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ITS (itstheseason); Beginner Guide

A Beginner's Journey into the onchain Card Game World of ITS: Rules, Strategies, and Rewards.

ITS is a real-time, multiplayer onchain card game where players mint packs, use cards, and compete for a shared reward pool. you can find a raw version of this guide on X here.

What Is ITS?

itstheseason.xyz is a card-based game by megatruther(on X) on MegaETH where:

  • Players mint booster packs (NFTs)

  • Open(burn) them to receive cards (also NFTs)

  • Use play(burn) cards to affect the game

  • Compete for a epoch(an epoch is usually 20hrs previously used to last for a week) reward pool

Everything happens onchain:

  • Packs = NFTs

  • Cards = NFTs

  • Actions = transactions

The Goal

Every “epoch” usually 20hrs(team has experimented with 1week and hour epoch in the past) : The Top 20 players on the leaderboard split majority of the reward pool and a portion also goes to koth(King of the Hill, thats whoever spends most time at #1). The pool(including koth) is funded mainly by booster pack mints.

How Booster Packs Work

1 pack = 1 NFT

When you:

  • Mint a pack(price starts at ~0.001eth) → price increases slightly(~$0.01) for the next buyer

  • Open a pack → it is burned

  • You receive 5 random cards(random rarity, random card types)

Important:

  • as per current game mechanics pack prices are “up only” during minting

Cards Explained

Cards come in 4 rarity levels:

  • Common

  • Rare

  • Epic

  • Legendary

Cards also come in 6 card types:

  • Growth

  • Redistribution

  • Aggression

  • Destruction or Chaos

  • Heal

  • Reflect

see images below

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growth cards showing all rarities
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aggression cards showing all rarities
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card types, all common cards except reflect lol

card has an effect, for example:

  • Add points to yourself

  • Steal points from others

  • Redistribute points

  • Chaos/random effects

Card Types (Simple Guide)

1. Growth: Gives you points (e.g. +2).

How to use it: Use anytime. It’s the safest way to steadily build your score.

2. Aggression

What it does: Takes points from last player and gives them to you.

How to use it: Best used late in the game to steal points and overtake players.

3. Chaos

What it does: 50/50 chance:

  • You lose some points

  • OR you steal points from the last player.

4. Redistribution

What it does: Takes points from the top player (#1) and gives them to the bottom player.

5. Heal

What it does: Adds point to both you and the last player

6. Reflect(autoplayed)

What it does: Sends an incoming attack(aggression and redistribution) back to the attacker. chaos/destruction attacks can't be reflected.

The points you get or steal or reflect increases by rarity

Getting started

  1. sign up on https://itstheseason.xyz/ you can use my ref code D2RR4Z

  2. deposit eth on mega and send to your ITS embedded wallet.

  3. mint booster packs see videos below

  4. play cards to get points( more explanation on what cards do below). need gas to play(You’ll need a small amount of ETH in your embedded wallet to play cards. Keep around 0.006 ETH as a buffer for gas; this won't be used btw actual costs are infinitely lower, but this ensures your transactions go through smoothly)

  5. try to top the leaderboard as top 20 win pot or go more aggressive and try to say on top of the leaderboard for longest to win King of the Hill.

  6. rinse repeat for the subsequent epoch

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ITS interface overview

How to Earn Points and Win (Leaderboard & Epochs)

Your goal is to earn points and secure a spot on the leaderboard.

  • Points: You earn points by using (playing) the cards you have opened.

  • Leaderboard: Your points total is displayed at the top left of the game interface.

  • Top 20 + KOTH → split the reward pool at epoch end.

  • Cards Carry Over: Any unused cards you have at the end of an Epoch will carry over to the next one.

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FPL vs Football.Fun: mapped to Radoff’s four quadrants

FPL vs. Football.Fun: Why fans play, why traders play, and how motivations diverge

Radoff's Framework recap

Radoff(Jon Radoff, the game design thinker) frames player motivation on two axes (players involved, and reward type) and summarizes four motivation quadrants: Immersion, Achievement, Cooperation, Competition. Using that as the comparison lens is a simple way to break down the major categories of motivation for any game in his book, Game On.

