Towns and Town Score
How towns grow from Camp to Kingdom, what the Town Score counts, and how quests and deliveries help a town.
Every town is a coin
Every town in Mintlands is a real Solana coin, created on pump.fun by the player who founded it.
The town stands on its own plot of land in one shared world, so everyone sees the same towns.
Each town has a web page at /town/TICKER with its market, its Town Score and its history.
Walking into a town is free and needs no wallet.
From Camp to Kingdom
Towns grow through six levels, from Camp to Kingdom. The Town Score decides the level, and each level adds buildings and people to the town.
A town only drops a level when its score falls 5 points below that level's line, so it does not flicker between two levels. Dormant towns and ruins cannot level up.
Town levels
Level: 0
- Name
- Camp
- Town Score
- 0
- What appears
- A campfire, the founder's tent, a market stall with the town's merchant, a banner and a supply wagon. Project: Stone Campfire Ring.
Level: I
- Name
- Hamlet
- Town Score
- 16
- What appears
- A notice board, a storehouse and a second market stall. Project: Market Expansion.
Level: II
- Name
- Village
- Town Score
- 28
- What appears
- A tavern and a smithy. Projects: Watchtower and Paved Town Square.
Level: III
- Name
- Town
- Town Score
- 45
- What appears
- A bank, a town hall and town guards. Project: Stone Walls.
Level: IV
- Name
- City
- Town Score
- 68
- What appears
- A castle or manor, workshops and more guards. Project: Grand Monument.
Level: V
- Name
- Kingdom
- Town Score
- 88
- What appears
- A castle, the largest layout and the most guards. A Kingdom also has to be at least 14 days old with at least 1,000 holders.
Town Score
The Town Score is public: a number from 0 to 100 built from nine real inputs. The town rank orders every town by it.
Market cap is not an input. 52% of the weight comes from the game side (players, quests, deliveries, town economy and age), and the rest from the coin's market.
So that one wallet cannot fake activity, traders only count with a trade of $5 or more, and each wallet's volume is capped.
Scores are worked out again about every 15 seconds. Every town's web page shows its own breakdown, and so does Town info in the game: click the town's name at the top of the screen while you are inside it.
What the Town Score counts
Input: Unique holders
- Weight
- 18%
- Full points at
- 20,000
- What it counts
- Wallets holding any amount of the coin. The bonding curve and pool do not count.
Input: Liquidity
- Weight
- 14%
- Full points at
- $2,000,000
- What it counts
- The US dollar value of the SOL in the coin's bonding curve or pool.
Input: Distinct traders (24h)
- Weight
- 12%
- Full points at
- 5,000
- What it counts
- Different wallets with at least one trade of $5 or more in the last 24 hours.
Input: Capped volume (24h)
- Weight
- 4%
- Full points at
- $5,000,000
- What it counts
- Trading volume in the last 24 hours. Each wallet counts for at most 5% of liquidity, never below $500 and never above $25,000, so one wallet cannot inflate it.
Input: Active players (7d)
- Weight
- 16%
- Full points at
- 3,000
- What it counts
- Characters who spent at least 2 minutes inside the town in the last 7 days.
Input: Quests completed (30d)
- Weight
- 10%
- Full points at
- 5,000
- What it counts
- Notice board quests finished for this town in the last 30 days.
Input: Resources contributed
- Weight
- 12%
- Full points at
- 200,000
- What it counts
- Town points from deliveries, quests and won raids, since the town was founded.
Input: Town economy (7d)
- Weight
- 8%
- Full points at
- 20,000
- What it counts
- Market visits, storehouse visits, notice board reads, trades, deliveries and quest turn-ins in the town in the last 7 days.
Input: Age
- Weight
- 6%
- Full points at
- 90 days
- What it counts
- Days since the town was founded.
Thriving, declining and ruins
Besides its level, every town has a condition that follows its recent activity. You can see it in how the town looks.
A town in ruins still has its coin. Ruins can be rebuilt: when activity comes back, the town shows Rebuilding and construction crews return.
Walking through ruins can earn the Among the Ruins achievement, and spending time there can turn up an old relic. Relics are keepsakes: they cannot be delivered or used.
Town conditions
Condition: Thriving
- What it means
- The town is active. Every town starts here.
Condition: Declining
- What it means
- Activity has stayed under 25% of its recent peak for 3 days. Weeds and damaged fences appear. It is Thriving again once activity comes back.
