Skip to content
Back to skills

Godot Genre Card Game

ASecurity

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.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
designgoreactnodetestinggitapibackenddocumentation

Works with

  • cli
  • api

Security analysis

A100/100

Pro scans all 17 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill godot-genre-card-game --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Godot Genre Card Game?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Godot Genre Card Game
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-godot-genre-card-game/badge)](https://www.skillsdirectory.com/skills/thedivergentai-godot-genre-card-game)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
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](scripts/card_effect_resolution.gd) — LIFO effect stack (`push_back` / `pop_back`)
> 2. [card_tween_manager.gd](scripts/card_tween_manager.gd) — interruptible pile/hand Tweens (no teleports)
> 3. [card_data_resource.gd](scripts/card_data_resource.gd) — Inspector-safe Resource card definitions

### Original Expert Patterns
- [card_effect_resolution.gd](scripts/card_effect_resolution.gd) - LIFO stack resolver for nested triggers and counter-play.

### Modular Components
- [card_data_resource.gd](scripts/card_data_resource.gd) - Data-driven card definitions allowing Inspector-based design.
- [card_data.gd](scripts/card_data.gd) - Lightweight CardData Resource stub used by validators/tests.
- [deck_shuffle_bag.gd](scripts/deck_shuffle_bag.gd) - Secure randomization patterns for uniform card distribution.
- [turn_state_machine.gd](scripts/turn_state_machine.gd) - Managing rigid phases (Draw, Play, Combat) via state matching.
- [card_drag_drop.gd](scripts/card_drag_drop.gd) - Implementation of native `_get_drag_data()` for Control nodes.
- [board_query_filter.gd](scripts/board_query_filter.gd) - Functional `filter()` patterns for querying board metadata.
- [card_tween_manager.gd](scripts/card_tween_manager.gd) - Managing interruptible card juice and board transitions.
- [reactive_card_ui.gd](scripts/reactive_card_ui.gd) - Resource-signal driven UI for automatic visual state updates.
- [board_state_dictionary.gd](scripts/board_state_dictionary.gd) - Grid-based tracking (Vector2i) decoupled from Node order.
- [match_state_resetter.gd](scripts/match_state_resetter.gd) - Clean-up pattern for in-match temporary Resource modifications.
- [deck_builder_validator.gd](scripts/deck_builder_validator.gd) - Backend logic for deck-building constraints and mana curves.

---

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

## Decision Trees

### Effect stack
| Need | Action |
|------|--------|
| Nested reactions / counters | **MANDATORY** [card_effect_resolution.gd](scripts/card_effect_resolution.gd) — **LIFO only** (`pop_back`) |
| FIFO sequential animations only | Rare; keep a separate queue — do **not** reuse the reaction stack |

### Hand & board
| Need | Action |
|------|--------|
| Arc hand layout | `Curve2D.sample_baked` + [card_tween_manager.gd](scripts/card_tween_manager.gd) |
| Drag targeting | [card_drag_drop.gd](scripts/card_drag_drop.gd) |
| Dense boards (100+ icons) | `_draw()` / [board_state_dictionary.gd](scripts/board_state_dictionary.gd) — not Control-per-token |

### Data
| Need | Action |
|------|--------|
| Card definitions | **MANDATORY** [card_data_resource.gd](scripts/card_data_resource.gd) (parameterless `_init`) |
| Deck RNG | [deck_shuffle_bag.gd](scripts/deck_shuffle_bag.gd) |
| Turn phases | [turn_state_machine.gd](scripts/turn_state_machine.gd) |

## Skill Chain

| Phase | Skills | Purpose |
|-------|--------|---------|
| 1. Data | `resources`, `custom-resources` | Card properties (Cost, Type, Effect) |
| 2. UI | `control-nodes`, `layout-containers` | Hand layout, tooltips |
| 3. Input | `drag-and-drop`, `state-machines` | Targeting, hovering |
| 4. Logic | `command-pattern`, `signals` | LIFO stack, turn phases |
| 5. Polish | `godot-tweening`, `shaders` | Draw juice, foils |

## Common Pitfalls

| Pitfall | Solution |
|---------|----------|
| FIFO `pop_front` on reaction stack | Use LIFO `pop_back` in [card_effect_resolution.gd](scripts/card_effect_resolution.gd) |
| Instant pile snaps | Tween via [card_tween_manager.gd](scripts/card_tween_manager.gd) |
| Float ATK/HP | Use `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.

