TactiCards WhitePaper
  • ⭐1. Context
    • Introduction
    • Why is IRL important?
    • Blockchain
    • Community is all
  • 🎮2. Gameplay Details
    • Components of the game
    • Game Board
    • Card types
    • Unit types
    • Damage types
    • Game Setup
    • Summoning Phase
    • Movement Phase
    • Counter Phase
    • Battle Phase
    • Final Phase
    • Game flow summary
    • Extra rulings
    • Unit Effects and Traits Keywords
  • 📱3. Digital Format
    • Game Modes
    • Commerce
    • Prototype implementation and evolution
    • Graphics and visual effects
    • Differences with Physical Format
    • ERC-1155 standard
    • Original Axie NFT assets integration
    • Competitive scene
    • Events
  • ♣️4. Physical Format
    • Generals
    • IRL Tournaments and competitive scene
    • Axie Homes
  • 🍒5. Additional Specifications
    • Principles of TactiCards
    • Content Creators
    • Aesthetic Collectibles
    • Card Rarities
    • No rotations
    • TactiCards Multiverse
    • Open to the community
  • 💰6. Economics
    • Revenue sharing model
    • Efforts to avoid over-speculation
  • 💻7. Software Architecture
  • 🙋8. Meet the TacTeam
  • 🗺️9. Roadmap
  • 📄Changelog
    • Version 1.2
  • 🎲Print & Play
    • Print&Play Instructions
  • 🃏Card Game Simulators
    • Tabletop Simulator (Steam)
    • Playingcards.io
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  1. 2. Gameplay Details

Counter Phase

The Counter Phase isn't played by the player in turn, but by the opponent.

This is the only moment when the opponent can interact during the turn.

During this phase, the opponent can play Spells and unit Effects, but units cannot move or be summoned. Energy Costs are Spent as usual.

This phase only occurs if the player in turn declares that he will enter the Battle Phase, after the end of his Movement Phase.

PreviousMovement PhaseNextBattle Phase

Last updated 2 years ago

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