Condition: Dormant
- What it means
- 7 days with almost no activity. Buildings are boarded up, only the merchant stays and it cannot level up.
Condition: Abandoned
- What it means
- 14 quiet days: the town is in ruins. The coin still exists. Ruins have no quests and are never raided.
Condition: Rebuilding
- What it means
- Activity came back to a dormant or ruined town. After 2 days it is Thriving again.
Notice boards and quests
Every town has a notice board. Walk up and press E, or click it. A camp has no board yet: stand near its centre and the Read Notice Board prompt appears.
Wanted quests ask you to deliver resources. Bounty quests, posted when bandits camp nearby, ask you to defeat Road Bandits near the town.
Accept up to 5 quests at a time and track them in Quests (Q). Progress updates as you carry the items or defeat the bandits.
Turn each quest in at the same board where you took it. Delivery quests take the items from your bags. Rewards are gold, XP and town points for the town.
Each town gets a new board every day (UTC). A quest you have accepted can still be turned in for 24 hours after its board comes down.
The Crossroads board only has news, and ruins have no quests.
Storehouses and town projects
Every town collects resources for its next building project. Deliver them to the storekeeper or at the storehouse. A camp uses its supply wagon.
Press E at the storehouse, choose how many of each item to give and press Contribute. You can also open your inventory while the storehouse window is open.
Goods the current project needs go to the project. Anything more still counts for the Town Score.
When a project is finished, the town changes for everyone. The storehouse window shows the top contributors, and your first delivery earns the Builder achievement.
Burnt Trout, Burnt Frog Legs, Burnt Boar Meat, Burnt Cod, Burnt Salmon, Burnt Pike, Burnt Bear Meat, Burnt Swamp Eel, Burnt Lobster, Burnt Frostfin, Bandit Badge, Old Town Coin, Faded Banner Scrap, Painted Pottery Shard, Corroded Bronze Fragment, Carved Stone Fragment, Inscribed Tablet Fragment, Gilded Fragment, Jewelled Fragment, Fen Lantern, Pilgrim's Chalice, Surveyor's Tablet, Settlers' Banner, Signal Horn, Colonnade Scroll, Settlers' Hoard, Warden's Helm, Engineer's Compass, Temple Key, Forgemaster's Seal, Ember Idol, Frost Mask, Barrow Crown, Sunstone Ring, Lightkeeper's Log, Bronze Pickaxe, Bronze Axe, Bronze Sword, Bronze Helm, Bronze Shield, Bronze Platelegs, Bronze Platebody, Iron Pickaxe, Iron Axe, Iron Sword, Iron Helm, Iron Shield, Iron Platelegs, Iron Platebody, Steel Pickaxe, Steel Axe, Steel Sword, Steel Helm, Steel Shield, Steel Platelegs, Steel Platebody, Silversteel Pickaxe, Silversteel Axe, Silversteel Sword, Silversteel Helm, Silversteel Shield, Silversteel Platelegs, Silversteel Platebody, Fishing Rod, Harpoon, Leather Cap, Leather Chaps, Leather Body, Cloth Hood, Cloth Robe, Gold Amulet, Sapphire Amulet, Emerald Amulet, Ruby Amulet, Diamond Amulet and Obsidian Talisman cannot be delivered.
Town projects
Project: Stone Campfire Ring
- From level
- Camp (0)
- Needs
- 40 Stone and 30 Oak Logs
- When complete
- A stone-ringed fire pit and log benches.
Project: Market Expansion
- From level
- Hamlet (I)
- Needs
- 120 Oak Logs, 60 Stone and 30 Copper Ore
- When complete
- The marketplace gains extra stalls and awnings.
Project: Watchtower
- From level
- Village (II)
- Needs
- 100 Pine Logs, 120 Stone and 20 Iron Ore
- When complete
- A tall watchtower with the town banner.
Project: Paved Town Square
- From level
- Village (II)
- Needs
- 300 Stone and 40 Copper Ore
- When complete
- The central square is paved and gains a fountain.
Project: Stone Walls
- From level
- Town (III)
- Needs
- 800 Stone, 150 Iron Ore and 200 Pine Logs
- When complete
- Wooden palisades become stone walls with gatehouses.
Project: Grand Monument
- From level
- City (IV)
- Needs
- 1,500 Stone, 20 Silver Ore and 10 Rough Gems
- When complete
- A monument bearing the town emblem rises in the square.
