise ways of bringing in the average everyday consumer, to onboard the masses to the Rumble Kong League.

{% embed url="<https://youtu.be/Bn2YunoZ92k>" %}


# Clubs Play

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

* Prize pools with significant earning potential
* Intra-club competitive multiplayer games
* Venue for UGC and player driven narratives
* & a foundation for fandom amongst all players (including Causal players)

<figure><img src="/files/UviiLvKhIQ4UIx0n1vj2" alt=""><figcaption></figcaption></figure>

## Casual to Clubs Play Differences

Unlike casual mode's ranking system, clubs engage in conferences of 20-30 teams, offering any club a shot at becoming conference champions and advancing to the finals.

## Clubs Play Seasons

Your Kongs can shine in both casual and tournament play, ensuring double the rewards, so get ready to gear up for an exhilarating basketball experience, and stake your claim in Clubs play!

Club seasons are limited to 12 weeks, and will be broken into smaller phases where usually teams will play 2 times a week at specific times.\
\
The goal of having limited club play is to raise the tension and stakes for each game, if you know that your team is only playing at 7 pm on Wednesday that week, it’s something you can mark in your calendar, make time for and get tickets for to watch on the big screen in the Athlos plaza.\
\
The biggest prize goes to the season champions, but there are rewards for conference success and finals qualification, primarily in the hard currency $FAME.

## Clubs Tokens

Club play requires a Club token, and rewards are up to the club holder to distribute among members. Whether evenly splitting or negotiating percentages, it's in the hands of the club.\
\
To find a club for your future all-star, hit up the Discord or drop onto X to discover the huge variety of Clubs waiting to sign up your high-boosted baller. While still in its early stages, much is still to be finalized with clubs play.

{% embed url="<https://youtu.be/Bn2YunoZ92k?feature=shared>" %}


# Athlos Immersive World

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

The Ultimate Digital Arena. At the heart of the RKL and FAME ecosystem lies Athlos City, a digital metropolis where every street and alley buzzes with the spirit of competition, and the pursuit of legendary kong-strong recognition in the RKL.

&#x20;With districts dedicated to different sports, each game title within Athlos City is a gateway , opening up new adventures, challenges, brand and athlete experiences, and user-generated game content.

<figure><img src="/files/zBWQEGHhvTH49qEylt7h" alt=""><figcaption></figcaption></figure>

**Exploring Athlos**

As you step into Athlos, you'll be immediately immersed in its vibrant, futuristic ambience. The cityscape is a blend of sleek skyscrapers and bustling streets, all bathed in a neon glow that gives Athlos its distinctive cyberpunk space jam feel.&#x20;

Navigate through the city by walking around, and discovering various hotspots, designed to enhance your experience in the Rumble Kong League.

**Key Features and Scope:**

* **Challenge Other Players:** The Plaza is the social hub of Athlos, where players congregate to test their skills against each other and see who's got the best Kongs on the block. Spot your friends and rivals easily, and challenge them to quick games in the RKL.
* **Play Mini-Games:** Wager $FAME against others in live-time multiplayer mini-games such as 3-point competitions, and various other games currently being developed.
* **Shoot Hoops:** Scattered around The Plaza are several high-tech basketball courts, where you can practice your shots. These interactive courts allow you to perfect your shooting skills in a dynamic setting, ready for competitive gameplay.
* **Grab Wearables:** Athlos is lined with futuristic shops and drip stores offering a wide array of wearables for your hooper. Visit these stores to browse and purchase the latest jerseys, sneakers, headbands, and other accessories.
* **Chat with Players:** In Athlos, you can also engage in conversations with fellow Rumble Kong players. Discuss strategies, talk trash, or simply enjoy the vibes of the RKL community.
* **Spectate Games:** The Arena is the epicenter of competitive play in Athlos. Our aim is for you to be able to enter and watch live games and tournaments, on massive holographic screens with real-time commentary.&#x20;
* **Join Tournaments:** Sign up for upcoming tournaments directly within Athlos. Compete against the best players and climb the leaderboards to establish your dominance in the Rumble Kong League.

<figure><img src="/files/V6TjtJYuQUt31aMptu3j" alt=""><figcaption></figcaption></figure>

**Navigating Athlos**

Navigating Athlos is intuitive and seamless. Use the on-screen controls to move your player around the city. Icons and markers will guide you to key locations, ensuring you can easily find and access all the features Athlos has to offer.

Athlos is not just a hub; it's a vibrant, interactive world that brings The Rumble Kong League to life. Dive in, explore, compete, complete quests and connect with other players in this futuristic basketball utopia.

{% embed url="<https://www.youtube.com/watch?v=nPMkeWWxQu4>" %}
See what's it like to build an interactive hub world with RKL Co-Founder Nickev
{% endembed %}


# Equipable Items

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

There are several categories of in-game items, each with its own rules for integration into the RKL economic system. Items such as consumables and Playstyles will play a key part in winning games in the RKL. \
\
In this next section, we go over these two items and how they can affect gameplay on the court.

<figure><img src="/files/cvJwWPn61soIU253Xnc1" alt=""><figcaption></figcaption></figure>

{% content-ref url="/pages/pg0Aj2bGpUBQ0AEc2Gtu" %}
[Consumables](/metagame/equipable-items/consumables)
{% endcontent-ref %}

{% content-ref url="/pages/pBXHQ0H9nAXfV5KTKOAd" %}
[Playstyles](/metagame/equipable-items/playstyles)
{% endcontent-ref %}


# Playstyles

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

<figure><img src="/files/Jl3c0gwzTpvIGLMFP0Dn" alt=""><figcaption></figcaption></figure>

## Overview

The first iteration of equipable items within the metagame loop brings an exciting new feature: Playstyles. These are specialized items designed to enhance your team's performance by boosting specific attributes. Each Playstyle can be equipped to a designated team position, allowing you to tailor the strengths of your players, according to the demands of the game. \
\
When a Playstyle is equipped for a particular position, it grants a permanent attribute bonus to the hooper assigned to that spot. Unlike temporary power-ups, these attribute enhancements remain active for as long as the Playstyle is equipped, offering strategic depth and long-term benefits to your gameplay.

