Game Rules
A comprehensive guide to Taktix gameplay, deck construction, and game mechanics.
Overview
Taktix is a strategic trading card game set in Aethoria, a world where five primal Essences flow through all living things. Players take on the role of Tacticians - powerful generals who command armies of warriors, mages, and mythical creatures in tactical warfare.
What Makes Taktix Unique
- 🎯 Formation System: Units are placed in a 3x2 grid, and position matters for abilities and combat
- ⚡ Momentum: A shared resource that shifts between players based on combat outcomes
- 🎨 Flexible Color Identity: Cards can be mono-color or dual-color, enabling diverse deck building
- 🛡️ Tactical Positioning: Front row units protect back row; abilities have range and area effects
- 💀 Attrition Victory: Multiple paths to win including commander damage, morale break, and deck exhaustion
Basic Game Setup
| Component | Starting Value |
|---|---|
| Commander Health | 25 |
| Starting Morale | 10 |
| Initial Hand | 6 cards |
| Starting Essence | 3 (dual-color) or 4 (mono-color) |
| Momentum | Neutral (0) |
Card Anatomy
Card Layout
┌─────────────────────────────────────────┐
│ [Essence Cost] [Card Name] [Colors] │
│ {3} Iron Sentinel ⚪🔵 │
├─────────────────────────────────────────┤
│ │
│ [Card Art] │
│ │
├─────────────────────────────────────────┤
│ [Type Line] [Rarity] │
│ Unit - Golem Warrior ◆ │
├─────────────────────────────────────────┤
│ [Keywords] │
│ Stalwart, Guardian │
│ │
│ [Rules Text] │
│ When Iron Sentinel enters the field, │
│ adjacent allies gain +0/+2 until end │
│ of turn. │
├─────────────────────────────────────────┤
│ [ATK] [Formation Icon] [DEF] │
│ 4 ⬛⬜⬜ 6 │
│ ⬜⬜⬜ │
└─────────────────────────────────────────┘Key Components
| Component | Location | Description |
|---|---|---|
| 💎 Essence Cost | Top-left | Resources required to play the card |
| 📛 Card Name | Top-center | Unique identifier for the card |
| 🎨 Colors | Top-right | One or two Essence colors |
| 🏷️ Type Line | Below art | Card type and subtypes |
| ⭐ Rarity | Right of type | Symbol indicating card rarity |
| ⚔️ Attack (ATK) | Bottom-left | Damage dealt in combat |
| 🛡️ Defense (DEF) | Bottom-right | Damage required to destroy |
Card Types
Units
The primary card type - creatures and soldiers that fight for you.
| Attribute | Description |
|---|---|
| ⚔️ Attack | Damage dealt when attacking or counterattacking |
| 🛡️ Defense | Total damage required to destroy the unit |
| 📍 Position | Occupies one space in your 3x2 formation grid |
Commanders
Special units that represent you on the battlefield.
| Feature | Description |
|---|---|
| ❤️ Health | 25 (your life total) |
| 🎨 Colors | Determines your starting Essence and deck colors |
| ⚡ Ability | Unique activated ability usable once per turn |
| 🛡️ Protected | Cannot be attacked while you have front row units |
Tactics
Instant-speed effects that can be played at various times.
| Speed | When Playable | Example Effects |
|---|---|---|
| ⚡ Swift | Any time, including combat | Combat tricks, removal |
| 🦅 Quick | Your turn, before/after combat | Buffs, summons |
| ⏳ Slow | Your main phase only | Board wipes, big effects |
Enchantments
Persistent effects that modify the game state.
| Subtype | Description |
|---|---|
| 🌍 Global | Affects all units or players |
| 👤 Aura | Buffs or debuffs a specific unit |
| 📍 Zone | Affects units in that position |
Equipment
Items that attach to units and enhance them.
| Slot | Effect Type |
|---|---|
| 🗡️ Weapon | Increases ATK, grants combat keywords |
| 🛡️ Armor | Increases DEF, grants defensive keywords |
| 💍 Trinket | Grants special abilities |
Strongholds
Powerful location cards that provide ongoing benefits.
- Takes one back row space
- Cannot attack or be attacked directly
- Some require Essence each turn
- Can be destroyed by specific effects
Card Rarity
| Rarity | Symbol | Deck Limit |
|---|---|---|
| ⚪ Common | ○ | 4 copies |
| 🟢 Uncommon | ◇ | 4 copies |
| 🔵 Rare | ◆ | 3 copies |
| 🟣 Epic | ★ | 2 copies |
| 🟠 Legendary | ✦ | 1 copy |
| 🩵 Commander | 👑 | 1 copy |
The Five Essences
| Essence | Symbol | Philosophy | Playstyle |
|---|---|---|---|
| ⚪ White | ☀️ Radiance | Order, protection, unity | Defensive, buffs, healing |
| 🔵 Blue | 💧 Tide | Knowledge, control, time | Card draw, counterspells, tempo |
| ⚫ Black | 💀 Void | Ambition, death, sacrifice | Removal, recursion, drain |
| 🔴 Red | 🔥 Fury | Passion, chaos, destruction | Aggressive, direct damage, haste |
| 🟢 Green | 🌿 Growth | Nature, strength, adaptation | Big units, ramp, regeneration |
Learn More
For deep dives into each Essence's philosophy, lore, mechanics, and strategic combinations, visit the Essences section.
