# Card Roguelike Simulation-first PvE card roguelike. Godot comes after a headless rules engine. Start here: `docs/FOUNDATION.md`, `docs/ARCHITECTURE.md`, `docs/DESIGN.md`, `docs/SURFACES.md` (headless vs interactive). ## Implementation roadmap 1. **CLI combat** — shared starting package, attack/activate, guaranteed field, guard/cult core. 2. **CLI full run (current)** — reward → Holder assignment → simple upgrades → next fight. 3. **Playtest client** — `Game.Client` browser UI; emoji/SVG placeholders. Godot still later. 4. **Art pass** — replace placeholders. 5. **Expansion card packs** — near the art pass. ## Status CLI combat + CLI full run + browser playtest client. Core owns rules and in-run progression (`RunProgress`). Client only renders and posts legal actions. Placeholder art: emoji + SVG. ## Build Requires [.NET 8 SDK](https://dotnet.microsoft.com/download). ```powershell dotnet test CardGame.sln dotnet run --project tools/HeadlessBattle -- --auto dotnet run --project tools/HeadlessBattle -- --run --auto dotnet run --project tools/HeadlessBattle -- --run --seed 42 --fights 3 dotnet run --project src/Game.Client ``` `--run`: fight → draft from unlocked packs → assign Holder → simple upgrade → next fight (default 3). `--auto` picks for both seats and between-fight choices. Browser client: http://127.0.0.1:5088 — you play P0; P1 auto-resolves after each of your actions. Interactive combat: enter action numbers for P0; P1 is AI. `a` = auto one step for P0, `q` = quit.