<figure><img src="/files/ptFZtWzT3Xvu0CrwYKzE" alt=""><figcaption><p>How you'll equip playstyles to your hooper in the RKL</p></figcaption></figure>

## Tiers Within Playstyles

Each playstyle comes with its own tier rank, where users will be able to obtain higher-ranked playstyles for bigger in-game buffs. These range from tier E, being the lowest, all the way to tier S, being the highest.

Tiers E, D and C are **non-NFT** items, while B, A and S are **exclusive NFT** items. This is why there is a leap in power ranges from tier C to B, as well as the maximum primary and secondary bonuses a playstyle may provide. Higher-tier Playstyles, such as those classified as B, A, or S, are intended to be NFTs, adding extra depth and rarity to these items. This allows for a unique layer of ownership and potential trade among players.

<figure><img src="/files/3S49wBR8JdjcIodoMVON" alt=""><figcaption><p>You'll obtain playstyles through RKL reward bags in-game</p></figcaption></figure>

## Playstyles and Acquisition

The primary way to acquire Playstyles is through bags, which serve as the main source. However, we also plan to offer opportunities for players to obtain Playstyles by participating in special events or exclusive brand and athlete experiences. While these details are still being finalized, the concept is to make the acquisition of Playstyles engaging and rewarding.

## Recycling and Rumbletech

A key mechanic within the game is the ability to recycle Playstyles. By recycling, players can earn Rumbletech, a special in-game currency. Rumbletech is essential for purchasing higher-quality RKL bags, which have a greater chance of dropping high-tier Playstyles. This recycling system not only promotes strategic decision-making, but also encourages players to continually refine and upgrade their team’s capabilities.

This is very much a work-in-progress system, so expect some changes to this in the future.

<figure><img src="/files/jEC9XFUiGbjvf1YdGkU2" alt=""><figcaption></figcaption></figure>


# Consumables

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

<figure><img src="/files/jyQ0AwfFWLWrEUboQ04B" alt=""><figcaption></figcaption></figure>


# Economy (v1)

Anything on this page is subject to change, and will, throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Overview

The economy system is proposed in two project stages, the **PoC**, is the most concise and functional proposal for the first tests and feedback needed to build and adjust the **MVP** proposal. This aims to be improved and expanded for the final version that will exist for the game.

In this section, we dive into the initial proposals for in-game economy, and how the various currencies and items will work in the RKL.

<figure><img src="/files/KE8EW743ygXoGX3MxbE7" alt=""><figcaption></figcaption></figure>


# Currencies

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

## Currencies

The game's economic system will have two types of currency, soft and hard, there are also fragments and a progression system, all of which are used to acquire in-game items.

Each has a unique operating scheme for acquisition and use, let's explore the different parts of this economic system.

## Soft Currency (SC)

It represents currency earned organically during the game by participating in basketball games. This currency can be used to purchase almost any type of item in the store, but the rarer and more specialized the item, the greater the amount required. How it is earned, and used is part of the player's incentive and sense of progression throughout the experience.

<figure><img src="/files/8nU2OHzZcqv416MXaJxY" alt=""><figcaption><p>The Rumble Credits Soft Currency Used In-game</p></figcaption></figure>

## Hard Currency (HC)

Hard Currency is *premium currency*, which is obtained through real transactions, either through conventional currencies or cryptocurrencies. It gives the players the convenience of acquiring the game items purchased through **Soft Currency** easily. This approach offers players flexibility, allowing them to choose the transaction method that best aligns with their individual preferences.

Hard currency for the most part, will only be obtained during clubs play and special tournaments within the RKL game.

<figure><img src="/files/dKFG9POFOYqIJC92zTsq" alt=""><figcaption><p>The $FAME RKL Hard Currency Used In-game</p></figcaption></figure>

## Fragments (FG) WIP

This feature allows players to reuse unwanted items in their collection, turning them into an additional shopping resource.

## Team Fame (TF) WIP

Is a multifunctional resource that serves both to *highlight the victoriousness of the player's team* and to gain access to the purchase of *higher rarity* items. It's also the only way to unlock the possibility to purchase **Special Actions**.

A few rules make up the dynamics of **Team Fame**:

* **Win/Lose Games:** The amount of **Team Fame** counted is the same for a **win and a loss**, except that one is an addition to what the player already has and the other is a subtraction;
* **Tie Games:** This game result **doesn’t change the Team Fame** of the players involved;
* **Milestones:** These are segmented goals within the **TF system**, something analogous to the ranking point count of other competitive games, but when achieved by player, a **Milestone** cannot be lost and the player only stagnates in that **TF** count.

<figure><img src="/files/6ZBObknZNdLxLYIkeoDb" alt=""><figcaption></figcaption></figure>


# Purchasable Items

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

There are several categories of in-game items, each with its own rules for integration into the **RKL economic system**.

## Characters

Reward bags are your items once purchased, they can be opened to reveal some prizes for the player including:

* **Type:** Animal species;
* **Tier:** The higher the tier, the better the character's attributes;
* **Received with Tier Bag RKL:** High and Extreme Tiers;
* **Currencies and Price:**
  * **High Tiers:** A lot of **SC** or Less of **HC**;
  * **Extreme Tier:** Same as the High rarity and an amount of FG.

<figure><img src="/files/LVIk4Aska7z1uwpqIEIv" alt=""><figcaption><p>How the various kongs you'll collect will look in-game</p></figcaption></figure>

## Equipables

These are items that can be equipped with characters that affect their attributes and the way they play. Players can purchase these from the **store** or randomly obtain them from **RKL Bags**:

* **Type:** Consumable or Playstyle;
* **Tier:** The higher the tier, the better the attributes bonus and effects;
* **Received with Tier Bag RKL:** Low, Medium and High Tier;
* **Currencies and Price:** These items can be purchased using **SC** or **HC**.

