# Mechanism

As mentioned above, the economy will be based on user participation in every aspect of the ecosystem.&#x20;

To understand the mechanism, we will explain it step by step.&#x20;

First of all, the DoD generation for weekly quests will have a base amount plus a bonus that will depend directly on the following factors: card staking, which will be destined to rewards for players who have completed the weekly quest, and fragments burning, of which 10% will be destined to weekly quest rewards.&#x20;

Users who decide to do Card Staking, will receive as a reward the DFK Token, which is generated according to the volume of active players who complete the weekly missions. Of the total generated by the active players, 50% of the DFK token will go to the Card Stakers, while 35% will go to the DFK Stakers and another 15% to the treasury.

Users who decide to do DFK Staking, will receive both DFK and DoD as a reward, coming from the active players the DFK Token and from the Card Stakers the DoD Token.&#x20;

Based on this, we can already begin to appreciate the dependence of the different participants of the internal economy, generating a sort of circular economy where the generation of Tokens has a proportion of recirculation and another of creation.&#x20;

The other elements are detailed below.&#x20;

When a player creates a new pack, 100% of the DFK token used will go to the treasury, while 100% of the DoD token will be burned.&#x20;

When a player defragments a new card, 100% of the DoD token will be burned.&#x20;

When a player burns fragments, he will get 90% of the generated DoD, while the remaining 10% will go to the reward pool for players who complete the Weekly quests.&#x20;

The treasure, which will contain only DFK tokens, will be distributed 70% as a season rewards, 20% will be kept in a wallet to ensure the payment of rewards (NFTs Ex), 5% will be used to maintenance and growth, and 5% for the DFK ecosystem.&#x20;

Of the movement generated in the Marketplace, 92.5% will go to the selling user, 1% to the wallet for the payment of prizes, 3.5% for maintenance and growth, and 3% for the team.&#x20;

In this way, a dynamic and variable economy is generated, where each participant will be able to decide where he/she will prefer to get involved, generating value for the rest of the community.&#x20;

In addition, with the inclusion of prizes external to the game itself, an incentive is generated for the participation of people who are not interested in playing, but rather in chance.
