Original Rules Concept

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Disclaimer & info

  • As of 6:th of November 2016 these rules as suggested here are ready for playtesting.
  • These rules are currently intended for developers that work on the same ruleset as snowdrop, which is dubbed "the Original Rules Concept", or ORC in short. Their primary purpose is to function as playtesting rules. This means that it doesn't matter much if a wider audience and the public understands them or not as they're internal.
  • This document will exist in a very short quick-start version once it's been more finalized after the playtesting phase of the development. For the time being, all rules that will be up for dev. testing are gathered here.
  • Lingual edits are allowed by anyone as long as they keep the semantics and logic of the game and the intention of a rule fully intact and don't change how the game works. This is especially true if English is your native language and/or you master it better than the original authors of the document.
    • Rule-edits are not allowed unless being cleared with snowdrop first.
  • The ORC intends to live up to the General Design Document & the Local Design Document for the ORC.
  • All content in here can and will likely change as we continue development, concept- & playtesting and revising. Nothing in here represents the finalized game nor should it be seen as set in stone.
  • Questions? Please post them in our forum after mailing us for an account in there or mail them.


WTactics is:

  • Customizable, modular and an ever evolving community driven project.
  • A tactical card game of steel, magic and conquest. Each player is commanding forces in an attempt to conquer the opposing domain.
  • An open source project released primarily under GPL2 or later. The game is free and libre. Everyone has the liberty to modify, duplicate and spread it.


The game is won by 1) being the first to destory all of the opponents regions by lowering their HP to zero or 2) be the first one to achieve a certain amount of Victory Points.


  • In the rare case where all remaining players both lose all their regions during the same turn the player with the highest amount of victory points is the winner.
  • If that is also equal then the game is considered a draw.

To really find out who has the superior army and mindset we recommended you to play the game best of three or best of five.

Setting up the Game

Number of Players

Basic play only requires two players. The game also fully supports several multiplayer formats that allow three or more players to participate. For the sake of simplicity and to flatten the learning curve we will stick to the most common setup in the world of customizable card games - the classical 2 player game, where one player versus the other.

Materials for Play

Make sure you have the following materials for each player before you start a game:

  • 20 tokens for all kinds of stuff
  • Something, like pen and paper or 2 x d20, to track the HP of your region and your Victory Points.

Table Layout

The playing table is divided into imaginary areas. They may be marked out with ropes or a custom made playmat, but it's not necessary due to their simple forms. Each area has it's own separate properties and functions. The below table overview is an example of how a game could be setup. It shows only the table side of one of the players. Each additional player should have the same table layout.

 Notice small.png      will vary In a normal game of WT the number of cards on the table will vary greatly during the course of the game. Typically there would be fewer cards in the start of the game and more of them as the game progresses. The amount of cards that each player has on the table during any given time will also vary.

Table layout orc.jpg

Front (1)

Creatures in the Front may help launch an attack or defend against enemies.

Kingdom (2)

Creatures are the only type of cards that can be played in the kingdom. While they are there they are considered civilians and belong to a domain. See the rules about civilians and influence to learn more about their specifics. The Kingdom is divided into 3 piles of cards, each representing one of the three domains.

Region (3)

The region pile, called Chapter, keeps your region cards face down, with only one active region turned face up. When a region is defeated by your opponent by having it's HP reduced to 0 that region is discarded and the next one beneath it is revealed. Some region cards also have distinct symbols on their top right side - they show how many cards the player gets to draw directly when he/she loses the region.

Region cards come into play for free and lack a gold cost and other pre-requisites. The player that loses the last region is the one that also lost the game.

Vault (4)

Gold resources are used as the games primary way to pay for the cards you wish to put into play.

  • Each turn a player may put one of the cards in hand face down in the resource area.
  • Cards that are placed in the resource area in that fashion become resource cards.
  • Resource cards produce one gold each when they are marked.

Deck (5)

The player comes to the game with carefully selected cards put in a pile, shuffled and face down. That pile is called the deck. This area is where the deck resides and from where the player draws new cards every time it becomes his/her turn.

Grave (6)

The area where all the discarded, used up or somehow wasted or killed cards go, like for instance dead creatures and used Event cards. All cards in the grave are face up. Any player may search through any players grave at any time. The order of the cards in the grave should however be kept intact, meaning that the most recent discarded card would be on the top and first on the grave, the next most recent card second, and so on.

Card States

Entering & In Play

When a card is legally moved onto or otherwise activated on the game table it is entering play:

  • Creature cards enter play most often by being played from hand into either a domain in the Kingdom or directly to the Front.
  • Region cards enter play by being revealed from the top of the region pile (Chapter), and they always stay in the region pile while active.
  • Resource cards enter play by being placed face down, from hand, into the vault.
  • All other card types enter play in the Front.

If nothing hinders a card from entering play it is then considered to be in play, given that all it's costs and pre-requisites have been met for it to enter play. Typically that would be all permanents that are on the table, like your creatures, equipment and enchantment.

Events and Magic are technically speaking also in play for a very short moment: They enter play, are in play, resolve and then become discarded into the grave - leaving play.

