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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  • Project Principles of TactiCards
  • Game Design Principles
  1. 5. Additional Specifications

Principles of TactiCards

Previous5. Additional SpecificationsNextContent Creators

Last updated 2 years ago

Project Principles of TactiCards

  • Accessible for non-blockchain users as well, creating a painless bridge between Web2 and Web3 gamers.

  • We want the community to take an active part in the further design and development of the game.

  • Open to the community.

Game Design Principles

Five guiding principles make TactiCards unique:

  • Keeping card mechanics simple and straightforward to understand with few texts in the descriptions.

  • Appealing art style and aesthetics of the game.

  • Avoiding complex interactions and effect chains that trouble the user experience.

  • Clear and visible stats values, effects, and mechanics for both player's perspectives.

  • Balanced gameplay with no intentionally overpowered units. And a power curve that allows the game to be relaxed and slow in the first turns, but intense and shocking at the end.

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