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How to Play

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.

Money:Citizenship is cosmetic and social only. It is not an investment and promises no financial return.

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.
Money:Trading the town's coin through Mintlands also counts, but you never need to trade to play. Not financial advice. A town's size reflects activity, not value or future returns.

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.