Essence Generation
- Your Commander provides 3 Essence of their primary color at game start
- Gain 1 Essence of each of your Commander's colors at the start of each turn
- Mono-color Commanders provide 4 Essence and gain 2 per turn
- Maximum Essence Pool: 15 total
Game Zones
The Formation Grid
Your battlefield is a 3x2 grid:
FRONT ROW
┌───┬───┬───┐
│ 1 │ 2 │ 3 │ ← Can attack, blocks for back row
├───┼───┼───┤
│ 4 │ 5 │ 6 │ ← Protected by front row
└───┴───┴───┘
BACK ROW
[COMMANDER occupies position 5]Position Rules
| Rule | Description |
|---|---|
| 🛡️ Protection | Back row units cannot be attacked while adjacent front row units exist |
| 📐 Adjacency | Units are adjacent horizontally, vertically, and diagonally |
| 🚶 Movement | Units can move one space as a Quick action (once per turn) |
| 👑 Commander | Always in position 5 (back center), cannot move |
Turn Structure
1. Dawn Phase (Start of Turn)
| Step | Action |
|---|---|
| 🔄 Refresh | Ready all your exhausted cards |
| 💎 Essence | Gain 1 Essence of each of your Commander's colors |
| 📥 Draw | Draw 1 card |
| ⚡ Triggers | Resolve "At the start of your turn" effects |
2. Tactics Phase (Pre-Combat)
- Play cards (Units, Enchantments, Strongholds)
- Equip items to units
- Reposition one unit
- Use activated abilities
3. Combat Phase
- Declare Attackers - Choose units to attack, declare targets, exhaust them
- Declare Defenders - Opponent assigns blockers
- Combat Tactics - Both players may play Swift Tactics
- Damage - All combat damage dealt simultaneously
- End of Combat - Resolve triggers, adjust Momentum
4. Maneuver Phase (Post-Combat)
Same actions available as Tactics Phase.
5. Dusk Phase (End of Turn)
- Resolve "At end of turn" effects
- Discard down to 8 cards
- Turn passes to opponent
Combat System
Attack Requirements
| Requirement | Description |
|---|---|
| 🔄 Ready | Unit must not be exhausted |
| 📍 Position | Front row units can attack freely |
| 🏹 Range | Back row units need Longshot to attack |
| 👑 Commander | Your Commander cannot attack |
Damage Calculation
Attacker deals [ATK] damage to Defender
Defender deals [ATK] damage to Attacker (counterattack)
If damage >= DEF, the unit is destroyed
Damage does NOT persist between combatsCombat Keywords
| Keyword | Effect |
|---|---|
| ⚡ First Strike | Deals damage before units without First Strike |
| 💨 Swift | Can attack the turn it enters play |
| 🛡️ Guardian | Must block if able |
| 🏹 Longshot | Can attack from back row |
| 👻 Ethereal | Can only be blocked by Ethereal units |
| 🦶 Trample | Excess damage hits the Commander |
| 🔄 Vigilance | Doesn't exhaust when attacking |
The Momentum System
Momentum shifts between players based on combat outcomes.
YOUR OPPONENT'S
ADVANTAGE NEUTRAL ADVANTAGE
←──●──●──●──●──●──○──●──●──●──●──●──→
-5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5Momentum Shifts
| Event | Shift |
|---|---|
| ⚔️ Destroy enemy unit in combat | +1 toward you |
| 💀 Your unit destroyed in combat | +1 toward opponent |
| 👑 Deal damage to enemy Commander | +1 toward you |
| 🏆 Win a combat (attacker) | +1 toward you |
Momentum Benefits
| Position | Benefit |
|---|---|
| +1 to +2 | Draw an extra card at Dawn Phase |
| +3 to +4 | +1 ATK to all your units |
| +5 (Max) | All benefits + opponent's hand limit reduced to 6 |
Win and Lose Conditions
Ways to Win
| Condition | Description |
|---|---|
| 💀 Commander Kill | Reduce the enemy Commander to 0 Health |
| 🏳️ Morale Break | Reduce enemy Morale to 0 |
| 📚 Attrition | Enemy cannot draw when required |
Morale System
| Event | Morale Change |
|---|---|
| 💀 Unit destroyed | -1 Morale |
| 🏛️ Stronghold destroyed | -2 Morale |
Starting Morale: 10 (at 0, you lose)
Deck Construction
Standard Deck Rules
| Rule | Requirement |
|---|---|
| 👑 Commander | Exactly 1 Commander card |
| 📚 Deck size | Exactly 50 cards (not counting Commander) |
| 🎨 Colors | Cards must share at least one color with your Commander |
Copy Limits by Rarity
| Rarity | Maximum Copies |
|---|---|
| ⚪ Common | 4 |
| 🟢 Uncommon | 4 |
| 🔵 Rare | 3 |
| 🟣 Epic | 2 |
| 🟠 Legendary | 1 |
Recommended Ratios
| Card Type | Suggested Count |
|---|---|
| 👥 Units | 24-30 |
| ⚡ Tactics | 12-16 |
| 🔮 Enchantments | 4-6 |
| ⚙️ Equipment | 2-4 |
| 🏛️ Strongholds | 0-2 |
| 💎 Essence Shards | 4-8 |
Formats
Constructed Formats
| Format | Deck Size | Card Pool |
|---|---|---|
| 📅 Standard | 50 | Last 2 years of sets |
| 🗺️ Eternal | 50 | All cards ever printed |
| 🎭 Singleton | 50 | All cards, 1 copy each |
| ⚡ Blitz | 30 | Standard legal (15 Commander Health) |
| 👥 Alliance | 50 each | 2v2 team format |
Limited Formats
| Format | Description |
|---|---|
| 📦 Sealed | Open 6 packs, build 30-card deck |
| 🔄 Draft | Pick cards from rotating packs, build 30-card deck |