<figure><img src="/files/X0h9Ox7lRsWnhgwJeE41" alt=""><figcaption><p>How the various playstyles will look in-game</p></figcaption></figure>

## Special Abilities

They are the most valuable and important objects in basketball matches, changing and creating advantages for those who use them.

Abilities can be purchased from the **store** or randomly obtained from **RKL Bags**:

* **Type:** Offensive or Defensive situation;
* **Tier:** These items are ***Extremely High Tier***;
* Received with Tier Bag RKL: Extremely High” Tier;
* **Currencies and Price:** A lot of **SC** or Less of **HC AND** a Lot of **FG**;
* **Team Fame Level:** Fame Level is required to access the purchase action of these items.

<figure><img src="/files/DyCEc1FYmjytphOrhQ7b" alt=""><figcaption><p>How you'll equip specials after purchase or from RKL bag drops</p></figcaption></figure>

## RKL Bags

Can be opened by players using SC and/or HC in exchange for rewards. These are their attributes:

* **Tier:** Determines the value and type of rewards each bag can drop.
  * **Low:** Playstyle, Consumables or Cosmetics (Vanity);
  * **Medium:** Playstyle, Consumables, Cosmetics (Vanity) or Hard Currency;
  * **High:** Playstyle, Consumables, Cosmetics (Vanity), Hard Currency or Character;
  * **Extremely High:** Playstyle, Hard Currency, Character or Special Ability.
* **Currencies:** Different resources are used depending on the rarity, cost, and quantity:
  * **Low:** Soft Currency;
  * **Medium:** Soft Currency + Fragments;
  * **High:** Soft Currency or Hard Currency;
  * **Extremely High:** Soft Currency or Hard Currency + Fragments + Team Fame Level *(To unlock the access)*;
* **Price:** Cost amount, in SC, HC and/or Fragments;
* **Content:** Items in quantity and quality according to the rarity of the bag.

<figure><img src="/files/vRCRkje8CiRtpsB84Hxl" alt=""><figcaption><p>The reward bags open system shown in-game</p></figcaption></figure>


# Economy Flows

Anything on this page is subject to change throughout the development progress of the game. We will thoroughly test and validate any feature before it goes live.

<figure><img src="/files/CUsFL1UwnxtpY2i16STE" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/yI9OACDfsVcBLVI5lajq" alt=""><figcaption></figcaption></figure>

This example of the game's economy, will flow through some stages and events, using a fictional player as an example, named **Dunker Kong**:

1. **Acquisition**
   * **Soft Currency - Dunker Kong** can earn playing a casual or ranked game, and according to the result of this game:
     * **Victory:** The player earns a good amount of **SC**;
     * **Lose:** An amount less than the win.
   * **Hard Currency -** By opening an **RKL Bag** of **High or Extreme Rarity**, **Dunker Kong** can obtain hard currency.
   * **Fragments -** If **Dunker Kong** needs/wants a quantity of these resources, he can obtain them through two actions:
     * **Recycling:** Giving up an item, destroying it in exchange for **FG** amount;
     * **Dismissing:** Once the player opens an **RKL Bag**, he can choose to forgo winning one of these valuable items.
2. **Spending**

   **Dunker Kong** can access the in-game store to purchase **RKL Bags**:

   * Spending in different quantities and combinations of **SC, HC and FG** to purchase a **RKL Bag**. Therefore the larger the quantity and the stronger the currency, the rarer the purchased **RKL Bag** will be.

#### TF Flow

Unlike the other currencies, this is a “R*eward Road”* currency, which means it cannot be bought through the in-game store, and is only based on the player's performance in ranked games:

1. **Variation**

   As mentioned earlier, the amount of **TF** is based on the player’s ranking. In the last 4 consecutive games, for example, our friendly hooper **Dunker Kong, who is sitting at milestone 2 with his team,** had the following results:

   * **First Game:** He lost the game and will lose X **Team Fame** amount, as he was one win away from moving to the next **Team Fame Milestone**, he now needs to win two games to reach that goal;
   * **Second Game:** He won the game and will gain X **Team Fame** amount, and now, he needs to win one more game to reach that goal;
   * **Third Game:** He wins the game and will gain X **Team Fame** amount, with this victory, he finally reaches his **Milestone 3**;
   * **Fourth Game:** Even though he lost the game, since it's in **Milestone 3 with a base of 0**, he doesn't incur any TF loss to revert back to **Milestone 2** yet.
2. **Unlocking**

   **Dunker Kong** doesn't use the amount of **TF** as a resource, but according to your **level in this** **system**, this will **unlock** the possibility to purchase the most rare items in game, the **Special Abilities**.

In conclusion, unlike other currencies, this is a "Reward Road" currency, meaning it can't be purchased in the in-game store. and is solely earned based on a player's performance in ranked games. Different Milestones will bring about different rewards. This is currently still being scoped out, so stay tuned on future updates.

## MVP Economy Chart

This economic chart helps with a visual understanding of the entire flow of the economy in summary form:

<figure><img src="/files/lumuK9BnctGeKMvndoKV" alt=""><figcaption></figcaption></figure>


# Network Overview

**FAME NETWORK -** The Future of Athletics, Media and Entertainment.

Enter the FAME Network, an ecosystem connecting gamers, athletes, brands, fans, fashion, and entertainment.

**The $FAME TOKEN**

$FAME is more than just a token. It is the fuel of an entire world dedicated to digital sports culture. It lets players earn, unlock, and explore sports fandom like never before, fueling ongoing engagement and creativity.

$FAME fuels the economy, drives competition, and rewards achievement.

