Doujin & Games

Card Game Prototype Specification

Game overview

ItemDetails
Working titleGrid Tactics
GenreTCG/DCG-style card game
Match formatCPU battles only
PlatformWeb browser (PC)
SettingClassic fantasy

Core rules

Win condition

Reduce the opposing player’s HP (10,000) to 0.

Field

  • 6x3 grid (6 columns x 3 rows)
  • The left 3 columns are your side, and the right 3 columns are the enemy side
  • Each player has a home-base tile (for example, the center tile at the far back)

AP (Action Point) system

  • Gain 5 AP every turn
  • Unused AP can be carried over to the next turn
  • Summoning, movement, attacks, and card use all consume AP (cost varies by card)

Turn flow

  1. Draw phase: draw 1 card
  2. AP phase: gain 5 AP (added to any carried-over AP)
  3. Main phase: spend AP to perform actions in any order
  4. End phase: end the turn

Card types

1. Character cards

Units you summon onto the field to fight.

ParameterDescription
HPHealth
ATKAttack power (roughly 500-3000)
RangeDistance the unit can attack
MovementNumber of tiles the unit can move per turn
AttributeFire / Water / Wind / Earth / Light / Dark
Summon costAP required to summon
Move costAP required to move
Attack costAP required to attack
Special abilityPierce, direct attack, etc.

2. Support cards

  • Buffs / debuffs (Attack Up, Defense Down, etc.)
  • Damage / recovery (direct damage, HP recovery)
  • Special effects (movement, position swap, draw, etc.)
  • Use cost: consumes AP

3. Terrain cards

  • Placed on specific tiles and apply a persistent effect
  • Examples: attack +500 tile, recovery tile, impassable tile

4. Weather cards

  • Affect the entire field
  • Examples: Fire-attribute damage +20%, everyone’s movement -1

Attribute system

Four-way matchup (1.5x damage when advantageous)

Fire -> Wind -> Earth -> Water -> Fire

Light and Dark

  • Light and Dark are advantageous against Fire, Water, Wind, and Earth (1.5x)
  • When Light and Dark clash, both are weak to each other (both deal 1.5x)

Ways to attack the opponent directly

MethodDescription
Reach a specific tileA character can attack once it reaches the enemy home-base tile
Special abilityCharacters with abilities such as “Pierce” or “Direct Attack”
Support cardDirect-damage support cards

Deck and hand

ItemValue
Deck size30 cards
Starting hand6 cards
Cards drawn each turn1 card
  • Graveyard: where defeated characters and used cards go
  • Revival cards can bring characters back from the graveyard

Scope of the prototype

Required features

  1. Display the 6x3 field
  2. Display player HP (10,000 for both you and the opponent)
  3. AP display and management (gain, spend, carry over)
  4. Hand display and draw function
  5. Summon character cards (from hand to field)
  6. Move characters (select a tile within range)
  7. Character attacks (range and attribute calculations)
  8. Use support cards (buffs, damage, etc.)
  9. Place terrain cards
  10. Use weather cards
  11. Turn progression (player -> CPU -> player…)
  12. CPU AI (basic decision-making)
  13. Win/loss judgment and game over

Initial card set

TypeCountDetails
Character8 unitsOne for each attribute (Fire, Water, Wind, Earth, Light, Dark)
Support5 cardsAttack Up, recovery, direct damage, draw, etc.
Terrain2 cardsAttack-boost tile, recovery tile
Weather2 cardsAttribute-boosting weather

File structure

public/games/card-game-prototype/
├── index.html
├── style.css
├── game.js          # Main game logic
├── cards.js         # Card data definitions
├── ai.js            # CPU AI
├── ui.js            # UI handling
└── images/          # Card images (to be added later)

Implementation steps

Step 1: Foundation

  • Display the field (6x3 grid) with HTML/CSS
  • UI for player HP, AP, and hand area
  • Turn display

Step 2: Card system

  • Define the card data structure
  • Create the initial card set
  • Implement hand display and draw functionality

Step 3: Character control

  • Summoning (hand -> field)
  • Movement (tile selection)
  • Attacking (target selection and damage calculation)
  • Attribute-matchup damage calculations

Step 4: Support / terrain / weather

  • Use support cards
  • Place terrain cards
  • Apply weather-card effects

Step 5: Game flow

  • Turn management
  • Win/loss judgment
  • Game-end processing

Step 6: CPU AI

  • Basic AI (random or simple evaluation)
  • Decisions for summoning, movement, and attacks

Step 7: Polish

  • Deck-building screen (a fixed deck is also acceptable)
  • Game start and retry
  • Effects and presentation (simple versions are fine)

How to verify it

  1. Start a local server
  2. Open /games/card-game-prototype/index.html
  3. Start the game -> confirm the hand is displayed
  4. Summon a character -> check whether it appears on the field
  5. Move and attack -> confirm damage calculation and attribute matchups
  6. CPU turn -> check whether the AI takes actions
  7. Win/loss judgment -> confirm the game ends when HP reaches 0