Agent skill

Godot Genre Card Game

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Card Game

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-card-game -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-card-game .claude/skills/godot-genre-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
godot-genre-card-game
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
946 words
Files
17 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop…

  • Tactical card games
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees, plus 5 more sections
  • Keywords: cardgame
  • Effectresolution

What it does

Godot Genre Card Game is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: cardgame, deckmanager, carddata, handlayout, dragdropcards, effectresolution, commandpattern, drawpile, discardpile.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts and reference files (for example `references/expert-card-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Shaders. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Tactical card games
  • Keywords: cardgame
  • Effectresolution

Example prompts

  • “/godot-genre-card-game”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 14 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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

Godot Genre Card Game loads about 3.1k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 125 tokens; SKILL.md has 946 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~125
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.4k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 946 words, ~3,064 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-card-game/SKILL.md (or your agent's skills folder). This skill also uses 16 other files; get the full folder from GitHub.
name
godot-genre-card-game
description
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.

NEVER Do (Expert Anti-Patterns)

Logic & Architecture
  • NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in Callable objects or Command resources pushed to a LIFO stack.
  • NEVER perform board-state calculations (Power/Toughness) in _process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
  • NEVER forget LIFO Stack Resolution; strictly use Array.push_back() and Array.pop_back() to resolve reactions from top-to-bottom.
UX & Animation
  • NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
  • NEVER allow instant card "teleportation" between piles; strictly use create_tween() / tween_property chains (0.2s+) for pile moves.
  • NEVER use global_position for cards in hand; strictly position them using a Curve2D layout with sample_baked() for smooth arcs.
Deck & State Management
  • NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
  • NEVER use floating point numbers for discrete card stats; strictly use int for Costs, Attack, and Health to avoid precision drift.
  • NEVER use standard Control nodes for mass tokens/battlefields; strictly use _draw() custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
  • NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via queue_redraw().
  • NEVER erase array elements during a standard for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
  • NEVER forget to provide parameterless constructors in _init(); otherwise, Resources will fail to load in the Inspector.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. card_effect_resolution.gd — LIFO effect stack (push_back / pop_back)
  2. card_tween_manager.gd — interruptible pile/hand Tweens (no teleports)
  3. card_data_resource.gd — Inspector-safe Resource card definitions
Original Expert Patterns
Modular Components

Core Loop

  1. Draw → 2. Evaluate → 3. Play → 4. Resolve (LIFO stack) → 5. Discard/End

Decision Trees

Effect stack
NeedAction
Nested reactions / countersMANDATORY card_effect_resolution.gd — LIFO only (pop_back)
FIFO sequential animations onlyRare; keep a separate queue — do not reuse the reaction stack
Hand & board
NeedAction
Arc hand layoutCurve2D.sample_baked + card_tween_manager.gd
Drag targetingcard_drag_drop.gd
Dense boards (100+ icons)_draw() / board_state_dictionary.gd — not Control-per-token
Data
NeedAction
Card definitionsMANDATORY card_data_resource.gd (parameterless _init)
Deck RNGdeck_shuffle_bag.gd
Turn phasesturn_state_machine.gd

Skill Chain

PhaseSkillsPurpose
1. Dataresources, custom-resourcesCard properties (Cost, Type, Effect)
2. UIcontrol-nodes, layout-containersHand layout, tooltips
3. Inputdrag-and-drop, state-machinesTargeting, hovering
4. Logiccommand-pattern, signalsLIFO stack, turn phases
5. Polishgodot-tweening, shadersDraw juice, foils

Common Pitfalls

PitfallSolution
FIFO pop_front on reaction stackUse LIFO pop_back in card_effect_resolution.gd
Instant pile snapsTween via card_tween_manager.gd
Float ATK/HPUse int stats on Resources

Elite notes (optional polish)

  • Holographic foil: UV scroll shader on card Control — not required for stack correctness.
  • Card history: signal bus logger for replay/debug; keep off the hot resolve path.
Show full SKILL.md (394 more words)Show less

