$WOOL TGE Q1 2026
For the complete documentation index, see llms.txt. This page is also available as Markdown.

Game Mechanics

The game is played on 101 Communities made up of the 20,000 Genesis Lands .

  • Community #0 is The Peak, where Wolves breed and recharge.

  • Communities #1 through #100 are The Farm, where a majority of gameplay takes place.


Community Characteristics

Each Farm Community has a unique set of characteristics:

Resource Composition

Communities have four types of terrain, each of which produce a different resource:

Terrain
Resource Produced

Pasturelands

GRASS

Quarries

STONE

Forests

WOOD

Lakes

WATER

The daily production rate for each Resource is firstly dependent on the composition of the underlying Lands . For example, a Community with more Lake surface area than other Communities will produce more WATER (but less of other Resources).


Resource Levels

Players can increase the daily production rate of a Resource within a Community by permanently contributing their personal Resources to Community Silos.

Conversely, Wolves can diminish the daily production rate of a Resource by Sabotaging; higher Alpha Wolves are more destructive.

At the start of the game, all Resources are Level 1 and can be increased up to Level 4.

📊 See Resource Values for upgrade costs and multipliers.


Defense Level

Players can fortify their Communities by contributing their personal Resources to the Community Defense Silo.

On the contrary, Wolves can damage Defense by Sabotaging the Community; higher Alpha Wolves are more destructive.

As Defense Level increases in a Community, Wolves must spend more Energy to Steal, Loot, and Sabotage.

📊 See Combat Values for defense multipliers.


Weather

There are three types of Weather:

Weather
Effect

☀️ Sunny

1.2x Collection multiplier, Sheep's Dilemma Game

☁️ Cloudy

1.0x Collection multiplier, Wolf's Gambit Game

🌧️ Rainy

0.8x Collection multiplier, Wolf's Gambit Game

Weather is independent across Communities. Each day at midnight Eastern Standard Time, the Weather in a Community will be updated according to its 60-day weather forecast.

Weather affects Collecting Resources in two ways:

  1. The Weather on the day that a Sheep begins Collecting a Resource determines which of two Looting Games will be played, should a Wolf Loot the Sheep.

  2. The Weather on the day that a Sheep chooses to end Collecting or is Looted by a Wolf determines a multiplier on the amount of Resources collected.


Tax Rate

Landowners will continuously vote on a Tax Rate on all Resources collected within their Community.

Key tax rules:

  • Taxes apply to Resources collected by Sheep in all scenarios, whether Looted or not

  • Taxes do not apply to Resources Looted by Wolves

  • The Tax Rate is equal to the average vote of all Landowners in the Community

Tax Distribution

The distribution of earned taxes to Landowners is proportional to the Resource Composition of their specific Lands; note that the specific Land on which Collection took place does not affect tax distribution.

Example:

Pretend there is a Community with a tax rate of 10% made up of just two Lands, X and Y.

  • Land X has equal parts Pasturelands, Quarries, Forests, and Lakes

  • Land Y is entirely a Forest

  • Sheep Z chops 100 WOOD on Land X

Result: The owner of Land X will receive 2 WOOD; the owner of Land Y will receive 8 WOOD.

Important Tax Rules

  • Landowners must claim their taxes at least once every 7 days; any unclaimed taxes will be burned.

  • At the time of claim, Landowners may also use a Farmer to boost the amount they collect on a single Land; following this, the Farmer will need to Cool Down.

  • To all Sellers of Land: Any unclaimed Taxes or WOOL Fees will be transferred to a Buyer of your Land. Be sure to claim prior to selling.

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