### **$FAME Overview**

#### Sports & Gaming:

* **Rumble Kong League:** RKL is the first gaming title built on the FAME Network, a compete-to-earn web3 mobile game blending explosive basketball action with 90’s nostalgic gameplay. Launching on iOS and Android.

<figure><img src="/files/f9q4iLmxwV1IC8C37GHn" alt=""><figcaption></figcaption></figure>

* **Multisport Platform:** From Basketball to Football, and from Fantasy to Sports Betting, FAME Network will host and fuel a diverse range of sports titles and activities built by a vast network of developers, with Rumble League Studios providing the blueprint with RKL for how to grow a sports IP on-chain.

{% embed url="<https://www.youtube.com/watch?v=AI6hwUL-FA0>" %}

* **Athlos City:** The Ultimate Digital Arena. At the heart of the FAME ecosystem lies Athlos City, a digital metropolis where every street and alley buzzes with the spirit of competition and the pursuit of recognition. With districts dedicated to different sports, each game title within Athlos City is a gateway, opening up new adventures, challenges, brand and athlete experiences, user-generated game content and more.
* **Interconnected Achievements:** Through the FAME Network platform token, $FAME, every achievement in one experience ripples across the platform, unlocking doors to new arenas and encouraging players to discover new experiences.

{% embed url="<https://youtu.be/KcjhtTIUc_o>" %}

*


# Network Ecosystem

<figure><img src="/files/JYAJVjccVo2dRue7vCX4" alt=""><figcaption><p>The $FAME Network ecosystem</p></figcaption></figure>

#### Ecosystem:

* **FAME Network Launchpad:** A launchpad for new games, apps, and sports-world experiences, driving innovation and community engagement within the network. With already two successful community-driven ventures, a Toy Art line, and a Social Points Platform, backed by Steph Curry’s PennyJar Capital, $FAME Accelerator plans to streamline and boost the ecosystem initiatives through funding, advisory support, and an expansive network to leverage as they grow their project.
* **Brand Partnerships:** Leveraging a multitude of sports cultures, $FAME enables influential brands to integrate their products and experiences into the ecosystem enhancing visibility and engagement native to the player’s journey. Within $FAME, brands are part of the story enhancing players’ progression and forging strong emotional bonds. RKL already brings deeply integrated partnerships with brands such as CAA Sports, Gatorade, STANCE, Under Armour and various other household names to the network.

<figure><img src="/files/jYNFiQ91lUw9l7bmntKf" alt=""><figcaption></figcaption></figure>

* **Athlete Partnerships:** $FAME is carving new pathways for athletes to interact and build loyalty with their audience. Be it from in-game integrations through custom abilities, signature moves and wearables or digital collectible drops. $FAME extends athletes’ digital presence to uncharted territories and brings the fans closer to them than ever before.

<figure><img src="/files/uktKjUwFvajDQoHwBHa3" alt=""><figcaption><p>Steph Curry wearing an RKL beanie in a GSW press conference in 2021.</p></figcaption></figure>

**Culture & Trends:** FAME is at the forefront of sports culture, combining music, fashion and lifestyle trends. FAME aims to bridge physical products and digital collectibles, bringing what’s hyping on the streets and courts to a unified digital hub.&#x20;

<figure><img src="/files/4UVl0wCJeSkGHwUf9wvu" alt=""><figcaption><p>Paul George with RKL Co-Founder Sick Pencil at the RKL X Stance Promo shoot.</p></figcaption></figure>


# Token Distribution

### $FAME Tokenomics

<figure><img src="/files/2aAFfjvaZGaHYkbG5hke" alt=""><figcaption><p>$FAME distribution chart </p></figcaption></figure>

**TOTAL SUPPLY: 7 Billion**

* Community Airdrop/Staking and Rewards **30%**
* Ecosystem Fund **20%**
* Team **20%**
* Investors **22%**
* Advisors **4.5%**
* Liquidity, Listings, Launchpad Partners **3.5%**

***NOTE:** The Team reserves the right to make changes to Tokenomics before the TGE should new GTM/launch opportunities arise, strategy, or conditions change.*


# Token Emissions / Vesting

<figure><img src="/files/HJzlYnj3AtTRc0xgtea5" alt=""><figcaption></figcaption></figure>

## **Community Airdrop/Staking/Play Rewards:**

* 20% of 30% allocation released at TGE
* 6% Total Supply released at TGE to NFT holders
* 0 cliff
* 24 months, unlocked monthly, vested linearly **(Gamified Staking Rewards)**
  * Kong Holders: \~\*\*66.67% \*(\**20% Total Allocation Supply)*
  * Club Holders: \~**23.33%** *(7% Total Allocation Supply)*
  * Rookie Holders: **10%** *(3% Total Allocation Supply)*

*Not taking into account the claim delay incentives system at the time of TGE/airdrop.*

## **Ecosystem Fund:**

* 15% of 20% allocation released at TGE
* 0 cliff
* 48 months, unlocked monthly, vested linearly

## **Team:**

* 0% released at TGE
* 6-month cliff
* 24 months, unlocked monthly, vested linearly

## **Investors:**

* Seed Investors (20% total supply)
  * 0% released at TGE
  * 6-month cliff
  * 24 months, unlocked monthly, vested linearly
* Strategic Round (2% total supply)
  * 15% released at TGE
  * 0-month cliff
  * 18 months, unlocked monthly, vested linearly

## **Advisors:**

* 0% released at TGE
* 6-month cliff
* 24 months, unlocked monthly, vested linearly

## Liquidity, Listings, Launchpad Partners:

* 100% released at TGE


# $FAME SocialFi Campaign

**Welcome to FAME**

Dive into the future of sports culture and entertainment with FAME, your gateway to becoming a part of the next-generation sports network. The FAME Network is a fully scalable ecosystem that brings together sports fans, athletes, and gamers from around the globe. Let's dive into our socialfi campaign.