## Expert knowledge (on demand)

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

- [expert-card-patterns.md](references/expert-card-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth)
- [card_history_logger.gd](scripts/card_history_logger.gd)
- [hand_manager.gd](scripts/hand_manager.gd)

## 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](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — CardData as `.tres` Resources so designers edit cost/stats without touching UI scripts.
- [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — `@export` / `@export_group` patterns that drive Inspector-authored card definitions.
- [Control](https://docs.godotengine.org/en/stable/classes/class_control.html) — `_get_drag_data` / `_can_drop_data` / `_drop_data` and `set_drag_preview` for native card drag-and-drop.
- [Custom GUI controls](https://docs.godotengine.org/en/stable/tutorials/ui/custom_gui_controls.html) — building interactive card faces with `_gui_input`, `mouse_filter`, and `_draw` for dense boards.
- [Size and anchors](https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html) — anchoring hand/board zones so layouts survive resolution changes.
- [Using Containers](https://docs.godotengine.org/en/stable/tutorials/ui/gui_containers.html) — when HBox/Grid help deck-builder grids vs manual hand arcing.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — interruptible `create_tween()` / `tween_property` juice for draw, play, and discard moves.
- [Beziers, curves and paths](https://docs.godotengine.org/en/stable/tutorials/math/beziers_and_curves.html) — math behind arcing hand layouts instead of circular fudge factors.
- [Curve2D](https://docs.godotengine.org/en/stable/classes/class_curve2d.html) — `sample_baked()` for smooth non-circular fan positions and rotations.
- [Random number generation](https://docs.godotengine.org/en/stable/tutorials/math/random_number_generation.html) — seeded RNG and shuffle-bag fairness for draw piles.
- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Resource `changed` and effect-stack signals that keep UI reactive without `_process` polling.
- [Your first 2D shader](https://docs.godotengine.org/en/stable/tutorials/shaders/your_first_shader/your_first_2d_shader.html) — canvas_item foil/rarity shaders on card faces.

### Related Skills

#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, Autoloads, and import basics before wiring DeckManager and card scenes.
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — `.tres` ownership, duplication, and `emit_changed` so match buffs never leak into authored card files.
- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — typed Arrays, Callables/Commands, and `match` phases used by effect stacks and turn machines.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Control layout, anchors, and mouse_filter habits required for hand/board hit-testing.

#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — kill/parallel Tween patterns so rapid plays do not teleport or stack dead tweens.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — bus/signal graphs for draw, play, resolve, and discard without UI owning game rules.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — pointer vs action maps when cards share the viewport with keyboard shortcuts and accessibility drag.
- [godot-turn-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-turn-system/SKILL.md) — Draw/Main/Combat/End phase ownership that this skill's turn state machine plugs into.
- [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) — canvas_item rarity foils and highlight materials beyond the skill's starter hologram snippet.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — simulate mulligans, mana curves, and win-rate vs cost/power so card stats stay fair under RNG.
- [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — run-based deckbuilders that consume CardData, shops, and per-act draft pools.
- [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — collection/deck-builder UIs that persist owned cards separately from the in-match piles.
- [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md) — keyword/status effects (Poison, Taunt, Shield) resolved as reusable ability resources on the stack.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.

Files in this skill

  • SKILL.md12 KB
  • references/expert-card-patterns.md5.5 KB
  • references/migration-notes.md3.5 KB
  • scripts/board_query_filter.gd1.2 KB
  • scripts/board_state_dictionary.gd1.3 KB
  • scripts/card_data.gd1.9 KB
  • scripts/card_data_resource.gd1.4 KB
  • scripts/card_drag_drop.gd1.4 KB
  • scripts/card_effect_resolution.gd3 KB
  • scripts/card_history_logger.gd418 B
  • scripts/card_tween_manager.gd1.3 KB
  • scripts/deck_builder_validator.gd1.4 KB
  • scripts/deck_shuffle_bag.gd1.4 KB
  • scripts/hand_manager.gd457 B
  • scripts/match_state_resetter.gd1.2 KB
  • scripts/reactive_card_ui.gd1.2 KB
  • scripts/turn_state_machine.gd1.5 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.