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LogicOberLogicOber/Worldview-Skills/skills/2d-game/card-game/SKILL.md

card-game

Skill2 starsChanged 50 days agoApache-2.0View on GitHub

Entry point for a card-game slice — the core loop (resource, play, resolve), a starter set of 20–40 cards with costs and effects tuned against each other, a card frame and illustration style card, illustrated card art in that style, and a playable web prototype. Use when the user says "card game", "deckbuilder", "TCG", or asks for a strategic card battler.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Cost is the design: Every effect is priced against a baseline ("1 cost = 3 damage or 2 block").

    line 32
  2. Distinctive:

    Every card has a decision: If a card is always played on curve with no thought, it is filler.

    line 33

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Card Game

Design a set where every card is a decision.

What the user gets

DeliverableFormat
Core loopresource per turn, hand size, draw, play, resolve, win condition
Card set20–40 cards: name, cost, type, effect, flavour line; tuned as a set
Archetypes2–4 deck identities the set supports, each with a payoff card
Frame designcard template: art window, cost gem, type bar, text box, rarity mark
Card artillustrations in the locked style, one per card, consistent framing
Prototypeweb build: shuffle, draw, play, one enemy, one win/loss

Rules this entry enforces

  • Cost is the design. Every effect is priced against a baseline ("1 cost = 3 damage or 2 block"). Cards that break the baseline are the rares, and they break it on purpose.
  • Every card has a decision. If a card is always played on curve with no thought, it is filler. Add a condition, a trade-off or a timing question.
  • Archetypes have payoffs. Each identity has one card that makes the whole plan worth it; the rest are enablers.
  • Frame before art. The template is locked first so every illustration is composed for the same window.
  • Art is composed for the window. Subject centred in the art window, readable at thumbnail size, palette per archetype.
  • Flavour lines are one sentence, in-world.

Example

Loop: 3 energy/turn · draw 5 · play any · enemies act after · 0 HP loses
Archetypes: Light-sharing (give allies block, pays off when 3+ allies) ·
    Hoard (keep cards in hand, pays off on hand size) ·
       Burn (damage over time, pays off on stacked burns)
Baseline: 1 energy = 3 damage | 2 block | 1 card
Card: WICK RELAY — 2 · Skill · Give 3 block to each ally. If you have given
      block 3 times this turn, draw 2. "A wick burns itself to light others."

Related entries

  • pixel-art-sprite or character-model — card art subjects
  • narrative-choice — story mode between fights
  • roguelike-generator — run structure for a deckbuilder

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