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Card Game Agent Skill

> costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill card-game

The instruction itself

12 sections, as written by the author

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.

Design knobs

| 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. |

Patterns

1. Zones + draw with automatic reshuffle

# 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())

2. Card as data + effect resolution

# 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

3. Turn structure as a phase machine

# 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()

Pitfalls / failure modes

  • A card existing in two zones at once → duplication/loss bugs. Enforce "exactly one zone";

move = remove-then-add, and assert no card appears twice.

  • Forgetting to reshuffle → draws silently fail or crash on empty deck. Reshuffle discard,

or define deck-out/fatigue explicitly (Pattern 1).

  • One function per card → unmaintainable and untestable. Make effects data interpreted

by a small set of operations (Pattern 2).

  • Ambiguous effect order / simultaneous triggers → nondeterministic outcomes. Resolve in a

defined order (a queue or stack); document LIFO vs. FIFO (refs).

  • Unseeded shuffle in a game that needs replays/undo → can't reproduce. Use a seeded RNG.
  • No hand limit / no answers → degenerate hoarding or unbeatable threats. Add a hand cap and

ensure removal exists for every threat archetype.

  • Targeting state leaks → a cancelled play leaves the board mid-targeting. Make play

atomic: validate cost + targets first, then commit.

Composition (build it from these skills)

  • Card content: godot-resources / unity-scriptableobjects — define each card as a data asset.
  • UI: game-ui-ux for layout, scaling, and focus navigation; godot-ui-control for hand layout, drag/drop, zone counts, and targeting prompts.
  • Persistence/replays: save-systems for collection, run state (roguelike deckbuilder), and seeded replays.
  • Opponent AI: game-ai for an AI that evaluates playable cards and picks targets.
  • Animation/feedback: the engine animation skill for card movement; audio-design for cues.
  • Scripting: godot-gdscript / unity-csharp-scripting for the effect interpreter.

References

  • For the effect queue/stack, keywords/triggers, targeting, deckbuilder vs. constructed

archetypes, and shuffle fairness, read references/effect-resolution.md.

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How to use it

Copy the folder

Take gamedev-skills/card-game from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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