Town points per item delivered
Item: Stone
- Town points each
- 2
Item: Copper Ore
- Town points each
- 3
Item: Tin Ore
- Town points each
- 3
Item: Coal
- Town points each
- 4
Item: Iron Ore
- Town points each
- 5
Item: Silver Ore
- Town points each
- 12
Item: Gold Ore
- Town points each
- 15
Item: Obsidian
- Town points each
- 20
Item: Bronze Bar
- Town points each
- 8
Item: Iron Bar
- Town points each
- 12
Item: Steel Bar
- Town points each
- 18
Item: Silversteel Bar
- Town points each
- 30
Item: Gold Bar
- Town points each
- 25
Item: Oak Logs
- Town points each
- 2
Item: Pine Logs
- Town points each
- 3
Item: Birch Logs
- Town points each
- 4
Item: Maple Logs
- Town points each
- 6
Item: Yew Logs
- Town points each
- 9
Item: Ashwood Logs
- Town points each
- 12
Item: Oak Plank
- Town points each
- 4
Item: Pine Plank
- Town points each
- 5
Item: Birch Plank
- Town points each
- 6
Item: Maple Plank
- Town points each
- 8
Item: Yew Plank
- Town points each
- 11
Item: Ashwood Plank
- Town points each
- 14
Item: Raw Hide
- Town points each
- 2
Item: Leather
- Town points each
- 5
Item: Wolf Pelt
- Town points each
- 5
Item: Frost Wolf Pelt
- Town points each
- 10
Item: Bear Pelt
- Town points each
- 8
Item: Yeti Fur
- Town points each
- 16
Item: Spider Silk
- Town points each
- 4
Item: Cloth
- Town points each
- 6
Item: Town Banner
- Town points each
- 30
Item: Rough Gem
- Town points each
- 25
Item: Uncut Sapphire
- Town points each
- 20
Item: Uncut Emerald
- Town points each
- 25
Item: Uncut Ruby
- Town points each
- 30
Item: Uncut Diamond
- Town points each
- 40
Item: Sapphire
- Town points each
- 30
Item: Emerald
- Town points each
- 38
Item: Ruby
- Town points each
- 45
Item: Diamond
- Town points each
- 60
Item: Raw Trout
- Town points each
- 2
Item: Raw Frog Legs
- Town points each
- 2
Item: Raw Boar Meat
- Town points each
- 3
Item: Raw Cod
- Town points each
- 3
Item: Raw Salmon
- Town points each
- 4
Item: Raw Pike
- Town points each
- 4
Item: Raw Bear Meat
- Town points each
- 5
Item: Raw Swamp Eel
- Town points each
- 5
Item: Raw Lobster
- Town points each
- 6
Item: Raw Frostfin
- Town points each
- 8
Item: Goblin Totem
- Town points each
- 6
Item: Heartwood
- Town points each
- 14
Item: Troll Tusk
- Town points each
- 12
Item: Lurker Scale
- Town points each
- 6
Item: Wisp Essence
- Town points each
- 14
Item: Golem Core
- Town points each
- 16
Item: Harpy Feather
- Town points each
- 4
Item: Ember Shard
- Town points each
- 10
Item: Scorpion Stinger
- Town points each
- 6
Item: Sand-glass
- Town points each
- 8
Item: Crab Shell
- Town points each
- 3
Item: Sea Salt
- Town points each
- 2
Item: Old Bones
- Town points each
- 1
Item: Dragon Scale
- Town points each
- 80
Citizens
In town stats, every wallet holding the coin counts as a citizen.
In the game you can become a citizen yourself: open Town info and choose Become a citizen. Your linked wallet has to hold at least $1 worth of the coin.
Citizens get a citizen title and hear the town chat wherever they are. Staying a citizen for 100 days earns the Veteran achievement.
How players help a town
A town grows with real activity. Everything here is free and needs no wallet:
- Spend time in it: active players are one of the biggest inputs.
- Take its quests from the notice board and finish them.
- Deliver resources to its storehouse.
- Defend it when goblins raid.
Reading the world map
Press M in the game, or open the world map on the website.
Each town's icon shows its level, from Camp to Kingdom, or ruins. Gold claim markers are free land where a new town can be founded.
Filters such as New, Active or Nearby dim the other towns. They never hide them.
Select a town to set a waypoint, fast travel, see its market or enter it.
Ready to play?
No wallet needed. Best with a keyboard and mouse.