Not in Play

  • A card that is not in the in play state is considered to be not in play.
  • All the cards in a players hand, army deck and grave are examples of cards that are not in play until their owner pays for them and meets other criteria so that they can be put in play.
  • There is a distinction between being "in play" and "was played".
    • Card types that can stay on the table (permanents) are put "in play".
    • Card that don't stay on the table after they "were played", like for example Event cards that are discarded directly after their effect tries to happen happen, are never considered to be "in play".

Removed from Game

A card that is removed from game is not considered to have the in play state or the not in play state: A card that has been removed from the game ceases to exist for all intents and purposes for the remaining duration of the game. Removed from game cards are not placed in the grave. They are placed in a pile more distant from the game since there will be no interaction with them while playing, ever.

There is a huge difference between cards not in play and cards removed from the game: Cards not in play are still a part of the game and might come into play at some point. Cards in hand or in the deck or even in the grave are an example of cards not in play. Cards that have been removed from the game may never in any way become part of it again during that specific game. They will be shuffled into the deck after the game has ended.

Card Layout

Card Layout
  1. Cost & Faction Logo: If the card has a gold cost, it will be shown here as a number. The cost is the amount of gold you will have to spend to be able to play the card. The Faction logo - in this case a leaf for the Gaian faction - shows which faction the card belongs to.
  2. Card name / types: Every card has a unique name. Each part of the name also doubles as a subtype.
  3. Additional Card subtypes: This line contains the types(s) of the card. Each card type is governed by specific rules found in this document, while subtypes are usually associated with rules found on other cards.
  4. Card Text: Additional abilities of the card are written in this area.
  5. Combat Statistics: The first red circular value is the units attack (ATK). Second green shield value is it's defence (DEF). These values are used to determine what happens in a combat.
  6. Footer: Info about a) How many copies of the cards that are allowed in a deck b) The cards collectors number c) The cards specific version number to keep track of if you have the most current revision d) the game or some other info the developers want out there, never relevant for the game play in itself.
  7. Coloured border: The border around a card reveals what faction it belongs to. Our Elf Druid has a green surrounding border, revealing - together with the faction logo in 1 - that this is indeed a Gaian card.
  8. Card Art: The illustration has no impact on the rules of the game or anything else. The card art is of purely aesthetical value and also helps the player to quickly identify and remember cards in addition to give the game a nice theme and setting.

Card Types

WTactics provides the players with different card types that have their own associated rules:


Creatures are the backbone of every army, they are the courageous forces that will bring a player glorious victory (or a miserable defeat that is best forgotten).

During the Entrance phase a player may put new creatures into play by paying their gold cost and then placing them into one of the two regions - the Front or the Kingdom. Creatures that are part of the Front can attack the opponent, as well as defend against oppositional forces. Creatures that are part of the Kingdom are able to defend against the opponent's creatures, but can never be a part of the attacks launched against them.

Unlike other cards, creatures have specific and distinct values that show their fighting skills in combat:

  • Attack (ATK): The offensive skills a creature has when in combat. This is the number of damage the creature will inflict on it's enemies or the.
  • Defense (DEF): How much damage a creature can take before it becomes wounded and dies.

When other cards manipulate these combat values they are often paired and written in the form of x/y, where x is ATK and y is DEF.

  • Example: +5/-2 would mean that a creature would gain 5 more to it's ATK and lose 2 of it's DEF.

Creature Types

All creatures also belong to one or more creature type. Creature types are words separated by spaces in the creatures name and subtype line. An example of a a couple of creature types a creature could have is: Leader Beast Caster. Leader would be one, Beast another type, and Caster a third creature type. They don't necessarily relate to each other in any way even if it may look like it in some cases.

Creature types have no function by themselves. They are however relevant in many situations when other cards interact with the creature cards.

Token Creatures

Some cards create creatures from thin air. Such creatures are then represented by something on the table, most often custom tokens that the player has chosen for the purpose (beads, coins, gems et.c). Token creatures have the subtype token and mostly function like normal creatures, with some exceptions. Token creatures:

  • Can't ever be placed or moved into a domain - they can't become civilians or part of the Kingdom.
  • Can't be put in hand - whatever would try to move them to hand kills them instead and removes them from the game.
  • Don't go to the grave when they die. They are removed from the game instead.

Beyond the above, everything else is identical to normal creatures. Token creatures can mark, move, be equipped, enchanted and so on.


While creatures are in the Kingdom they are far away from the fronts of the war. As such they are partaking in everyday duties in their society and considered to be civilans as long as they stay in the protective walls within the domain of the Kingdom.

  • Civilian is a special subtype to the Creature type of cards that is added to the creature whenever it is in Kingdom.
    • A creature is either a civilian and inside the Kingdom or it is not a civilian, meaning it is outside of the Kingdom (i.e. front, hand, deck, grave et.c)
    • The subtype "civilian" is applied whenever a creature enters the Kingdom somehow, and it is removed when it leaves the Kingdom.
    • The subtype "top" is added to civilians whenever they are the top card of their domain. There can only be one top civilian in each domain.
  • Only the top civilians may use any of their abilities. These creatures are considered to be in play and all card text on them, types et.c. applies as usual.
    • All other civilians that have any other position in a domain pile may not use their abilities. They are for all intents and purposes when it comes to interaction with them considered to be not in play. The only time they're relevant is when we check to see if the player has won the domain.
  • No civilians can launch an attack of their own from the Kingdom using ATK/DEF as in normal combat in the Front.
    • The top civilian of each domain may however help to defend by using it's DEF-value as in normal combat, but civilians do never strike back while defending from the Kingdom. While defending in the Kingdom the top civilian also lose all their abilities.