**Engage, Create, and Earn**

<figure><img src="/files/I0fLywguxaAifnCjRB6w" alt=""><figcaption></figcaption></figure>


# Join The Hall of $FAME

Sports has evolved from being a passive spectator event to being an interactive global cultural phenomenon. With fan engagement and participation through social media, fantasy sports, collectibles, video games, memes, fashion, music, and more, the global sports market is now a $2.3 trillion industry.

It's time to create an ecosystem for the future of sports that empowers and aligns incentives of athletes, creators, brands, and fans alike.

## Introducing The Hall of $FAME

Dive into the future of sports culture and entertainment with FAME, your gateway to becoming a part of the next-generation sports network. Rally up the sports community!

The FAME Network is introducing a reward system based on social engagement and quality content creation leading up to TGE.

**Engage, Create, and Earn to grab FAME points, that can later be converted into $FAME tokens.**

[**www.fametoken.com**](https://docs.rumblekongleague.com/fame-token/usdfame-socialfi-campaign/www.fametoken.com)

<figure><img src="/files/R3yK0QsKqH85sogo3CtN" alt=""><figcaption></figcaption></figure>

## Official Links & Quick Guide

{% content-ref url="/pages/rdBrjq2Rd2Wm6nOVZz1y" %}
[$FAME Points & Quests](/fame-token/usdfame-socialfi-campaign/usdfame-points-and-quests)
{% endcontent-ref %}

{% content-ref url="/pages/ZfyVHMnfHc13c1fxDw6w" %}
[$FAME Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers)
{% endcontent-ref %}

{% content-ref url="/pages/2NiFUQP1oGdfv3UHTeQL" %}
[$FAME FAQ's](/fame-token/usdfame-socialfi-campaign/usdfame-faqs)
{% endcontent-ref %}


# $FAME Points & Quests

## **Engage, Create, and Earn**

**Social Quests:** Get far in the $FAME ecosystem by completing Social Quests, engaging actively with community content, and inviting friends to join. We check engagement on your top 5 $FAME tweets per day, and you'll score FAME points based on those top 5 tweets.

> Every view on the tweet counts as 1 FAME Point.
>
> 1 View 1
>
> 1 Like 3
>
> 1 Repost 4
>
> 1 Reply 10
>
> Quote RT 15
>
> Points can later be traded for $FAME.

Sports fans! Show your content creator skills, engage with a global community, and get ahead of the game. \
\
You'll also gain points for engagement on your 2 top daily replies on $FAME community content.

**The route to $FAME starts now!**

## **Global Leaderboard**

The global leaderboard is the sum of the points you accumulated by referring friends, creating content about FAME, engaging with FAME posts, and completing the Social Quests. Keep your eyes peeled for special one-off raffles, and RKL playtest seasons, where you can score even more points!

<figure><img src="/files/ytcOIxsr3cWDVSk7lsMz" alt=""><figcaption></figcaption></figure>


# $FAME Multipliers

<figure><img src="/files/3ks4PbbopWF9jBrk2nch" alt=""><figcaption><p>Get multipliers in the Hall of $FAME to boost your points!</p></figcaption></figure>

## Multiply Your Game With $FAME

Multipliers are available in the form of exclusive digital collectibles, social following, referrals, G-coin carry overs and much more. 🔥

Multipliers will update on the platform every 6 to 12 hrs, and will have a big impact on how many fame points you'll incur. \
\
NOTE - Please connect your wallet/wallets first to receive multipliers for all future $FAME points. Multipliers are not retroactive, so grab your multipliers first and then start to rack up points for the maximum benefits.\
\
Let's check out some of the multipliers up for grabs in the Hall of $FAME:

{% content-ref url="/pages/hPdGSQ3vUqr6zitTKrAs" %}
[Refer A Friend Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers/refer-a-friend-multipliers)
{% endcontent-ref %}

{% content-ref url="/pages/JJx6AI1qZLRLQ1ToCgag" %}
[NFT Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers/nft-multipliers)
{% endcontent-ref %}

{% content-ref url="/pages/vJ01BoesIXSLs2bHaFvA" %}
[NFT Trait Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers/nft-trait-multipliers)
{% endcontent-ref %}

{% content-ref url="/pages/MOehCzsJ5pcRZ0y9OQTW" %}
[Social Following Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers/social-following-multipliers)
{% endcontent-ref %}

{% content-ref url="/pages/BTHF2ZkoWOpCoUslAUtI" %}
[G-Coin Multipliers](/fame-token/usdfame-socialfi-campaign/usdfame-multipliers/g-coin-multipliers)
{% endcontent-ref %}


# Refer A Friend Multipliers

Use the referral link in the platform to invite your friends to the Hall of $FAME. You'll gain 8% of all future points earned from the person you refer, so it's a great way to score big points.

| ACTION                | MULTIPLIER |
| --------------------- | ---------- |
| Referred 1 friend     | 2x         |
| Referred 3 friends    | 3x         |
| Referred 5 friends    | 5x         |
| Referred 10 friends   | 8x         |
| Referred 20 friends   | 12x        |
| Referred 30 friends   | 16x        |
| Referred 40 friends   | 20x        |
| Referred 50 friends   | 25x        |
| Referred 60 friends   | 30x        |
| Referred 70 friends   | 35x        |
| Referred 80 friends   | 40x        |
| Referred 90 friends   | 45x        |
| Referred 100 friends  | 50x        |
| Referred 125 friends  | 60x        |
| Referred 150 friends  | 70x        |
| Referred 175 friends  | 80x        |
| Referred 200 friends  | 100x       |
| Referred 300 friends  | 150x       |
| Referred 400 friends  | 200x       |
| Referred 500 friends  | 250x       |
| Referred 1000 friends | 500x       |


# NFT Multipliers

Certain NFT's that are held in the wallet connected can also count as multipliers. We may add or remove some of these NFT actions based on user feedback.

