Guild rules
Ranks, Guild Points, dues and contracts in one place.
01
Found your club
- Founding is free. You set the name, charter, season label, entry fee and seasonal dues (0 to 1,000,000 ET10 each), and you join as Founder.
- Every resident pays the entry fee from their own ET10 balance: 90% goes to the guild treasury, 10% to the platform.
- Seasonal dues cover one season of 90 days and split 95% to the treasury, 5% to the platform.
- A short balance means the payment does not happen and nothing is charged.
02
Build your squad
- There is no cap on residents: a guild works from one member up.
- Guests join free to look around and earn their first Guild Points. They become residents by paying the entry fee or by reaching 100 Guild Points.
- When a new resident names you as the member who brought them in, you earn 10 Guild Points.
03
Lock in contracts
- Write the terms, name a member or another guild as the counterparty, and set the reward (0 to 100 GP) and the term (1 to 365 days).
- The counterparty accepts. When you deliver, they confirm it and you earn the Guild Points.
- If the term ends without delivery, the counterparty can mark the contract breached, which leaves a mark on your reputation.
- Your contract record sets your trust level: Unknown, Recognized, Trusted, Allied.
04
Climb the ranks
- Guest 0 Guild Points: joined free; earns first points from puzzles and paper tables
- Resident 100 Guild Points, or the entry ticket (the entry fee, 0 GP): signals, contracts, dividends
- Pillar 500 Guild Points: vouches for newcomers, mentors Guests, credits help points
- Patron 1,500 Guild Points: can suspend a treasury decision for 24 hours (veto)
- Co-Founder 3,000 Guild Points: runs the treasury and proposes dividends
- Founder 5,000 Guild Points, and always the member who created the guild
Guild Points come from tournaments, puzzles, contracts, help and referrals. They are reputation: never spent, sold or bought.
05
Mentorship
- A Pillar or higher offers to mentor a Guest of the same guild for one season (90 days); the Guest accepts. An apprentice with no track record starts on probation, vouched for by the mentor.
- Mentor's share: 10% of every Guild Point award the apprentice earns goes to the mentor. It is taken out of that award, so the apprentice keeps 90% and nothing extra is created.
- Graduation bonus: when the apprentice reaches Resident, the mentor earns a one-time 50 Guild Points and the pair graduates.
- Elo protection: on a contract between mentor and apprentice, the mentor's Elo moves at x0.2. If the mentor takes over the apprentice's failing contract, the mentor becomes its provider, earns its Guild Points in full and carries the full x1.0 Elo weight.
- Micro-deposit support: for the apprentice's first 3 contracts the mentor posts the micro-deposit from the mentor's own ET10. If such a deposit is forfeited, the guild Treasury returns 50% of it to the mentor, as long as the Treasury covers it.