Up to 1 creature can perform a movement between the Kingdom and Front or vice versa by it's controller if it is:

  • Unmarked.
  • On top of it's domain pile.
  • The movement phase during the controlling players turn.

To move a creature from one zone to the other do the following:

  • Mark it
  • Announce the move
  • Place it in the target destination, which is either a domain in the Kingdom or the Front.

Notice that a creature may not move from one domain into another.


Creatures located in the Front may both attack or defend.

Kingdom & Domains

A Kingdom has 3 different domains in which it excels and that could help the player establish tactical or strategical advantages during the course of the game, as well as earn him/her victory points. A creature in a Domain is called a civilian. The domains are called Body (B), Mind (I) and Soul (S). They are represented by 3 piles in the Kingdom, one pile for each domain. There are 0 up to an unrestricted amount of civilians into every domain at any given time.

  • Every creature must be placed in one of the 3 domains while in the Kingdom.
  • The player decides which domain the creature is placed in when the creature enters the Kingdom. The player then places the creature on top of the chosen domain pile, face up.
    • That creature is known as top civilian.
    • The top civilian may be moved to the front from a given domain (see rules for Movement). It is also possible to move from front to a domain.
  • A creature can be played directly from hand into the Kingdom and a target domain.

Usually the player may only interact with the top civilian of each domain (i.e. moving, defending, using abilities, marking et.c.)

Life & Death

  • If all damage has been resolved in a battle and the result is that a creatures defence (DEF) was equal to or lower than the attacking creatures attack (ATK) then the creature dies.
  • Creatures that die are placed in the Grave. Any and all cards attached to it go to their owners grave.
    • Exceptions to this is the Equipment pickup rule, discussed in a separate paragraph.
  • Effects that somehow lower a creatures DEF to zero kill the creature.
  • Damage that a creature suffers during a turn goes away when the turn in which it was dealt ends.


  • Cards with the Equipment cardtype are considered to be Equipment.
  • A creature may carry one Equipment card from each Equipment subtype at the same time.
    • Equipment effects only stack if the Equipment cards either lack subtypes or have different subtypes.
    • Example: A creature has an "Equipment - Weapon" card called "Damocle's Sword". It is now not possible to give the creature an additional "Equipment - Weapon" card.
  • Equipment may only come into play by being given, attached, to a specific creature. Hence that creature becomes an Equipped creature since it is carrying at least one Equipment.
    • A creature is unequipped if has no equipment cards attached to it.

Where equipment goes

  • Equipment stays on a creature until a) the equipment is removed by an effect or the player discards it or b) the creature goes to the grave, hand or a domain.
  • Equipment follows the creature to the grave if it is not picked up when the creature has died and the turn ends.
  • Equipment follows the creature to oblivion if the creature is removed from the game.
  • Equipment is not allowed to enter the domains: When a creature is moved to a domain it drops the Equipment in the Front. To rescue the equipment another creature in the front needs to be able to pick it up before end of turn.
  • Equipment that came back into a players hand by following the creature that carried there becomes, when it reaches the hand, unattached from that creature. The equipment is then considered to be like any other card in hand, and has to be paid for and attached to a creature again in order for it to come into play once more.

Discarding Equipment

A creature may discard an equipment at any time, played the same way as Events are: The controlling player announces it and the chosen equipment is then moved to the grave. Only one piece of equipment may be discarded per time per creature. The player may let any number of creatures that are equipped discard equipment.

Reassign Equipment

An equipped creature in the front may, during it's controllers own play phase, give one target equipment it is carrying to another target creature in the front. To be able to perform that action the giving creature as well as the receiving creature must both be unmarked and unassigned. The player pays half the cost for the equipment, rounded up, marks both the giver and receiver, moves the equipment card from the equipped creature and attaching it on the target ally creature in front, making it equipped.

Drop & Take equipment

  • When a creature dies while in combat it drops all it's equipment on the ground: The creature is discarded and put into the graveyard while the equipment is left on the table unattached to any other creature. All of it's equipment cards are considered to be dropped on the ground for the time being.
  • Each unmarked ally creature in the front is allowed to pick up one of the dropped Equipment cards during the play phase.
  • To perform the pick up the player must announce that it is being executed and mark the creature that does the pick up. The player then attaches one of the Equipment cards the dead ally creature was carrying to the creature that picked it up.
    • This action costs no gold in contrast to reassigning equipment.
  • Notice that all effects and restrictions of a an equipment or a creature are still in place even if a pick up is attempted.
    • Example: If a goblin tries to pick up equipment that explicitly states that it can't be equipped to any other creature type other than Human then the goblin will not be able to make the pick up since picking up also entails equipping it.
  • A marked creature can't pick up any Equipment since it can't meet the mark criteria.
  • A player can use any amount unmarked creatures to pick up dropped equipment, but each creature may only pick up one piece of Equipment per turn.
  • At the end of turn each player discards all his/her dropped equipment that wasn't picked up from the table.


