ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/card-gameContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
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.
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.
(deck → hand → play → discard): deckbuilder, TCG/CCG, solitaire, roguelike deckbuilder.
**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.
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.
| 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()move = remove-then-add, and assert no card appears twice.
or define deck-out/fatigue explicitly (Pattern 1).
by a small set of operations (Pattern 2).
defined order (a queue or stack); document LIFO vs. FIFO (refs).
ensure removal exists for every threat archetype.
atomic: validate cost + targets first, then commit.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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