| NFT ACTIONS                   | MULTIPLIER |
| ----------------------------- | ---------- |
| Own 1 Kong                    | 10x        |
| Own 3 Kongs                   | 20x        |
| Own 12 Kongs                  | 40x        |
| Own 25 Kongs                  | 100x       |
| Own 50 Kongs                  | 200x       |
| Own 75 Kongs                  | 400x       |
| Own 100+ Kongs                | 750x       |
|                               |            |
| Own 1 Rookie                  | 2x         |
| Own 3 Rookies                 | 4x         |
| Own 12 Rookies                | 8x         |
| Own 25 Rookies                | 20x        |
| Own 50 Rookies                | 40x        |
| Own 75 Rookies                | 80x        |
| Own 100+ Rookies              | 150x       |
|                               |            |
| Own 1 RKL Sneakers            | 5x         |
| Own 3 RKL Sneakers            | 10x        |
| Own 12+ RKL Sneakers          | 15x        |
| Own RKL x CURRY Flow Sneakers | 25x        |
|                               |            |
| Own 1 Club NFT                | 500x       |
| Own 2 Club NFTs               | 750x       |
|                               |            |
| Original Minter OG            | 500x       |
| Hold Time Duration 6 months   | 100x       |
| Hold Time Duration 1 year     | 250x       |
| Hold Time Duration 2 years    | 500x       |


# NFT Trait Multipliers

NFT trait boosts are also available for Rumble Kong owners with certain boost stats. Connect a wallet holding any of the following to obtain these trait multipliers.

| NFT TRAIT ACTIONS          | MULTIPLIER |
| -------------------------- | ---------- |
| Own 1 Rare Fur Kong        | 25x        |
| Own 3 Rare Fur Kongs       | 50x        |
|                            |            |
| Own 1 Rare Fur Rookie      | 5x         |
| Own 3 Rare Fur Rookies     | 10x        |
|                            |            |
| BOOST: High Shooting (75+) | 30x        |
| BOOST: High Defense (75+)  | 30x        |
| BOOST: High Vision (75+)   | 30x        |
| BOOST: High Finish (75+)   | 30x        |
| BOOST: Overall Total 200+  | 25x        |
| BOOST: Overall Total 250+  | 40x        |


# Social Following Multipliers

Have a big following on social media? You're in luck. Social following boosts are available for all connected X accounts to the Hall of $FAME.

| INFLUENCER BOOSTS | MULTIPLIER |
| ----------------- | ---------- |
| 500 Followers     | 1x         |
| 1k Followers      | 2x         |
| 2k Followers      | 4x         |
| 3k Followers      | 5x         |
| 5k Followers      | 7x         |
| 10k Followers     | 8x         |
| 15k Followers     | 10x        |
| 20k Followers     | 15x        |
| 30k Followers     | 20x        |
| 50k Followers     | 25x        |
| 75k Followers     | 30x        |
| 100k Followers    | 50x        |
| 150k Followers    | 75x        |
| 200k Followers    | 155x       |
| 300k+ Followers   | 200x       |


# G-Coin Multipliers

Your total G-coins from our recent collaboration with Gatorade will also be carried over as multipliers to our socialfi platform. This is your total G-coins earned, even if you spent any on wearables.

| G-COIN CARRY OVER | MULTIPLIER |
| ----------------- | ---------- |
| 3 G-Coins         | 2x         |
| 10 G-Coins        | 5x         |
| 50 G-Coins        | 8x         |
| 100 G-Coins       | 12x        |
| 150 G-Coins       | 15x        |
| 200 G-Coins       | 18x        |
| 300 G-Coins       | 20x        |
| 500 G-Coins       | 25x        |


# $FAME FAQ's

Have a questions still? Check out the FAQ section below, or head over to our official Discord server to check in with our devs and community team. You can find the link in our 'Official Links' tab.

{% content-ref url="/pages/67sBlsXpsTsRvATVixYp" %}
[Official links](/official-links/official-rkl-links)
{% endcontent-ref %}

## FAQ FAME SocialFI

<figure><img src="/files/V9kH5bxfh3b4RtYZK1Jv" alt=""><figcaption></figcaption></figure>

### ***What is Socialfi?***

[→ Social fi an initiative that allows participants to earn FAME points through certain activities. These points are calculated ](#user-content-fn-1)[^1]a[^1]nd later can be exchanged for $FAME tokens.

### ***What activities can I participate in to earn FAME points?***

→ Social quests, posting Twitter posts with $FAME, RKL playtest seasons and engaging with RKL and FAME posts.

### ***How are fame points calculated and are points earned during the event relatively converted with $FAME Token?***

→ Fame points are awarded as you complete quests, make posts referencing $FAME and engage with RKL and FAME Social posts.

### ***Can I track my FAME points in real-time?***

→ Some FAME points will be awarded in real-time while others will be awarded throughout the campaign (We cannot do everything in real-time due to Twitter API restrictions i.e.)

### ***How long till my points and multipliers update?***

→ Multipliers will update every 12h

### ***Are there benefits for holding RKL Digital Collectibles for $FAME? (Kongs, Rookies, Sneakers, etc) If so, will the hold time be retroactive?***

→ Holding RKL digital collectibles will give you benefits in terms of the multipliers awarded to you. The more RKL digital collectibles you hold the larger your multiplier will be.

### *Am I able to connect multiple wallets with RKL Digital Collectibles?*

→ Yes, and more wallet features will be added for convenience throughout the event.

### *When do we get new social quests added?*

→ Social quests will be added throughout the campaign, but there is no clear schedule for these

### ***When will points finalize/snapshot occur?***

→ Final snapshot occurs when the campaign ends.

### *Can I lose FAME points and if so, how?*

→ They are yours unless you are found to be abusing our system or cheating in any way.

### ***What happens if I join the event late, can I still earn FAME points?***

→ Yes, you will be able to earn FAME points throughout the whole campaign, although you need to give attention to limited-time raffles and quests.