  • Events are cards representing one time effects that try to resolve instantly. In CCG terminology these are more widely known as interrupts or Instants.
  • You may play an Event card at any time, even on your opponents turn as a response to what he/she has done.
  • After an event has been used and the resolution of it decided it is always discarded, and that happens the same turn it was played.
  • When you play an event, you follow the instruction provided by its rules text, then you put it in your grave.
  • Keep in mind that whenever you play an Event, your opponent may do the same in response, and back and forth until nobody want to play more Events.
  • Events resolve from the top down: The last event to be played by a player happens first, then event that came previous to that event, and so on.


  • Magic can only be played during the player's own turn and his/her play phase.
  • There are 3 main kinds of magic that correspond to the domains in the Kingdom: Magic of the Body, Magic of the Soul, Magic of the Mind.
  • Magic doesn't cost gold resources to come into play and no gold resources are marked in the vault: To play a Magic card it's corresponding domain must contain creatures that have a total gold value that is equal to or larger than the cost requirement shown on the magic card.
    • Example: The magic card "Suffocate" has a cost of 3 and it's Magic of the Soul. The player sums up the gold worth of all his/her creatures in the Soul domain in Kingdom and notices they are worth 5 gold together, meaning he/she can play the Suffocate card. No gold is ever used up, and this can be done over and over as long as the domains meet the values required by the Magic cards.
  • All magical cards and effects stack.
  • Once a magic card has been played it is discarded into grave.


  • Enchantments can only be played during the player's own play phase.
  • Enchantments are always
    • targeting something or someone' (creature, domain, front, equipment)
    • attached to it's target, making it enchanted
    • permanently in play on the table until some effect removes them.
  • Enchantments stack.
  • If an enchantment is removed somehow it is placed in the grave.

Enchanting Creatures

  • Enchantments that are attached to a creature that goes back up to a hand are placed in the grave.
  • Enchantments that are attached to creatures that are removed from the game follow that creature and are also removed from game.
  • Enchantments that are attached to a creature that moves to a domain stay attached to that creature and in effect if the creature is the top civilian. Same goes the other way around, when creatures move from domain to front.

Enchanting Domains

To enchant a domain the player targets it when playing the enchantment, and puts the enchantment as the top card on the domain. The enchantment is in effect while being the top card. If a civilian is put above it then the enchantment is not in effect until it becomes the top card again, for example by moving away the civilian.

Gold & Resources

Resource Cards

  • Each card in WTactics can either be played face up, using it's normal card text and functionality in front, or placed in one of the Kingdom domains, or be transformed into a gold resource card by being placed face down in the vault.
  • A player may only lay down one resource card into the vault per turn, and only during the players own play phase.
  • A resource card produces 1 gold each turn, if and only if it becomes marked for that purpose.
  • At the end of turn all leftover gold that hasn't been used disappears: Gold can't be accumulated in between turns.

Card Costs

Normal Gold Costs

This card costs 5 gold.
  • Creatures, Enchantments, Equipment and Event cards have a gold cost that has to be paid in order for them to enter play.
    • A gold cost could be 0, X where x is something specified in the cards text, or T where T is a target cards gold cost.
    • Magic and Regions don't cost any gold. They come into play in other ways.
  • Gold costs are printed with a huge number in the cards top right corner, inside of the faction symbol.
  • There may be additional pre-requisites that has to be met for a card to be able to come into play beyond it's gold cost.
    • Example: The card "Love of Peace" costs 4 gold, but may only be played if you control 3 elves.
  • Usually the cost of a card ranges from 0 to 9. Other costs are possible, but very rare.

Variable Gold Costs

Cost of X

This card costs X gold.
  • Apart from integers, a card can have a cost of X, as well as X with a modifier. If that is the case, X is always defined in the card text.
    • Example: A card costs X + 2. It's text says that X is equal to the ATK value of the target creature. The target creature's ATK is equal to 3, thus we'd have to pay 3 + 2 = 5 gold to play our card.

Cost of T

This card costs T gold.
  • T is also around as a cost, as well as T with a modifier. T is always equal the target cards gold cost.
    • Example: A card costs T - 3. The target cards gold cost is 5, which means hat we have to pay 5 - 3 = 2 gold to put our card in play.
  • T reminds us of X, with the difference that it always takes into account one and the same type of variable no matter when or how it is played.

Paying a cost

  1. The player looks at the card's gold cost.
  2. The player then marks the corresponding amount of unmarked resource cards in the vault to produce that much gold.
  3. The gold has now been spent, regardless if the card actually gets resolved or not.
  4. The card is put into play if it resolved.
  5. Additional cards can be played by repeating the steps above.


In order to play a card one has to be able to pay it's cost and, if any, meet all the conditions it requires to be true for it to come into play or it's effect to be activated. The more powerful the card is, the higher is the cost, and/or the trickier the prerequisites become.

Prerequisites are printed in written text on the card, as a part of the card text field. These kinds of prerequisites are often custom, straight forward and vary highly depending on the card.


