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. 6. Economics

Efforts to avoid over-speculation

The player earning model is designed to encourage competitive play. Only a predefined percentage of best ranked players will receive monetary rewards, meaning that only players who do like the game will feel incentivized to buy more cards, compete for prizes and participate actively in the commerce.

In general, players will choose to buy cards for playing the game and collecting, more than for re-selling them at snowballing higher prices. Of course, re-sellers are an important part of the community too, because they help in making assets more valuable.

As much as we wanted to promise rewards for all players, doing so only could raise the volatility of already volatile assets as collectibles in general are.

Another essential measure is our strong balancing focus on the game design aspects.

Although markets are unpredictable, we hope those efforts can help grow the economy's health.

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Last updated 2 years ago

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