### ***When will this activation end?***

When TGE begins

[^1]:


# Rumble Kongs

## Rumble Kong's Overview

Rumble Kong League digital collectibles are a groundbreaking fusion of street basketball culture and cutting-edge blockchain technology. Each digital collectible represents a unique, hand-crafted Kong player, complete with distinct traits, boosts, and style to stand out on the basketball court. Kongs are the backbone of everything RKL and FAME Network-related.

These digital collectibles are more than just art, they are your gateway to exclusive in-game content and competitive play within the Rumble Kong League universe.&#x20;

By owning a Rumble Kong digital collectible, you gain access to special tournaments, rare gear, and the ability to trade your assets on the open market. Elevate your game and showcase your Kong’s dominance, both on and off the court with one of these 10,000 hooper beasts!

<figure><img src="/files/RIpmIeQpOHGMOQQtilUK" alt=""><figcaption></figcaption></figure>

## Benefits Of Owning A Rumble Kong

* **Unique Player Ownership:** Each Rumble Kong digital collectible, represents a one-of-a-kind player with distinct boosts and traits that can be used in-game.
* **Exclusive In-Game Content:** Access special tournaments and events reserved for Kongs, such as clubs play, where kongs can compete to earn our in-game hard currency token [$FAME.](/fame-token/network-overview)
* **Customization Options:** Unlock rare gear and customization options to enhance your player's appearance and abilities in-game.
* **Rental Capabilities:** Rent out your Rumble Kong to other players to earn tokens through our renting system
* **Trade and Sell:** Buy, sell, and trade your NFTs in the vibrant crypto marketplace.
* **Community Access:** Join an exclusive community of Rumble Kong owners, participating in community-driven events and discussions.
* **Enhanced Gameplay:** Enjoy a richer, more engaging gaming experience with your unique Kong player.


# Rumble Rookies

## Overview

Rumble Rookie digital collectibles, introduce a new generation of 10,000 unique rookie players to the Rumble Kong League universe. Each digital collectible in this series, features a distinct rookie player, complete with their own set of traits, boosts, and drip similar to the Rumble Kongs.&#x20;

By owning a Rumble Rookie, you gain access to special tournaments, rare customization options, and the ability to trade your assets in various digital collectible marketplaces.\
\
When it comes to boosts, Rookies have a much lower boost rating in general than the Rumble Kongs. However, some Rookies will still have higher boost ratings than Kongs. In terms of earning potential, they will have limited earning capacity compared to Rumble Kongs. Rumble Kongs will always be the GOATS of the game.

<figure><img src="/files/dsOwX50RGjucIXk4504J" alt=""><figcaption></figcaption></figure>

## Benefits Of Owning A Rumble Rookie

* **Unique Player Ownership:** Each Rumble Rookies digital collectible represents a one-of-a-kind rookie player with distinct boosts and traits that can be used in-game.
* **Exclusive In-Game Content:** Access special tournaments and events reserved for Rumble Rookie holders.
* **Customization Options:** Unlock rare gear and customization options to enhance your rookie's appearance and abilities.
* **Trade and Sell:** Buy, sell, and trade your digital collectibles in various online marketplaces, such as Opensea, Blur and Magic Eden.
* **Community Access:** Join an exclusive community of Rumble Rookies owners, participating in community-driven events and discussions surrounding the RKL.
* **Enhanced Gameplay:** Enjoy a richer, more engaging gaming experience with your unique rookie player, gaining access to certain game modes.


# Rumble Clubs

## Overview

Rumble Clubs are a set of 50 exclusive digital collectibles, each unlocking unique competitive and social experiences within the Rumble Kong League universe. These digital collectibles offer significant earning potential through prize pools, intra-club competitive multiplayer games, and a venue for user-generated content and player-driven narratives. Additionally, they lay the foundation for a strong fan community, engaging both casual players and dedicated competitors.

Unlike casual mode's ranking system, clubs participate in conferences of 20-30 teams, giving every club a shot at becoming conference champions and advancing to the finals. Club seasons are structured over 12 weeks, broken into smaller phases where teams typically play twice a week at specific times. This schedule raises the tension and stakes for each game, turning every game into a must-see event that players can mark on their calendars, and spectators can enjoy on the big screen in Athlos Plaza.

Participation in club play requires a Club token, with rewards distributed by the club holder. These rewards can be shared evenly or negotiated among members, adding a strategic element to team dynamics.&#x20;

The ultimate goal is to win the season championship, but there are also significant rewards for conference success and finals qualification, primarily in the hard currency, FAME. To join a club and start your journey, check out our official RKL Discord, or drop onto X to find a variety of clubs eager to recruit your high-boosted ballers.

<figure><img src="/files/CaXHeJUlaW39r1utEuex" alt=""><figcaption></figcaption></figure>

## Benefits Of Owning A Rumble Club

* **Significant Earning Potential:** Compete for substantial rewards through prize pools.
* **Exclusive Multiplayer Games:** Participate in intense, club-only games and tournaments.
* **User-Generated Content Venue:** Create and share player-driven narratives and content.
* **Foster Community Fandom:** Build a strong fanbase and engage with both casual and competitive players.
* **Strategic Team Play:** Manage and distribute rewards among club members, adding a layer of depth to clubs play.
* **Structured Seasons:** Participate in organized 12-week seasons with high-stakes games.
* **Increased Visibility:** Play in scheduled games that can be watched by spectators in Athlos Plaza and major social streaming services.
* **Access to Hard Currency (FAME):** Earn valuable in-game currency through conference success and finals qualifications and wins.


# Gatorade Official Wearables

{% embed url="<https://youtu.be/EJnykkmoHrU>" %}
Gatorade joins forces with us as the official sports drink of the Rumble Kong League
{% endembed %}

## Gatorade x RKL Overview

We were thrilled to announce that Gatorade had become the official sports drink partner of our Rumble Kong League brand. This exciting collaboration, confirmed by PepsiCo, Gatorade's parent company, brought diverse in-game integrations within our upcoming mobile basketball title.