  • This card can only be played if you control less creatures than your opponent(s).
  • This Equipment can only be attached to a Northener.

If a card can not get all of it's prerequisites met, it can't be played.

Marking & Unmarking

  • Creature and Resource cards in play are always in either a marked or an unmarked state. All other card types lack the ability to (un)mark.
  • Cards always come into play in their unmarked state unless it's clearly specified otherwise.
  • The marked state is normally used to show that the card has been exhausted/used somehow.
    • Examples of when a card becomes marked: When a creature attacks, moves or uses an activated ability that requires it to mark.
  • An unmarked card is considered to not be exhausted.
  • A card can only be marked once per turn unless an effect or rule unmarks it after it was marked.
    • There is no limit on how many times a card can become marked or unmarked if it happens as a result of an effect.
  • During every new turn the player gets all of his/her marked cards unmarked during the players own unmark/unassign-phase.

Mark me

The Mark Me symbol

Different actions, abilities and rules require a card to mark when the player wants to use it in a particular way. Marking is not a cost, as gold is. It should rather be seen as a kind of prerequisite, an action that needs to happen in order for an effect to happen. Whenever the mark me symbol is shown (a horizontal rectangle with a symbol within, MarkSmall.png ) it means that you have to mark the card itself if that is a part of the pre-requisite for whatever you're trying to accomplish.


  • "Mark me" symbol is abbreviated as just (M) when being typed out as plain text.
  • In wiki you can input the Mark Me symbol inline in any text to create a 17x10 px symbol like this MarkSmall.png by writing {{M}}

Mark allies

The mark allies symbol, here showing that 3 allies have to mark.
Should the mark symbol contain a number inside it instead of the symbol it means that you have to mark that amount of other creatures instead of the creature itself. The creature that has the Mark Allies-prerequisite can not mark itself for that reason. The top creature of each Domain may however also be marked in order to meet the marking requisites of another card.


  • "Mark allies" symbol is abbreviated as (MaX) when being typed out as plain text, where X is the number of allies that are supposed to become marked.
    • Example: (Ma3).
  • In wiki you can input the Mark Allies symbol inline in any text to create a 17x10 px symbol like this M2.png by writing {{Ma|2}}. Replace the number two with any number between 1 to 7 to get the proper symbol.

 Notice small.png      Marking vs Marked There's a huge distinction between marking a card (switching a card from it's unmarked state into it's marked state) and discussing a marked card, which is a card that is already in it's marked state).

   Exclamation red small.png Disclaimer

How a player (un)marks cards is not decided by the rules or us behind WTactics due to legal reasons. It's up to the players to agree on it. In many CCG:s cards are rotated 90 degrees so that they lay down horizontally Rotating a card in this way is supposedly a patented idea in the U.S.A. To not violate patent(s) that protects that amazing invention we do not with this text want to give the idea that we encourage anyone to use that system to mark/unmark cards, and we also don't take any legal responsibility for players doing so.


"A" for Assigning...
Aside from a card being in a marked and unmarked state, it sometimes has the ability to be in an alternative mode: The assigned state. It works in similar ways to marking but also differs in a couple of important aspects from the marked state, as we'll soon see.


  • Only unmarked and unassigned Creatures with the assignation symbol (Assign.png) that are in front can be assigned during the players own play phase.
  • To assign a card you need to pay it's assignment cost. This cost is indicated by the assignment symbol (a circle) followed by a cost for the assignment. After the cost there is a colon sign (:) with text that reveals what happens while the card is in an assigned state.
    • The assignation cost can vary and be nothing except for the assignation itself, a gold cost, a custom text, marking or some kind of combination of these costs/prerequisites.
  • When being assigned the cards must somehow be altered so that they clearly indicate that they are in the assigned state.
    • E.g. the cards could be turned upside down.. This may be the simplest and smoothest way to solve it but it is not something we can endorse or recommend due to legal reasons. Hence we do not encourage you to use this fine solution. The way assignation is indicated should be agreed up on by the players before the game starts.
  • An assigned card's assignment ability doesn't get activated until the next turn after the card was assigned. Usually that would be the opponents turn directly after the turn where the player assigned the creature.

Assigned Creatures

  • Can't be part of combat, attack or defend.
  • Can't mark or un-mark.
  • Cant be targeted by their controller or ally player, but may still be targeted by an opponent.
  • Don't automatically unassign in the unmark/unassign phase unless the player unassigns it.
  • Use any of their non-assigned triggered/cost/permanent abilities
  • While assigned a card keeps its faction belonging, attack and defense values, card and subtypes.
  • While assigned a card is considered to have no abilities except the currently assigned one.


  • Only assigned creatures may be unassigned.
  • Unassignment may only occur in the unmark/unassign phase.
  • Put the card in the marked state. The card is now unassigned, but it can not mark or assign again during the same turn in which it was unassigned.


  • "Assign" symbol is abbreviated as just (A) when being typed out as plain text.
  • In wiki you can input the Assign symbol inline in any text to create a 10x10 px symbol like this Assign.png by writing '{{A}}

Round Structure

WTactics is played using individual player turns, that are divided into different game phases.

