
Card Game
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Engineering
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Mediumabout 1,701 tokens
- Runs scripts
- No, instructions only
What it does
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
Card Game
A playbook for card games, card data, the deck/hand/discard zones, the turn structure, and how card effects resolve. This is a compositional skill: it models cards as data and wires them to UI. It does not re-teach data assets or UI nodes; it defines the zone model, the draw machinery, and the effect-resolution rules that keep a card game correct and bug-free.
When to use
- Use when building any game where the core objects are cards moving between zones (deck → hand → play → discard): deckbuilder, TCG/CCG, solitaire, roguelike deckbuilder.
- Use when designing draw/shuffle/reshuffle, turn structure, card costs, or how effects resolve.
When not to use: board/tile state with matching rules → puzzle. RPG with an
incidental card battler → start from rpg. For defining cards as assets, use godot-resources
/ unity-scriptableobjects; for the hand/drag UI, use godot-ui-control.
Core loop
Draw to your hand → spend resources to play cards → effects resolve and change the board → end the turn (cleanup/discard) → opponent/next phase → repeat until a win condition. Depth comes from the combinations a hand allows; the engine's job is to resolve them unambiguously.
Must-have systems
- Card data, id, name, cost, type, text, and an effect spec (data, not code).
- Zones, deck (draw pile), hand, play/board, discard, exile/removed; cards live in exactly one.
- Draw + shuffle + reshuffle, draw from deck to hand; reshuffle discard into deck when empty.
- Turn structure, phases (untap/draw/main/combat/end) as a state machine.
- Resource system, mana/energy/actions that gate how much you do per turn.
- Effect resolution, apply a card's effects in a defined order; handle targets and triggers.
- Win/loss condition, life total, deck-out, objective.
- UI, hand layout, drag/drop or tap-to-play, zone counts, targeting affordances.
