Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.

Apache-2.0Auto-check passedGame Development

Install Card Game

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills card-game --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/card-game .claude/skills/card-game && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
card-game
GitHub stars
1.4k
Token cost
~1.6k tokens
SKILL.md length
617 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.

  • Works in 3 steps: Zones + draw with automatic reshuffle → Card as data + effect resolution → Turn structure as a phase machine
  • Roguelike deckbuilder
  • SKILL.md covers When to use, Core loop, Must-have systems and Design knobs, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Card Game is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/effect-resolution.md`).

It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Roguelike deckbuilder
  • Tasks that involve Game development

Example prompts

  • “/card-game”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Zones + draw with automatic reshuffle
  2. Card as data + effect resolution
  3. Turn structure as a phase machine

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Card Game loads about 1.6k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 49 tokens; SKILL.md has 617 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~49
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 617 words, ~1,616 tokens.

Download SKILL.mdSave it as .claude/skills/card-game/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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.

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

KnobEffectNotes
Starting hand / draw-per-turntempo, consistencyMore draw = less variance.
Hand size limithoarding vs. useDiscard down at end of turn.
Deck size (min)consistencySmaller = more reliable combos.
Resource curvewhat's playable when"Mana curve" paces power.
Card rarity / power budgetbalanceStronger cards cost more / are rarer.
Determinism vs. randomnessskill vs. swingShuffle + random effects add variance.
Reshuffle rulesdeck-out, fatigueReshuffle discard, or punish empty deck.
Removal / answerscounterplayEvery threat needs an answer in the pool.

Patterns

1. Zones + draw with automatic reshuffle
python
# 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())
Show full SKILL.md (245 more words)Show less
2. Card as data + effect resolution
python
# 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
3. Turn structure as a phase machine
python
# 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.
  • 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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/genres/card-game of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/effect-resolution.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Card Game next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Card Game compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Card Game this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.6kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Card Game

What does Card Game do?

Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Card Game is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.

When should I use Card Game?

Card Game fits situations like: roguelike deckbuilder; tasks that involve Game development.

How do I install Card Game in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game -a claude-code`. Or copy the skill folder (skills/genres/card-game in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/card-game in your project. Claude Code loads it when a task matches its description.

How do I install Card Game in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game -a codex`. Or copy the skill folder (skills/genres/card-game in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/card-game in your project. Codex loads it when a task matches its description.

Can I use Card Game in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill card-game -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/card-game, .gemini/skills/card-game, .github/skills/card-game and .opencode/skills/card-game in your project.

What does Card Game need to run?

SKILL.md names no scripts, command-line tools or credentials: Card Game is instructions for the agent only. Our summary lists: Python 3.

Does Card Game access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Card Game safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Card Game use?

Card Game is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Card Game use?

About 1.6k tokens (SKILL.md is roughly 6.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Card Game?

Skills that share tags, products or a category with Card Game: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Card Game?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.