The player who is currently taking his turn is named the active player. All other players are considered to be passive players even if they would do something (i.e. play Event cards) during the active players turn. When we refer to "the player" we most often refer to the "active player". In cases where we don't refer to the active player, we use the "passive" or "any" player terminology.


During each players first turn the player is allowed to do a Mulligan, once. The Mulligan can't be performed in a later turn, nor can it be performed after a player has accepted the cards that were drawn and proceeded within the turn structure.

To do a Mulligan the player:

  • Looks at all 7 cards the player drew.
  • Selects two of the cards in the starting hand and puts them into the grave.
  • Keeps 0 to 5 of the cards in hand to start with.
  • Shuffles the rest into the deck.
  • Draws new cards until the player gets 7 in hand again.

Turn Structure

A turn is made up of the following phases, where each name is followed by the postfix "phase":

  1. Unmark/Unassign
  2. Upkeep
  3. Tactical
  4. Draw
  5. Play
  6. Move or Attack
  7. Play
  8. Move or Attack
  9. Entrance
  10. Discard

The phases that are mandatory are the Unmark/unassign, Upkeep, Tactical, Draw and Discard-phases. The Play, Move or Attack and Entrance phases are all optional phases and can all be omitted by you if you choose to do so.

The phases must occur in the given order. Example: You can't use a Play or Move/Attack-phase once you have used your Entrance or Discard-phase.

Turn Phases


  • During the unmark and unassign phase a player must unmark all his/her cards that are marked. This replenishes them for future use.
  • In contrast, assigned cards do not automatically become unassigned: During the unmark/unassign-phase a player may unassign target ally creatures that is assigned.


  • Sometimes cards require that an upkeep cost is paid. This phase is only relevant when that kind of cards are around.
  • All such cards have explicit text that tell the players if that is the case. Such text is written in the form Upkeep cost ~ What happens is the upkeep isn't paid.
    • Example: Upkeep 3 ~ Discard card. means that the cards upkeep is 3 gold and that if it isn't paid then the card must be discarded.
  • The player always chooses if he/she wants to pay the upkeep or not.
    • If the upkeep is paid the card continues to be in play as usual and it's ~ effect isn't triggered.
    • Should the player choose not to pay the cards upkeep the text after the ~ is triggered.


In the tactics phase the player compares his/her domains with the opponent domains in order to see if he/she has won any of the three possible tactical victories. To get to know the strength of his/her specific domain, the player sums up the gold cost of all unmarked creatures in it.

Example: The player has 3 cards in the domain called Soul. The first creature card has a gold cost value of 3, the second creatures gold cost is 2, and the third creatures gold cost is 5. Hence, the players domain point in the Soul domain is 10 (3 + 2 + 5 = 10)

Advantage (ADV)

When you have 2 or more domain points in a given domain compared to what your opponent has in the same domain, you may win that domains tactical advantage. If you want to do so you must claim it for it to take effect. Claiming the advantage is done by announcing the name of the advantage, the total sum in that particular discipline, and also stating that you claim the tactical victory. Example: "I have 7 Soul compared to your 5 and claim advantage of the Soul". Unclaimed advantages can not be claimed after the player has continued into any other phase beyond the tactical.

Check your active region card to see what happens when you win a specific advantage.

Domination (DO)

If you have won at least 2 of the domains you may claim Domination instead of both of the two advanatges: The separate advantages specified on the the Region card will then not trigger at all. Instead, you get to choose one of the following:

  1. You get 1 victory point, or
  2. Check your active region card to see what, if anything, happens when you perform a Domination.

Total Domination (TDO)

If you have won all 3 of the tactical advantages of Body, Mind and Soul you may claim Total Domination instead of any other advantage: The separate advantages specified on the the Region card will then not trigger at all. Instead, you get to choose one of the following:

  1. You get 3 victory points, or
  2. Check your active region card to see what, if anything, happens when you perform a Total Domination.


  • The player must draw up to 2 cards each turn if there are cards available in the Deck. The player decides him/herself if 1 or 2 cards are drawn and may look at the first drawn card before deciding if another one should be drawn.
  • This applies even if the player already has the maximum number of allowed cards to his/her playing disposal in hand.
  • If a player can't draw a card during the draw phase due to his/her Deck being depleted then the player loses the game.

Exhausting While in the draw phase the player may decide to draw up to 1 additional card beyond the 2 cards that are normally allowed. This is called exhausting and can be done once per turn. To exhaust the player needs to discard either a) target ally top civilian or b) a card in hand into the grave, and in addition the player must also discard c) the top card of the deck into the grave.

A player that has performed an exhaustion may not put any additional resources into the vault during that turn or make a movement of a creature.


  • The play phases allows the player to use creature abilities & play any non-creature cards if he/she wants to.
  • The inactive player always gets a play (response) phase after each one of the active players actions, i.e. to play Event-cards or use abilities.
  • The number of things a player can do during his/her play phase is limited only by that player's resources and cards.

Move / Attack

  • This phase is not mandatory - the player chooses if he/she will use it.
  • The move/attack phase allows the player to either move or attack with any number of the creatures.
  • It does not allow the player to do both and let one creature move and let another attack.
  • Whatever is done in the first move / attack phase can not be done in the second move / attack phase.
      • Each turn there's only one attack phase per player and/or one move phase per player.
    • Example: If you decide to move creatures in the first move/attack phase, then no creatures can move in the second.
  • Please see the relevant sections for movement and attacking for more details on how to execute those actions properly.


