Agent skill · Data & Analytics

card-game

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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/card-game/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 the

What's inside
Steps it walks through
  1. When to use
  2. Core loop
  3. Must-have systems
  4. Design knobs
  5. Patterns
  6. 1. Zones + draw with automatic reshuffle
  7. 2. Card as data + effect resolution
  8. 3. Turn structure as a phase machine
  9. Pitfalls / failure modes
  10. Composition (build it from these skills)
  11. References
Ships with 1 file
  • references/effect-resolution.md
More from awesome-gamedev-agent-skills
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About this skill
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 it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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