Skip to content
alyn
gamedev-skills

Card Game 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.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Card Game

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads card-game when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the card-game skill”. In Codex, type $card-game.

The skill itself

SKILL.md

GitHub

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

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, chosen_targets):
    # Validate everything first; a failed check must leave zones and resources untouched.
    if resources[caster] < card.cost: return False      # can't afford
    if not targets_legal(card, chosen_targets): return False
    resources[caster] -= card.cost                      # commit: pay, then move, then resolve
    move(card, from_zone=hand, to_zone=play_or_discard(card))
    for fx in card.effects:
        resolve_effect(fx, caster, chosen_targets)      # 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 instance (not the engine's global one) and save its state with the run; see refs §6 for the per-engine calls.
  • Off-by-one in the shuffle's random index → some orders never occur (a biased deck). Engine ranges differ: Godot randi_range(a, b) and Phaser RND.between(a, b) include b; Unity Random.Range(int, int) excludes it.
  • 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.

Tips for Card Game

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Card Game

What does the Card Game skill do?

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.

How do I install Card Game?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Card Game work in Cursor and Codex?

Yes. Card Game uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Card Game free?

Card Game is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Card Game?

Card Game is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

Similar skills. From other creators.