During the Entrance phase you may put new Creatures into play in any one of the three domains (Body, Soul, Mind) in the Kingdom or in the Front. Creatures that are put in a domain should be put on top of the domain, so they become top civilian.


  • If the player has more than 7 cards (>7) in his/her hand the player must select and discard any excess cards down to 7.
  • A player may not discard cards from hand in the discard phase if he/she has 7 or less cards in hand.
  • The player may discard his/her active region during this phase. If that happens, the next region beneath it is revealed and turned face up, and becomes the new active region.
    • It is not possible to discard the last region.


Many creatures have special skills and some are able to perform different kind of actions. There are numerous ways how the creatures can interact with one and another without engaging in actual physical combat. These skills are called abilities, regardless of what they do, and if they have any drawbacks or not.

Abilities are not limited to just creatures – Equipment or Magic could have them as well, granting a creature additional abilities they wouldn't have without them.

There are three main types of abilities : activated, passive and triggered.


A passive ability is one that is always in effect. As soon as the object with the ability enters play, the ability effect starts, and stops when the object leaves play.

Example: "All Elvish creatures gets +3 defense" is a passive ability.


  • In contrast to passive abilities, activated abilities requires the activation by the player.
  • To use a card's ability the player must pay the cost required. The effect of the ability will not activate before that is done.
  • Only the controller of a card may activate it's abilities. Usually that means the player that put the card in play by paying for it.

Payment for activation

WTactics uses the above simple system to tell you what the card demands from you in order to have it's effect activated. What's always common for all types of costs and prerequisites is that we always reveal the cost first, followed by a colon separator, and lastly the effect is written. It looks like this:

Cost : Effect

Whatever is on the left side of the colon (:) is the cost or prerequisites. The text on the right side of the colon is the card's effect that will activate once you have met the cost/prerequisites demands.

There are three main groups of costs and prerequisites that are used to activate abilities: Gold cost, mark (self or other) and custom.

Costs and pre types.jpg
  1. The first example (gray) shows us a custom prerequisite. Custom prerequisites are often text instructions on what you need to do in order to activate the ability. If you can't or won't do exactly as the text says, then the ability is not activated. Keep in mind that custom prerequisites can be formulated in any way. They are also more rarely used in the game compared to the other types of costs & prerequisites.
  2. The next example (purple) is straight forward: To activate the ability you would need to pay exactly 4 Gold. Not more, not less. If you can't afford 4 gold, then you can't activate the ability.
  3. The third example (blue) introduces marking as something that must be done first in order to activate the ability. Whenever you see the empty horizontal rectangle it means that in order to activate the ability you must be able to mark the card. If the card is already marked, it can't be marked again, thus, the requirement needed to use that ability (you marking the card now when you want to use the ability) is not met, and as a result you won't be able to activate the ability.
  4. Next example (green) also uses marking as a requirement to activate the ability. The difference from the previous case is that there is a number written inside of the rectangle. This means that you have to mark that many other creatures in play under your control in order to activate the ability.
  5. Lastly, we have a complicated example (yellow): It shows us that a card can mix any two or more types of costs and prerequisites with each other. Although there is no limitation to how they can be mixed, mixes are seldom as complicated as in this example.


  • A triggered ability is activated if and only if it's trigger takes place.
  • Triggered abilities are not optional and must always be applied if possible.
    • If a triggered ability's effect can't be applied then nothing happens.
  • Example: Discard a non-Black Legion creature every time a skeleton comes into play.
    • If my opponent played that curse on you, and your opponent puts a skeleton into play, then you must discard a non-Black creature. If you have only black creatures however, then it is not possible for you to discard a creature, in which case you don't have to do anything.

Conflicting rules

As in many games some rules and mechanics may seem to contradict themselves and even do so at times. This is actually a feature and what makes the deep, complex and modular nature of a CCG possible to begin with. Always use the following two rules to resolve such situations:

Cards vs rules

  • If a card contradicts the core rules found in this document, the card wins over the core rules.

Effects vs effects

  • If an effects forbids something to happen while another allows it, the forbidding effect always wins.
    • Example: A creature has the effect "Can not fly." printed on it as card text. Playing a spell on the creature with the text "Target creature can fly." will not make the creature able to fly. The "not/no/can't" etc always outweigh what "can" happen.



  • Only unmarked creatures may attack or defend,
  • The active player is the only one that can perform one or more attacks during his/her Attack/Move-phase.
    • When doing so the player must use one or more creatures in his/her the Front.
  • In the same manner, the inactive player is the only one that may defend against attacks during the opponents turn.
    • When doing so he/she may use
      • one or more of his/her creatures in the Front or
      • any combination of the top civilians in each of the three different Domains.
    • A creature is, depending on this, either an attacker or defender while in combat. It is never designated as both while in one and the same combat.
  • If there are several combats battled out during the same turn they do not resolve simultaneously.
    • Combat is resolved on a "per attacker basis": Each attacker (together with all it's blockers) is part of one single and specific combat.
    • The order of how a combat(s) are resolved could often matter and affect the outcome of other combats or states in the game. Choose wisely.
    • The resolution order of several combats is decided by the attacking player, before the defending player announces a) if and how he/she will defend and b) which defenders he/she will assign to which attackers.