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Introduction

Fantasy Premier League (FPL) has long been the entry point for millions of fans who want to translate their football knowledge into competition. It is simple, free to play, and rewards patience, foresight, and tactical planning across a season. Football.Fun, by contrast, is similar to FPL but places the experience on-chain, with real stakes and real money attached to player ownership. To unpack how these two games differ, it’s useful to apply Jon Radoff’s Game Player Motivations framework, which identifies four broad drivers of play: Immersion, Achievement, Cooperation, and Competition.

1) Immersion (stories, roleplay, exploration, emotional / qualitative rewards)

  • FPL: Moderate immersion. Managers build narrative around seasons, captain choices, long-term strategy and league banter. The game is stable and supports personal storytelling (“my differential that won the mini-league”).

  • Football.Fun: Lower passive immersion but different flavor: ownership + market dynamics create a portfolio identity (you “own” players on-chain). The metagame (trading, packs, market-driven narratives) creates episodic discovery rather than continuous roleplay.

Net: FPL gives steadier, narrative immersion. Football.Fun’s immersion is transactional/collectible and spikes around drops, market drama, and pack openings.

2) Achievement (progress, mastery, measurable skill)

  • FPL: Pure achievement design — points, weekly rank, chips, season-long mastery; successful play is primarily football knowledge + fixture management.

  • Football.Fun: Dual achievement axis: football skill and market skill. You earn measurable rewards (TP/SP) and Skill Rating based on efficient picks (top-11 scoring players count; top performers get multipliers). So achievement is both on-pitch performance and capital allocation.

Net: FPL = football-only mastery. Football.Fun = layered mastery (football selection + trading/position-sizing).

3) Cooperation (social, shared goals, group creativity)

  • FPL: Strong social cooperation off-platform (leagues, friends, social media). The app itself is modestly social (leagues, mini-leagues).

  • Football.Fun: Cooperation is functional to growth (referrals, Discord/alpha groups) and can become financial (coordinated buys/hyping). The product’s mechanics include referral/invite systems and community-driven scouting; plus, prize pools grow with platform trading volume, so cooperative promotion helps everyone.

Net: FPL’s cooperation is social/communal. Football.Fun’s cooperation often blends community and economic incentives (helping onboard users increases trading volume & rewards).

4) Competition (scarce resources, leaderboards, direct win/loss)

  • FPL: Classic competition via leagues and season tables — zero-sum relative ranking.

  • Football.Fun: Heavy competition; tournaments, on-chain leaderboards, and a market where scarcity and share ownership directly determine reward shares. Important mechanics: each winning player’s reward pool is split by active shares (so owning a larger % of a less-owned winner => outsized gains), and trading fees, anti-dump taxes and contract mechanics shape competitive behavior.

Net: Both are competitive, but Football.Fun’s comp includes market competition (liquidity, supply %, timing) on top of on-pitch competition.

Conclusion (what this comparison reveals)

  • Motivational breadth: Radoff’s quadrants show Football.Fun activates all four motivations more intensely (achievement + competition + collect/earn incentives + social onboarding), while FPL focuses tighter on immersion and achievement. The result: Football.Fun attracts both football fans and traders/speculators, producing higher volatility but broader motivational hooks.

  • Design tradeoffs: Because Football.Fun monetizes play directly (Gold = USDC, trades & packs, TP/SP mechanics), it turns motivations into real money signals — that’s powerful for engagement, but it also invites exploitative behavior (market gaming) that Radoff’s framework doesn’t dichotomize explicitly.

What I take from this is simple: even if you strip away the market cap conversations or the crypto gloss, Football.Fun still works as a genuinely fun and skill-testing game. I’ve tried to write this with minimal focus on price or volume because the core experience stands on its own. If you’re curious, you can join with my invite 🔗.

Tools to get started:

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