PluginBench
Skill
Pass
Audit score 90

card-game

gamedev-skills/awesome-gamedev-agent-skills

Build card games with zones, draw mechanics, turn structure, and effect resolution.

What is card-game?

A compositional framework for card games covering deck/hand/discard zones, draw and shuffle logic, turn phases, resource costs, and effect resolution. Use this when building deckbuilders, TCGs, CCGs, solitaire, or roguelike deckbuilders where cards move between zones.

  • Model cards as data with costs, types, and effect specs interpreted by a single engine
  • Manage zones (deck, hand, play, discard, exile) with automatic reshuffle when deck empties
  • Implement turn structure as a phase machine (untap, draw, main, combat, end) with trigger windows
  • Handle resource systems (mana/energy/actions) that gate card play
  • Resolve card effects in a defined order with target validation and atomic commits
  • Prevent common bugs: cards in multiple zones, unseeded shuffles, ambiguous trigger order

How to install card-game

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill card-game
Prerequisites
  • A game engine (Godot, Unity, or custom) with basic scene/object management
  • Card data defined as assets (use godot-resources or unity-scriptableobjects)
  • UI framework for hand layout and drag/drop (use godot-ui-control or game-ui-ux)
Claude Code
Cursor
Windsurf
Cline

How to use card-game

  1. 1.Define card data as a schema: id, name, cost, type, text, and effects array
  2. 2.Implement zones as collections (deck, hand, play, discard) and enforce exactly-one-zone invariant
  3. 3.Code a draw function that reshuffles discard into deck when deck is empty
  4. 4.Build a turn phase machine that fires triggers at phase entry and enforces timing windows
  5. 5.Create an effect interpreter that reads card effect data and applies operations (damage, heal, draw, etc.)
  6. 6.Add resource tracking (mana/energy) and validate cost before committing a play
  7. 7.Implement a win/loss condition (life total, deck-out, objective) and check it each turn

Use cases

Good for
  • Building a deckbuilder or roguelike deckbuilder with run-based card collection
  • Creating a TCG/CCG with hand management, resource costs, and effect resolution
  • Designing a solitaire card game with draw/reshuffle and win conditions
  • Implementing a turn-based card battler with phases and priority windows
  • Balancing a card game by tuning draw rate, hand limits, deck size, and resource curves
Who it's for
  • Game designers building card-driven mechanics
  • Developers implementing deckbuilders or roguelike card games
  • Engineers designing turn-based card battle systems
  • Game programmers who need a reusable card engine pattern

card-game FAQ

Should I code one function per card or use a data-driven effect system?

Use data-driven effects: define a small set of operations (damage, heal, draw, etc.) and interpret a card's effects array. One function per card becomes unmaintainable and untestable as the card pool grows.

What happens when the deck runs out of cards?

Reshuffle the discard pile into the deck and shuffle it (using a seeded RNG for replays). If discard is also empty, trigger deck-out (lose, take fatigue, or end the game).

How do I prevent a card from existing in two zones at once?

Enforce an invariant: moving a card is remove-from-old-zone then add-to-new-zone. Assert no card appears in multiple zones. Make play atomic: validate cost and targets first, then commit all changes.

How do I handle simultaneous triggers or effects that depend on order?

Resolve effects in a defined order using a queue or stack. Document whether triggers are LIFO (stack) or FIFO (queue). Avoid nondeterministic outcomes by always resolving in the same sequence.

What design knobs affect game balance?

Starting hand size, draw-per-turn, hand size limit, minimum deck size, resource curve (mana costs), card rarity, and reshuffle rules. Smaller decks = more consistent combos; higher draw = less variance; higher costs = slower tempo.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: card-game description: > 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

  1. Card data — id, name, cost, type, text, and an effect spec (data, not code).
  2. Zones — deck (draw pile), hand, play/board, discard, exile/removed; cards live in exactly one.
  3. Draw + shuffle + reshuffle — draw from deck to hand; reshuffle discard into deck when empty.
  4. Turn structure — phases (untap/draw/main/combat/end) as a state machine.
  5. Resource system — mana/energy/actions that gate how much you do per turn.
  6. Effect resolution — apply a card's effects in a defined order; handle targets and triggers.
  7. Win/loss condition — life total, deck-out, objective.
  8. UI — hand layout, drag/drop or tap-to-play, zone counts, targeting affordances.

Design knobs

KnobEffectNotes
Starting hand / draw-per-turntempo, consistencyMore draw = less variance.
Hand size limithoarding vs. useDiscard down at end of turn.
Deck size (min)consistencySmaller = more reliable combos.
Resource curvewhat's playable when"Mana curve" paces power.
Card rarity / power budgetbalanceStronger cards cost more / are rarer.
Determinism vs. randomnessskill vs. swingShuffle + random effects add variance.
Reshuffle rulesdeck-out, fatigueReshuffle discard, or punish empty deck.
Removal / answerscounterplayEvery 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.