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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,…
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
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