Game Resources

Magical or mystical energy used to cast spells or activate abilities.

⚙ Customize

A modern/futuristic equivalent to mana; fuels tech or special actions.

⚙ Customize

A sci-fi/economic currency; similar to gold but thematically distinct.

⚙ Customize

Limits how many actions a player can take per turn.

⚙ Customize

Represents political or social sway over areas or units.

⚙ Customize

Often used to measure endgame success or intermediate goals.

⚙ Customize

Used to track how much life a player has. If it reaches zero, they may lose.

⚙ Customize

A general currency used to buy cards, units, or upgrades.

Enabled Mechanics
Archetype Library
Filter & tick the archetypes you want in this game
Subtype Base type Description Default behaviours Tweaks
FrontlinerunitStays on board longer and blocks damage or delays enemies.
StrikerunitHigh initial attack or immediate impact, but fragile.
SummonerunitBrings other units or tokens into play.
SupportunitEnhances or heals allies rather than dealing damage directly.
DisruptorunitInterferes with opponent’s hand, zones, or resources.
ChargerunitMeant to hit fast and early, possibly at cost of survivability.
GuardianunitForces opponents to target this unit first.
LingerunitTriggers a delayed or long-lasting effect after leaving play.
DecoyunitLow-cost but draws attention or traps opponents.
StealthunitHard to target or detect until it acts.
GeneratorunitProvides resources passively while in play.
DamageeventSpell that deals damage.
ControleventDisables or removes permanents.
Support/BuffeventEnhances allies or heals.
Resource BoosteventGenerates or refunds resources.
Card AdvantageeventDraws or tutors cards.
CountereventCancels or redirects other effects.
Generic Card-type tweaks (optional)
Card Families
I'm a beta! During the beta phase, card families are limited to two per game.
Rarity
Game Zones
{
    "id": "deck",
    "name": "Player Deck",
    "type": "deck",
    "owner": "player",
    "visibility": [
        "owner"
    ],
    "access": [
        "owner"
    ],
    "ordering": "stack",
    "initial": []
}
{
    "id": "hand",
    "name": "Player Hand",
    "type": "hand",
    "owner": "player",
    "visibility": [
        "owner"
    ],
    "access": [
        "owner"
    ],
    "ordering": "none",
    "initial": []
}
{
    "id": "in_play",
    "name": "Play Zone \/ Battlefield",
    "type": "area",
    "owner": "player",
    "visibility": [
        "all"
    ],
    "access": [
        "owner"
    ],
    "ordering": "none",
    "accepts": [
        "unit",
        "location",
        "trap"
    ]
}
{
    "id": "discard",
    "name": "Discard Pile",
    "type": "deck",
    "owner": "player",
    "visibility": [
        "owner"
    ],
    "access": [
        "owner"
    ],
    "ordering": "stack"
}
{
    "id": "trash",
    "name": "Trash",
    "type": "deck",
    "owner": "player",
    "visibility": [
        "owner"
    ],
    "access": [],
    "ordering": "none"
}
{
    "id": "market",
    "name": "Market",
    "type": "area",
    "owner": "shared",
    "visibility": [
        "all"
    ],
    "access": [
        "all"
    ],
    "ordering": "none",
    "rules": {
        "refill": 5,
        "drawFrom": "market_deck"
    }
}
{
    "id": "market_deck",
    "name": "Market Deck",
    "type": "deck",
    "owner": "shared",
    "visibility": [
        "none"
    ],
    "access": [],
    "ordering": "stack"
}
Game Rules