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

Game flow summary

PreviousFinal PhaseNextExtra rulings

Last updated 2 years ago

The game starts with the initial board setup: both players take 4 cards and place one Energy Card on their respective Depleted Pool. Then the first turn starts.

Turn Start: the player in turn Draws one card, and all cards in the Depleted Pool go to the Energy Pool (face up).

  • 1. Summoning Phase: The player summons units.

  • 2. Movement Phase: Units move.

  • 3. Counter Phase: The opponent plays Spells and activates Effects.

  • 4. Battle Phase: The units battle or attack life points.

  • 5. Final Phase: The player plays Units, Spells, and activates Effects.

Turn End: units heal, both players add 1 Depleted Energy, and the next turn begins.

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