Leading the charge was the introduction of the "G-Machine", a virtual vending machine within the game. This innovative feature allowed players to unlock digital collectibles, including a variety of Gatorade-branded items, by using G-Coins earned through their gameplay achievements.

Fans of the RKL can look forward to sporting Gatorade-themed gear not only during intense on-court showdowns, but also while exploring the open-world cityscape of Athlos, whilst in our interactive menu hub. With collections that span the Vintage, Hydroslam, and G-Gear lines, players were able to obtain a total of 12 wearables to use whilst they ball out in the RKL.

<figure><img src="/files/JLAYnKMKv8nvwAU6TXHA" alt=""><figcaption><p>How past G gear inspired the RKL X Gatorade collection</p></figcaption></figure>

Our CEO, Nick Vale said, ***"We're thrilled to partner with Gatorade to bring fun and innovative experiences to the global gaming community. Together, we're pushing the boundaries of mobile gaming while offering a glimpse into the future of fan engagement, where the lines between physical and digital worlds blur."***

As we prepare for Rumble Kong League's debut on iOS and Android platforms, this collaboration with Gatorade underscores our commitment to delivering immersive experiences while leveraging the growing intersection of gaming and real-world brands.

All who balled out during the activation, will be getting their hard-earned G gear when the game drops on iOS and Android.\
\
Check out some of those in-game wearables on the court, in our Gatorade showcase piece below!

<https://www.rumblekongleague.com/gatorade>

{% embed url="<https://youtu.be/S8KQgvJQenw?feature=shared>" %}


# Stance | Hypersocks

{% embed url="<https://youtu.be/WI_-oamhXxY>" %}

## Stance Hypersocks | Overview

In late 2023, Stance and Rumble Kong League joined forces to release Hypersocks, in collaboration with NBA legend Paul George. HyperSocks brought Stance into uncharted territories. We're talking fresh in-game wearables, state-of-the-art physical collectibles, NBA superstars and more. \
\
Stance is a well-established American apparel brand, known for its innovative and stylish sock designs. With a global presence and a commitment to pushing the boundaries of fashion, Stance has become a household name for sock enthusiasts everywhere.

Launching both physical and digital socks, this collection featured 3 RKL-inspired Hypersocks. Users could claim the box, to unlock 3 digital wearables for the RKL mobile basketball game. Users also had the option to purchase a physical version on the box, to collect or ball out in on the basketball court. \
\
A filter was also created for the activation, so Snapchat users could take the court, use the QR code on the socks and ball out in augmented reality. \
\
<https://www.rumblekongleague.com/stance>

<figure><img src="/files/hRaT9RCtAeWkjYrMUegB" alt=""><figcaption><p>RKL Co-Founder Nickev showing off the RKL game to Paul George at the Stance shoot</p></figcaption></figure>


# Under Armour | Curry Flows

{% embed url="<https://youtu.be/XtmJ-ZnflLQ>" %}
All time record holder showcase created with the RKL logo to announce the partnerships
{% endembed %}

## Under Armour Curry Flows Overview

After Stephen Curry broke the record for most career threes, we released a special one-off collection with him and Under Armour to celebrate this incredible achievement.

Sketched by RKL Co-Founder Sick Pencil, the design was released as a digital wearable for the upcoming RKL mobile basketball game. Players will be able to take to the court with these special one-off sneakers after the game releases on both iOS and Android devices. \
\
<https://opensea.io/collection/rumble-kong-league-curry-flow>

<figure><img src="/files/JifAHCwuTZvCW3oShL2w" alt=""><figcaption><p>Artwork done by RKL Co-Founder Sickpencil for the UA collaboration</p></figcaption></figure>


# Official RKL Links

Official Website:&#x20;

⤷<https://www.rumblekongleague.com/>&#x20;

Twitter / 𝕏&#x20;

⤷<https://twitter.com/RumbleKongs>

Instagram&#x20;

⤷<https://www.instagram.com/TheRumbleKongs/>&#x20;

YouTube&#x20;

⤷<https://www.youtube.com/channel/UCe56yTReJdNbW9XzyZDu5LA>

Tiktok

⤷<https://www.tiktok.com/@rumblekongsofficial?lang=en>

Discord

⤷<https://discord.gg/cTGR8kZ4M4>

**OpenSea Collections:**

KONGS:

<https://opensea.io/collection/rumble-kong-league>

ROOKIES:

<https://opensea.io/collection/rkl-rookies>

CLUBS:

<https://opensea.io/collection/rkl-club-mint-pass>

SNEAKERS:

<https://opensea.io/collection/rumble-kong-league-sneakers>

CURRY FLOW:

<https://opensea.io/collection/rumble-kong-league-curry-flow>

STANCE x PG BOXES:

<https://opensea.io/collection/rkl-x-stance-boxes>

STANCE x PG HYPERSOCKS:

<https://opensea.io/collection/rkl-x-stance-hyper-socks>

**Magic Eden Collections:**

KONGS:

<https://magiceden.io/collections/ethereum/0xef0182dc0574cd5874494a120750fd222fdb909a>

ROOKIES:

<https://magiceden.io/collections/ethereum/0x63f421b24cea6765b326753f6d4e558c21ea8f76>

SNEAKERS:

<https://magiceden.io/collections/ethereum/0x5180f2a553e76fac3cf019c8011711cf2b5c6035>

CURRY FLOW:

<https://magiceden.io/collections/ethereum/0x0b87320f22c94e290e763c2f337dc0b44693a548>

**Blur Collections**:

KONGS:

<https://blur.io/eth/collection/rumble-kong-league>

ROOKIES:

<https://blur.io/collection/rkl-rookies>


