I had a dream
This was an AI attempt to mimic my very clear description and detailed drawing.
As the AI image is not really clear, here is a more detailed sketch that I made...
π A New Cooperative PvE Experience
Imagine a battle where Archons unite against a colossal enemy threatening the lands of Praetoria.
Instead of fighting another player, teams of Archons enter massive raid-style encounters against powerful Bosses β ancient creatures with devastating attacks, unique mechanics, evolving battle phases, and environmental effects tied directly to the Land type itself.
Each Boss Battle takes place on an active LAND plot hosted by a player, transforming Praetoria into a living battlefield where terrain, strategy, and teamwork all matter.
βοΈ How Boss Battles Work
Up to 4 players join together in a cooperative battle
Each player brings:
- An Archon
- A team of monsters
The Boss acts as a unique enemy encounter with:
- Special abilities
- Battlefield-wide attacks
- Targeted attacks
- Summoned minions
- Multiple combat phases
Unlike normal ranked battles, Boss Battles are designed around:
- coordination
- survival
- role specialization
- adapting to encounter mechanics
Some encounters may require:
- Cleanse to remove poison
- Repair against crushing/earthquake attacks
- Flying units to survive lava surges
- Immunity against plague effects
- Stun or Slow to interrupt devastating abilities
Every boss becomes a strategic puzzle.
ποΈ The Battlefield Matters
Boss Battles occur on real player-owned LAND plots.
The terrain itself changes the encounter.
A battle fought on a volcanic Caldera may unleash waves of lava damage across the battlefield, while a battle near a Lake or River could introduce Siren Songs, drowning effects, or mass sleep mechanics.
Land owners may choose to host encounters on their plots, earning rewards and prestige for opening their territory to the Archons of Praetoria.
πΉ Dynamic Boss Encounters
World Bosses are not static enemies.
As battles progress, bosses may:
- enter enraged phases
- summon minions
- alter the battlefield
- unleash ultimate abilities
- change attack patterns
This creates battles that feel:
- cinematic
- dangerous
- unpredictable
- highly replayable
No two encounters need to feel the same.
π Rewards & Progression
Defeating World Bosses can reward players with:
- GLINT
- SPS
- cosmetic rewards
- raid trophies
- crafting materials
- titles
- leaderboard prestige
- exclusive seasonal loot
Players who host encounters on their LAND may also receive additional bonuses for participating in the living world of Praetoria.
π A Living Splinterlands
Boss Battles create something Splinterlands has never truly had before:
Shared world events.
Guilds can organize raids.
Communities can theorycraft strategies.
Players can specialize into support, tank, or damage roles.
LAND becomes active and social.
Rare utility cards gain new importance.
Instead of simply climbing a ladderβ¦
Players become Archons defending Praetoria itself.
Exemplar Battle
Another version of Boss Battle could be an Exemplar Raid, where players use their Exemplars to battle the Boss.
Allowing for a larger group of players to join.
Thanks for reading about my dream.