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---
name: bevy-genre-card-game
description: "Bevy card-game router: zones, turn resource, deck order, catalog costs, EndTurn and PlayCard messages. Use for a local hand, board, and seat order. Keywords: Bevy, card game, zone, turn, deck, energy, chain."
---
# Bevy card game
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for a local card zone, hand, and turn order.
## ECS shape
- **Components** hold the genre's per-entity flags as plain data. This file does not name new engine types.
- **Resources** hold the turn index, energy, and the card catalog via bevy-data-resources.
- **Systems** read those components on `Update` or the fixed timestep from bevy-master. Order them with `.chain()` when a later system must see the result.
- **Schedule:** gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.
## Idioms
| Need | Bevy shape |
| --- | --- |
| Cards and zones | Entities with `Card` and `InZone` |
| Turn and catalog | Resources |
| End turn, draw, play | Messages consumed on one `.chain()` |
## Routing
- [bevy-turn-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-turn-system/SKILL.md) - Turns.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Zones as containers of card ids.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hand layout.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Card definitions.
## Scope
- A card is an entity. Its zone is a component. Turn index and the definition table are resources.
- Local play shuffles with `rand`. Online play stays on the networking skills.
## Examples
```toml
[package]
name = "cards"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
```
Zones and the active seat are plain data. Ending a turn advances the seat, then draws one card into that seat's hand.
```rust
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Deck,
Hand,
Board,
}
#[derive(Component)]
struct Card {
def: u32,
}
#[derive(Component)]
struct InZone {
owner: u8,
kind: ZoneKind,
order: u16,
}
#[derive(Resource)]
struct Turn {
active: u8,
players: u8,
}
#[derive(Message)]
struct EndTurn;
fn end_turn(mut turns: MessageReader<EndTurn>, mut turn: ResMut<Turn>) {
for _end in turns.read() {
turn.active = (turn.active + 1) % turn.players.max(1);
}
}
fn draw_one(turn: Res<Turn>, mut ends: MessageReader<EndTurn>, mut cards: Query<(Entity, &mut InZone)>) {
if ends.read().next().is_none() {
return;
}
let mut next_order = 0u16;
let mut pick: Option<Entity> = None;
for (entity, zone) in &cards {
if zone.owner != turn.active {
continue;
}
if zone.kind == ZoneKind::Hand {
next_order = next_order.max(zone.order.saturating_add(1));
}
if zone.kind == ZoneKind::Deck && pick.is_none() {
pick = Some(entity);
}
}
if let Some(entity) = pick {
if let Ok((_entity, mut zone)) = cards.get_mut(entity) {
zone.kind = ZoneKind::Hand;
zone.order = next_order;
}
}
}
pub struct CardLoopPlugin;
impl Plugin for CardLoopPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Turn {
active: 0,
players: 2,
})
.add_message::<EndTurn>()
.add_systems(Update, (end_turn, draw_one).chain());
}
}
```
Shuffle writes a new deck order from `rand::rng`. Run it from `Startup` before the first draw.
```rust
use rand::seq::SliceRandom;
#[derive(Component)]
struct InZone {
owner: u8,
order: u16,
}
fn shuffle_deck(mut cards: Query<&mut InZone>) {
let mut order: Vec<u16> = (0..cards.iter().count() as u16).collect();
order.shuffle(&mut rand::rng());
for (mut zone, index) in cards.iter_mut().zip(order) {
zone.order = index;
}
}
```
Definitions sit in one resource. The entity only stores the id.
```rust
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Hand,
Board,
}
#[derive(Component)]
struct InZone {
kind: ZoneKind,
}
#[derive(Clone, Copy)]
struct CardDef {
id: u32,
cost: u8,
}
#[derive(Resource)]
struct CardCatalog {
rows: Vec<CardDef>,
}
#[derive(Component)]
struct Card {
def: u32,
}
fn cost_of(catalog: &CardCatalog, card: &Card) -> u8 {
catalog
.rows
.iter()
.find(|row| row.id == card.def)
.map(|row| row.cost)
.unwrap_or(0)
}
#[derive(Message)]
struct PlayCard {
card: Entity,
}
fn play_card(
mut plays: MessageReader<PlayCard>,
catalog: Res<CardCatalog>,
mut cards: Query<(&Card, &mut InZone)>,
mut energy: ResMut<Energy>,
) {
for play in plays.read() {
let Ok((card, mut zone)) = cards.get_mut(play.card) else {
continue;
};
if zone.kind != ZoneKind::Hand {
continue;
}
let cost = cost_of(&catalog, card);
if energy.left < cost {
continue;
}
energy.left -= cost;
zone.kind = ZoneKind::Board;
}
}
#[derive(Resource)]
struct Energy {
left: u8,
}
```
## Expert Knowledge Delta
Target: **Bevy 0.20+**.
Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict.
### Who owns state
| Piece | Owner | Who may mutate | Schedule |
| --- | --- | --- | --- |
| Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` |
| One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it |
| Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn |
| Order that must not race | `.chain()` | The chained systems only | Same schedule |
| Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
### Decision
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | `Component` + `Query` | A scene-tree script on the actor |
| App-wide config or clock | `Resource` | Copy the value onto every entity |
| Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` |
| Startup spawn | `Commands` in `Startup` | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file |
| An API outside the documented set | Read the official manual linked below | A made-up crate or API |
Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table.
## NEVER
- Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose.
- Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them.
- Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
- No scene-tree node or signal bus in this router. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
## Reference
The library pin on bevy-master stays **0.20**.
### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.
### Related Skills
#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.
#### Complements
- [bevy-turn-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-turn-system/SKILL.md) - Turns.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Zones as containers of card ids.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hand layout.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Card definitions.
#### Downstream / consumers
- None. This router does not own a second implementation.
#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.