> For the complete documentation index, see [llms.txt](https://docs.bloomshire.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.bloomshire.xyz/playing/economy.md).

# Trade & Economy

Gold, shops, and selling to other players.

## Gold

You earn it by selling what you make, filling delivery orders and finishing quests.

You spend it on seed, tools and livestock. Those are the only things worth saving for, and the good ones cost real money.

Gold does not unlock anything on its own. Every gate in Bloomshire is a level, a quest or a road, never a price.

## The shops

<figure><img src="https://2398763816-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnpKFpukS6TEdxHuYNYUd%2Fuploads%2Fgit-blob-53f9cf889ea378f0f28e7ec6c1fd7523a7a32497%2Fseed-shop.png?alt=media" alt="The seed shop"><figcaption></figcaption></figure>

Seed and tools, a general store, an apothecary for the stranger seed, a bakery and a tailor. Their shelves fill out as you earn the right to what is on them.

The Market Hall buys almost anything, at a fair fixed price, with a little extra for bringing in a full bag.

The Exchange trades one raw material for another when you have a surplus of the wrong thing.

## The Community Marketplace

This is where it gets interesting. Players sell to players, and the price is whatever the seller asked.

Everything on that board came out of someone's bag. Nothing is conjured by the game.

List something and it leaves your bag straight away, so it cannot be sold twice. If nobody buys it, you get it back.

A small cut goes to the house on every sale.

## What sells well

The Market Hall is fine for bulk. The marketplace is where scarce things go, because a player who needs one will pay more than the hall ever will.


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