Game overview
| Item | Details |
|---|
| Working title | Grid Tactics |
| Genre | TCG/DCG-style card game |
| Match format | CPU battles only |
| Platform | Web browser (PC) |
| Setting | Classic 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
- Draw phase: draw 1 card
- AP phase: gain 5 AP (added to any carried-over AP)
- Main phase: spend AP to perform actions in any order
- End phase: end the turn
Card types
1. Character cards
Units you summon onto the field to fight.
| Parameter | Description |
|---|
| HP | Health |
| ATK | Attack power (roughly 500-3000) |
| Range | Distance the unit can attack |
| Movement | Number of tiles the unit can move per turn |
| Attribute | Fire / Water / Wind / Earth / Light / Dark |
| Summon cost | AP required to summon |
| Move cost | AP required to move |
| Attack cost | AP required to attack |
| Special ability | Pierce, 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
| Method | Description |
|---|
| Reach a specific tile | A character can attack once it reaches the enemy home-base tile |
| Special ability | Characters with abilities such as “Pierce” or “Direct Attack” |
| Support card | Direct-damage support cards |
Deck and hand
| Item | Value |
|---|
| Deck size | 30 cards |
| Starting hand | 6 cards |
| Cards drawn each turn | 1 card |
- Graveyard: where defeated characters and used cards go
- Revival cards can bring characters back from the graveyard
Scope of the prototype
Required features
- Display the 6x3 field
- Display player HP (10,000 for both you and the opponent)
- AP display and management (gain, spend, carry over)
- Hand display and draw function
- Summon character cards (from hand to field)
- Move characters (select a tile within range)
- Character attacks (range and attribute calculations)
- Use support cards (buffs, damage, etc.)
- Place terrain cards
- Use weather cards
- Turn progression (player -> CPU -> player…)
- CPU AI (basic decision-making)
- Win/loss judgment and game over
Initial card set
| Type | Count | Details |
|---|
| Character | 8 units | One for each attribute (Fire, Water, Wind, Earth, Light, Dark) |
| Support | 5 cards | Attack Up, recovery, direct damage, draw, etc. |
| Terrain | 2 cards | Attack-boost tile, recovery tile |
| Weather | 2 cards | Attribute-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
- Start a local server
- Open
/games/card-game-prototype/index.html
- Start the game -> confirm the hand is displayed
- Summon a character -> check whether it appears on the field
- Move and attack -> confirm damage calculation and attribute matchups
- CPU turn -> check whether the AI takes actions
- Win/loss judgment -> confirm the game ends when HP reaches 0