Combat sequence


  • The attacking (active) player may choose to attack during a Move/Attack phase using any number of creatures in his/her Front.
    • Creatures assigned to attack are called attackers.
    • Please note the distinction between an attacking player and attackers: The former is a player that launched an attack, the latter are all Creatures that are currently attacking.
  • The player chooses and announces all attackers that will fight that turn by marking them & announcing them as attackers.
    • The target of these attacks is always the opposing players currently active Region.
  • In cases where there are more than one attacking creature the attacking player must announce and choose the order of the attacks, which is first, then second, and so on.
  • Once the attackers are announced, the passive player gets a Response phase, that gives him/her the opportunity to play one Event card or one Ability (but not both at the same time).
    • The attacking player then gets the same opportunity, and this process is repeated until both players make a pass on the opportunity to play something in the Response phase. When the players pass on the Response phase the attack continues as follows:


  • All creatures assigned to defend are called defenders for the duration of the battle.
  • The defending player may choose to:
    • Defend against the attack(s) with the top creature (top civilian) from one or more of the 3 Domains in his/her Kingdom.
    • Defend with one or more creatures from his/her Front.
    • Allow the attacks to go on undefended.
    • If the player decides not to defend the attack his/her Region loses HP that's equal to the total amount of damage dealt by the attackers.


  • A player that decides to defend must clearly assign any number of creatures as defenders against a specific attacking creature.
  • A defender can only defend against one single attacker per turn.
  • Defenders located in the Domains do not strike back on the attackers, meaning they can only be used to soak up damage that the attackers deal, and never kill an attacker themselves by using their ATK.
  • A player may choose to defend against some creatures, and let others be undefended against so that they deal damage to the players Region.


  • Each individual combat takes place. In each combat the players take turns with Response phases.
  • When both players pass instead of responding to the other player's actions the combat is resolved:
    • Take into account all effects and then compare the values of the Attackers ATK value with the Defenders DEF value.
      • If it is higher or equal the Defender will die. If it is lower the Defender will survive.
      • Regardless of the outcome the Defender successfully protects the defending players Region from that attacker.
      • Regardless of the outcome the Defender always gets to strike back at the Attacker if he is defending from the Front: Compare the Defender's ATK value with the Attackers DEF value - if it is equal to or higher then the Attacker will die.
  • When combat is over place all dead Creatures into the grave piles, along with all Events that were used during the combat and also any Enchantments that were attached to the Creatures.

Deck Building


Every deck should contain exactly 50 cards + it's region pile.


Every player composes his/her pile of cards (army deck) of whichever cards he/she wants, within the limits of the loyalty restrictions mentioned below. Usually you would want to have prepared a deck and be done with the building of it before you sit down to play a game.

Each card has it's own unique identification number and a version that precedes it at the bottom right. These are the card number and card version numbers, and they're very important if you always want to stay up to date or compete with other players. The card number for a card wont ever change. Any other info on the card may however become a target for revision, and, those revision will be reflected by the cards current version number. Huge changes in card versions are always announced at the site and well in advance before people are allowed to compete with them. For casual players this isn't really that important - play the way you all agree on.

It's usually allowed to have 4 copies of a card in the deck. A card is only considered to be an instance of itself if it has the same card number and/or card name. Two cards are only equivalent if they share both card & version number. A number on the bottom of a card, in the footer, reveals if you get to have more or less than 4 copies of the card in your deck.

The deck building process is vital for the outcome of the game. In it the decisions about your play style and possibilities are decided, directly affecting how well you could fare against your opponent. As the game proceeds you will draw a given number of cards from the deck almost every round. The deck is often shuffled and the player seldom knows what card(s) he/she will draw from it.

The back of all cards in a deck must look identical. Having somehow different backs is considered cheating and prohibited.


Regions are a card type of their own, placed in a certain order in the players region pile - the chapter - face down, before the game begins. Regions affect what the player can do and which benefits or disadvantages the player gets.

Regions have a HP value, showing in what general condition the region is in. When a regions HP reaches 0 or lower the region is discarded into the grave. Unlike creatures a regions HP does not replenish itself in between player turns: Combat damage that is dealt to a region is permanent.

If a player loses his/her last region then he/she loses the game.


Some regions offer huge benefits of you manage to pull of tactical advantage, domination or total domination. These benefits vary and are written on the region card.


How many different factions a player can put into play simultaneously is determined by the active Region that the player controls. Each Region is loyal to some faction(s), thus informing us which faction(s) it supports. Every Region supports at least one faction.

A player can not play any cards that belong to a faction which is not supported by the active region. A player may however still use any cards already in play even if they are no longer being supported by the new region.

Cards which lack factional belonging can be played regardless of which factions the active region supports.



Ally: Another creature card that is in play and under the control of the same player. Faction belonging is irrelevant to determine if a creature is an ally or not. While a creature can't be ally with itself, other creatures with the same name controlled by the same player may be allies.