From genres
Models card games with zones (deck/hand/discard), draw/shuffle/reshuffle, turn structure, costs, and effect resolution. Use for deckbuilders, TCGs, or roguelike deckbuilders.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genres:card-gameThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
A playbook for card games — card data, the deck/hand/discard zones, the turn structure, and
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 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.
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.
| Knob | Effect | Notes |
|---|---|---|
| Starting hand / draw-per-turn | tempo, consistency | More draw = less variance. |
| Hand size limit | hoarding vs. use | Discard down at end of turn. |
| Deck size (min) | consistency | Smaller = more reliable combos. |
| Resource curve | what's playable when | "Mana curve" paces power. |
| Card rarity / power budget | balance | Stronger cards cost more / are rarer. |
| Determinism vs. randomness | skill vs. swing | Shuffle + random effects add variance. |
| Reshuffle rules | deck-out, fatigue | Reshuffle discard, or punish empty deck. |
| Removal / answers | counterplay | Every threat needs an answer in the pool. |
# Pseudocode. A card is in exactly one zone at a time; moving = remove here, add there.
def draw(n):
for _ in range(n):
if not deck:
if not discard: # truly empty: deck-out (lose, or take fatigue)
on_deck_out(); return
deck.extend(discard) # reshuffle discard into deck
discard.clear()
shuffle(deck, rng) # use a seeded RNG (see save-systems for replays)
hand.append(deck.pop())
# Pseudocode. Effects are a data list interpreted by the engine — not bespoke code per card.
card = {
"id": "fireball", "cost": 3, "type": "spell",
"effects": [ {"op": "damage", "amount": 6, "target": "chosen_enemy"} ],
}
def play(card, caster):
if resources[caster] < card.cost: return False # can't afford
resources[caster] -= card.cost
move(card, from_zone=hand, to_zone=play_or_discard(card))
for fx in card.effects:
resolve_effect(fx, caster) # one interpreter handles every card
return True
# Pseudocode. Fixed phases keep timing windows (triggers, priority) unambiguous.
PHASES = ["untap", "draw", "main", "combat", "end"]
def take_turn(player):
for phase in PHASES:
enter_phase(player, phase) # fire "on_phase" triggers here
if phase == "draw": draw(1)
if phase == "main": await player_plays_cards()
if phase == "combat": resolve_combat()
if phase == "end": discard_to_hand_limit(player); clear_temporary_effects()
godot-resources / unity-scriptableobjects — define each card as a data asset.game-ui-ux for layout, scaling, and focus navigation; godot-ui-control for hand layout, drag/drop, zone counts, and targeting prompts.save-systems for collection, run state (roguelike deckbuilder), and seeded replays.game-ai for an AI that evaluates playable cards and picks targets.audio-design for cues.godot-gdscript / unity-csharp-scripting for the effect interpreter.references/effect-resolution.md.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin workflowsProvides expertise in TCG/CCG design, resource systems, metagame balance, card templating, and set design. Use when designing, balancing, or analyzing trading/collectible card games.
Constructs trading card game decks across Pokemon TCG, MTG, and Flesh and Blood. Covers archetype selection, mana/energy curves, win conditions, meta positioning, and sideboards.