mcpbeat

Godot Genre Card Game

thedivergentai/godot-genre-card-game

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.

9k tokens
context cost
the whole folder, loaded on every use
16
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
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/thedivergentai/GD-Agentic-Skills --skill godot-genre-card-game

The instruction itself

25 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Card Game

Expert blueprint for digital card games with data-driven design and juicy UI.

NEVER Do (Expert Anti-Patterns)

Logic & Architecture

  • NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in Callable objects or Command resources pushed to a LIFO stack.
  • NEVER perform board-state calculations (Power/Toughness) in _process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
  • NEVER forget LIFO Stack Resolution; strictly use Array.push_back() and Array.pop_back() to resolve reactions from top-to-bottom.

UX & Animation

  • NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
  • NEVER allow instant card "teleportation" between piles; strictly use create_tween() / tween_property chains (0.2s+) for pile moves.
  • NEVER use global_position for cards in hand; strictly position them using a Curve2D layout with sample_baked() for smooth arcs.

Deck & State Management

  • NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
  • NEVER use floating point numbers for discrete card stats; strictly use int for Costs, Attack, and Health to avoid precision drift.
  • NEVER use standard Control nodes for mass tokens/battlefields; strictly use _draw() custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
  • NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via queue_redraw().
  • NEVER erase array elements during a standard for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
  • NEVER forget to provide parameterless constructors in _init(); otherwise, Resources will fail to load in the Inspector.

🛠 Expert Components (scripts/)

> MANDATORY reads before implementing the matching system:

> 1. card_effect_resolution.gd — LIFO effect stack (push_back / pop_back)

> 2. card_tween_manager.gd — interruptible pile/hand Tweens (no teleports)

> 3. card_data_resource.gd — Inspector-safe Resource card definitions

Original Expert Patterns

  • card_effect_resolution.gd - LIFO stack resolver for nested triggers and counter-play.

Modular Components

  • card_data_resource.gd - Data-driven card definitions allowing Inspector-based design.
  • card_data.gd - Lightweight CardData Resource stub used by validators/tests.
  • deck_shuffle_bag.gd - Secure randomization patterns for uniform card distribution.
  • turn_state_machine.gd - Managing rigid phases (Draw, Play, Combat) via state matching.
  • card_drag_drop.gd - Implementation of native _get_drag_data() for Control nodes.
  • board_query_filter.gd - Functional filter() patterns for querying board metadata.
  • card_tween_manager.gd - Managing interruptible card juice and board transitions.
  • reactive_card_ui.gd - Resource-signal driven UI for automatic visual state updates.
  • board_state_dictionary.gd - Grid-based tracking (Vector2i) decoupled from Node order.
  • match_state_resetter.gd - Clean-up pattern for in-match temporary Resource modifications.
  • deck_builder_validator.gd - Backend logic for deck-building constraints and mana curves.

Core Loop

  • Draw → 2. Evaluate → 3. Play → 4. Resolve (LIFO stack) → 5. Discard/End

Decision Trees

Effect stack

| Need | Action |

|------|--------|

| Nested reactions / counters | MANDATORY card_effect_resolution.gd — LIFO only (pop_back) |

| FIFO sequential animations only | Rare; keep a separate queue — do not reuse the reaction stack |

Hand & board

| Need | Action |

|------|--------|

| Arc hand layout | Curve2D.sample_baked + card_tween_manager.gd |

| Drag targeting | card_drag_drop.gd |

| Dense boards (100+ icons) | _draw() / board_state_dictionary.gd — not Control-per-token |

Data

| Need | Action |

|------|--------|

| Card definitions | MANDATORY card_data_resource.gd (parameterless _init) |

| Deck RNG | deck_shuffle_bag.gd |

| Turn phases | turn_state_machine.gd |

Skill Chain

| Phase | Skills | Purpose |

|-------|--------|---------|

| 1. Data | resources, custom-resources | Card properties (Cost, Type, Effect) |

| 2. UI | control-nodes, layout-containers | Hand layout, tooltips |

| 3. Input | drag-and-drop, state-machines | Targeting, hovering |

| 4. Logic | command-pattern, signals | LIFO stack, turn phases |

| 5. Polish | godot-tweening, shaders | Draw juice, foils |

Common Pitfalls

| Pitfall | Solution |

|---------|----------|

| FIFO pop_front on reaction stack | Use LIFO pop_back in card_effect_resolution.gd |

| Instant pile snaps | Tween via card_tween_manager.gd |

| Float ATK/HP | Use int stats on Resources |

Elite notes (optional polish)

  • Holographic foil: UV scroll shader on card Control — not required for stack correctness.
  • Card history: signal bus logger for replay/debug; keep off the hot resolve path.

Expert knowledge (on demand)

> LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

  • expert-card-patterns.md — restored baseline pedagogy (architecture, WHY, implementation depth)
  • card_history_logger.gd
  • hand_manager.gd

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Resources — CardData as .tres Resources so designers edit cost/stats without touching UI scripts.
  • GDScript exports@export / @export_group patterns that drive Inspector-authored card definitions.
  • Control_get_drag_data / _can_drop_data / _drop_data and set_drag_preview for native card drag-and-drop.
  • Custom GUI controls — building interactive card faces with _gui_input, mouse_filter, and _draw for dense boards.
  • Size and anchors — anchoring hand/board zones so layouts survive resolution changes.
  • Using Containers — when HBox/Grid help deck-builder grids vs manual hand arcing.
  • Tween — interruptible create_tween() / tween_property juice for draw, play, and discard moves.
  • Beziers, curves and paths — math behind arcing hand layouts instead of circular fudge factors.
  • Curve2Dsample_baked() for smooth non-circular fan positions and rotations.
  • Random number generation — seeded RNG and shuffle-bag fairness for draw piles.
  • Using signals — Resource changed and effect-stack signals that keep UI reactive without _process polling.
  • Your first 2D shader — canvas_item foil/rarity shaders on card faces.
Prerequisites
  • godot-project-foundations — scene tree, Autoloads, and import basics before wiring DeckManager and card scenes.
  • godot-resource-data-patterns.tres ownership, duplication, and emit_changed so match buffs never leak into authored card files.
  • godot-gdscript-mastery — typed Arrays, Callables/Commands, and match phases used by effect stacks and turn machines.
  • godot-ui-containers — Control layout, anchors, and mouse_filter habits required for hand/board hit-testing.
Complements
  • godot-tweening — kill/parallel Tween patterns so rapid plays do not teleport or stack dead tweens.
  • godot-signal-architecture — bus/signal graphs for draw, play, resolve, and discard without UI owning game rules.
  • godot-input-handling — pointer vs action maps when cards share the viewport with keyboard shortcuts and accessibility drag.
  • godot-turn-system — Draw/Main/Combat/End phase ownership that this skill's turn state machine plugs into.
  • godot-shaders-basics — canvas_item rarity foils and highlight materials beyond the skill's starter hologram snippet.
Downstream / consumers
  • godot-monte-carlo-balancer — simulate mulligans, mana curves, and win-rate vs cost/power so card stats stay fair under RNG.
  • godot-genre-roguelike — run-based deckbuilders that consume CardData, shops, and per-act draft pools.
  • godot-inventory-system — collection/deck-builder UIs that persist owned cards separately from the in-match piles.
  • godot-ability-system — keyword/status effects (Poison, Taunt, Shield) resolved as reusable ability resources on the stack.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

How to use it

Copy the folder

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

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.