Guide · The economy

Gold, gems and tickets: the Kickdom economy

What each of the three currencies actually does, how free tickets regenerate, the 500 gold daily cap, and every real shop price.

The game's currencies

GoldGold
GemsGems
Magic ballsMagic balls
TicketsTickets
The essentials
  • 1 ticket per match, regen every 45 minutes, cap of 5
  • Match gold is capped at 500 per day
  • Magic balls come mostly from recycling
The in-game shop: Daily, Chest, Ticket Pack and Gold Pack.
The in-game shop: Daily, Chest, Ticket Pack and Gold Pack.

Three currencies move through Kickdom, and a fourth resource sets your pace: the ticket. Here is what each one does, where it comes from, and what things genuinely cost.

Three currencies, three jobs

Currency Where it comes from What it buys
gold Matches, stadium, quests, rewards Tickets, gold purchases, stadium and lab upgrades
magic balls Mostly recycling Fusion, and nothing else
gems Real-money purchase Selected shop items and speed-ups

Keep them straight. Gold is your everyday currency: you earn it every match and you spend it constantly. Magic balls are not sold anywhere, you manufacture them by destroying what you no longer need. Gems are the premium currency.

One official conversion rate exists: 100 gold for 1 gem.

Tickets, the real pacing constraint

Every match costs 1 ticket.

Rule Value
Cost per match 1 ticket
Regeneration 1 free ticket every 45 minutes
Free ticket cap 5
Paid tickets bought with gold, no cap
Spend order free tickets first, then paid ones

That cap of 5 is the detail that changes everything. Once you sit on 5, regeneration halts and you bank nothing more. Dropping in twice a day to burn through your stock returns far more than showing up once every three days. A rewarded ad can also hand you a free ticket, still inside the cap.

What a ticket costs

Pack Price (gold) Gold per ticket
1 ticket 200 200
5 tickets 900 180
10 tickets 1,600 160
25 tickets 3,500 140
100 tickets 12,000 120

The right-hand column is the only one worth reading. Bought one at a time, a ticket runs 200 gold. Bought in hundreds, it drops to 120. Retail costs you close to double the bulk rate for exactly the same thing.

Where your gold comes from

Matches. Every match pays.

Result gold xp
Win 50 100
Draw 10 40
Loss 10 40

The loser always leaves with 10 gold. That is deliberate.

The daily cap. Gold earnings are capped at 500 per day. Ten wins fill the meter. Past that, keep playing for elo, xp and quests, but stop counting on match gold.

Your stadium. It produces gold on a timer, with hourly income and a daily ceiling that both rise at every level. It is the only income that lands while you are away. Level 1 costs 100 gold, level 40 costs 200,000 gold, and output climbs from a few gold an hour to several hundred.

Rewarded ads. 15 gold per ad, 10 ads a day maximum, with a 30-minute wait after each one. That is 150 gold a day if you see it through.

Everything else. Quests, the daily reward, chests, season pass tiers, league payouts. All the numbers sit in the progression guide.

Magic balls, the crafting currency

They are not for sale. You pull them out of recycling whatever you no longer field: 5 for a common player, 100 for a legendary, 250 for a mythic; 2 for a common item, 50 for a legendary item.

They do exactly one job, fusion: 10 magic balls turn 2 players of the same rarity into 1 rune a tier up, 50 magic balls turn 5 runes into 1 player. Both operations are broken down in the fusion guide.

Shop prices and contents are indicative and not contractual. Kickdom is a live game: offers, contents and prices change with every update. The terms that apply are the ones displayed in game at the moment of purchase.

The shop, category by category

Passes (real money)

Pass Price What it gives
Golden Pass 7.99 EUR The whole Golden Rewards track, the special Golden Pass quests, more chests, magic balls and rare rewards, and faster progression all season long
Golden Pass + 9.99 EUR Everything in the Golden Pass, plus 10 instant levels, 1 epic player and 1 legendary player
Premium Pass 10d 9.99 EUR Zero ads, x2 end-of-match rewards, unlimited tickets, +30% xp on everything, for 10 days
Premium Pass 30d 19.99 EUR The same benefits, over 30 days

Season pass boosts (gems)

Boost Price Effect
Small Boost 40 gems +1 tier
Medium Boost 200 gems +5 tiers
Large Boost 400 gems +10 tiers

VIP offers (real money)

Offer Price Effect
XP Boost 48h 2.99 EUR +50% xp for 48 hours, stackable
+5 Tier Jump 3.99 EUR +5 season pass tiers
+11 Tier Jump 6.99 EUR +11 season pass tiers

Gem packs (real money)

30 gems for 0.99 EUR, 200 for 4.99 EUR, 500 for 10.99 EUR, 1,000 for 20.99 EUR, 2,500 for 54.99 EUR, 5,500 for 104.99 EUR.

Gold packs (gems)

5,000 gold for 99 gems, 20,000 for 250 gems, 50,000 for 500 gems, 200,000 for 2,000 gems, 500,000 for 4,000 gems.

Ticket packs (gold)

The table above: from 200 gold apiece to 12,000 gold for a hundred.

Super deals (gems)

Three a day by default, drawn from a pool. Uncommon item 15 gems, rare item 35, epic item 45, legendary item 80. Uncommon player 40, rare player 90, epic player 200, legendary player 800. Legendary rune 200, mythic rune 400.

Daily offers (gold)

A gold-priced rotation, led by a free "Free Gold" offer, followed by runes, items and players. Some unlock at a given league. One offer can be rerolled once a day by watching an ad.

Ad rewards (free)

Four free tiers, one ad each, unlocked at a given league: 100 gold, 50 magic balls, 1 rare item, 25 magic balls. Plus a standard chest for 8 ads, resetting every 24 hours. An ad also repairs a worn item: see the items guide.

The Challenge stake (mode currently disabled)

Challenge is built but disabled for now: it opens with a coming update. Here is how its stake works. Challenge mode puts in-game currency on the line, nothing else. Each side stakes 50, 100 or 250 gold. The winner takes 2x their stake, with no cut taken. A draw refunds both players. Disconnecting counts as a defeat, so the stake goes. Challenge never touches your ranked elo: it is a gold mode, not a ladder mode.

What money cannot buy

The point fits in one line: ranked is won on skill.

No shop entry sells elo, a league placement or a match result. Passes speed up your season pass, remove the ads and ease the ticket rhythm. They leave your players' stats alone and change nothing across the 3 minutes of a match.

And everything on sale, the game also hands out: players, items and runes come from the lab, from chests, from quests, from the season pass and from league payouts. The shop sells time. It does not sell wins.

Three habits that pay

  1. Buy tickets in bulk. 120 gold each instead of 200, for an identical ticket.
  2. Never let your stock idle at 5. Every hour spent capped is regeneration thrown away.
  3. Recycle without hesitation. A spent player is worth nothing on the pitch. It is worth magic balls in your stock.

Where to go next: progression for the season pass and chests, items for ad repairs, fusion for spending those magic balls.

Production values, adjustable by the team.