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Resources — CardData as .tres Resources so designers edit cost/stats without touching UI scripts.
  • GDScript exports — @export / @export_group patterns that drive Inspector-authored card definitions.
  • Control — _get_drag_data / _can_drop_data / _drop_data and set_drag_preview for native card drag-and-drop.
  • Custom GUI controls — building interactive card faces with _gui_input, mouse_filter, and _draw for dense boards.
  • Size and anchors — anchoring hand/board zones so layouts survive resolution changes.
  • Using Containers — when HBox/Grid help deck-builder grids vs manual hand arcing.
  • Tween — interruptible create_tween() / tween_property juice for draw, play, and discard moves.
  • Beziers, curves and paths — math behind arcing hand layouts instead of circular fudge factors.
  • Curve2D — sample_baked() for smooth non-circular fan positions and rotations.
  • Random number generation — seeded RNG and shuffle-bag fairness for draw piles.
  • Using signals — Resource changed and effect-stack signals that keep UI reactive without _process polling.
  • Your first 2D shader — canvas_item foil/rarity shaders on card faces.
Prerequisites
  • godot-project-foundations — scene tree, Autoloads, and import basics before wiring DeckManager and card scenes.
  • godot-resource-data-patterns — .tres ownership, duplication, and emit_changed so match buffs never leak into authored card files.
  • godot-gdscript-mastery — typed Arrays, Callables/Commands, and match phases used by effect stacks and turn machines.
  • godot-ui-containers — Control layout, anchors, and mouse_filter habits required for hand/board hit-testing.
Complements
  • godot-tweening — kill/parallel Tween patterns so rapid plays do not teleport or stack dead tweens.
  • godot-signal-architecture — bus/signal graphs for draw, play, resolve, and discard without UI owning game rules.
  • godot-input-handling — pointer vs action maps when cards share the viewport with keyboard shortcuts and accessibility drag.
  • godot-turn-system — Draw/Main/Combat/End phase ownership that this skill's turn state machine plugs into.
  • godot-shaders-basics — canvas_item rarity foils and highlight materials beyond the skill's starter hologram snippet.
Downstream / consumers
  • godot-monte-carlo-balancer — simulate mulligans, mana curves, and win-rate vs cost/power so card stats stay fair under RNG.
  • godot-genre-roguelike — run-based deckbuilders that consume CardData, shops, and per-act draft pools.
  • godot-inventory-system — collection/deck-builder UIs that persist owned cards separately from the in-match piles.
  • godot-ability-system — keyword/status effects (Poison, Taunt, Shield) resolved as reusable ability resources on the stack.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. 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 16 other files (scripts, references) in skills/godot-genre-card-game of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-card-patterns.md
  • references/migration-notes.md
  • scripts/board_query_filter.gd
  • scripts/board_state_dictionary.gd
  • scripts/card_data.gd
  • scripts/card_data_resource.gd
  • scripts/card_drag_drop.gd
  • scripts/card_effect_resolution.gd
  • scripts/card_history_logger.gd
  • scripts/card_tween_manager.gd
  • scripts/deck_builder_validator.gd
  • scripts/deck_shuffle_bag.gd
  • scripts/hand_manager.gd
  • scripts/match_state_resetter.gd
  • scripts/reactive_card_ui.gd
  • scripts/turn_state_machine.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre 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.

Godot Genre Card Game compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Card Game this skillthedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
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Godot Shader Fundamentals925236118/AlphaAgent103—~1.5kAutomated safety check: PassMIT
Godot Shadersgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
Scenario Godot Shadersscenario-labs/skills946—~4.9kAutomated safety check: PassMIT
Gamedev Shadersericrisco/rsc-harness180—~3.6kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Card Game

What does Godot Genre Card Game do?

Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop…. Godot Genre Card Game is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders).

When should I use Godot Genre Card Game?

Godot Genre Card Game fits situations like: tactical card games; keywords: cardgame; effectresolution.

How do I install Godot Genre Card Game in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-card-game -a claude-code`. Or copy the skill folder (skills/godot-genre-card-game in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-card-game in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Card Game in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-card-game -a codex`. Or copy the skill folder (skills/godot-genre-card-game in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-card-game in your project. Codex loads it when a task matches its description.

Can I use Godot Genre 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 thedivergentai/GD-Agentic-Skills --skill godot-genre-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/godot-genre-card-game, .gemini/skills/godot-genre-card-game, .github/skills/godot-genre-card-game and .opencode/skills/godot-genre-card-game in your project.

What does Godot Genre Card Game need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Card Game is instructions for the agent only.

Does Godot Genre Card Game access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Card Game use?

Godot Genre Card Game is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Card Game use?

About 3.1k tokens (SKILL.md is roughly 12k 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 2.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Card Game?

Skills that share tags, products or a category with Godot Genre Card Game: Shader Basics (jame581/GodotPrompter, 805 stars), Godot Shader Fundamentals (925236118/AlphaAgent, 103 stars), Godot Shaders (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Scenario Godot Shaders (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Card Game?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.