# DESIGN Design freeze for content validation. Do not expand primitive rules in this phase. Source: *Next-Step Design Direction · v0.6*. ## Stage conclusion Current primitives are enough to validate content. Freeze world direction, the core action dictionary, and **in-run card-pack triggers**. Design characters, cards, packs, and a minimum playable slice on top of them. Do not keep inventing new base rules. ## World and art Do not treat “classic xianxia” as a hard frame. Prefer Japanese-fantasy / Eastern-fantasy mix: keep cultivation, yao/mo, spirits, sects, martial arts, and rites; also allow machines, otherfolk, alchemy, ruins, and magitech. Worldbuilding explains mechanics, characters, and fantasy. It does not veto mechanics. If a mechanic is fun, find a diegetic reading; do not delete it for genre purity. ## Core action dictionary (freeze) These 11 should exist as primitive events or base state changes. Archetypes are combinations, conditions, or conversions — not new primitives. | Action | Meaning | | --- | --- | | Damage taken | Life falls from a damage event. Paying life vs losing life may stay distinct in rules; decks may still connect them. | | Heal | Restore life. Links to damage, half HP, overheal, max HP. | | Attack | Creature or character attacks. May emit on-attack / after-attack / combat-destroy. | | Destroy | Entity is destroyed by rule or effect, then leaves the field. Record combat vs effect destroy. | | Enter field | Entity enters the battlefield. Summon, flash, special enter all map here. | | Draw | Take a card from deck. Links to hand size, fatigue, GY, deck thickness. | | Fatigue | Draw with empty deck: damage/penalty, not instant loss. Empty deck can be a strategy. | | Discard | Hand → GY, active or forced. Equivalence with other “hand to GY” is a grammar question. | | Supply | Generate cost at a timing. Not a land keyword; creatures, characters, and fields may have it. | | Graveyard | A real zone for revive, recycle, copy, count, conditions — a resource domain, not only a log. | | Countdown | Lifetime/progress that ticks down; at 0, follow that entity’s rule (often destroy). Fields, creatures, tokens. | **Not primitives:** half-HP, last rites, combo, haste, self-harm, heal-deck, swarm, GY-deck, economy-deck. Those are conditions + core actions, combinations, keyword templates, or archetype names. ## Combination-first Design from edges between core actions, not from “a complete archetype.” - Damage + Heal → self-harm, low-life, yo-yo, heal-to-damage - Enter + Destroy → swarm, sacrifice, last rites, deathrattle, combo - Draw + Fatigue → thin deck, turbo draw, empty-deck payoff, fatigue tank - Supply + Countdown → burst economy, long investment, borrow-from-future, lifespan extend, protect the engine - GY + Enter / Destroy → revive, reuse, farm GY, copy, recycle ## In-run card packs Character identity is **starting deck + character skill**, not a fixed class pool. Random rewards use **in-run pack unlocks**. - The starting deck sets where the player sits on the action graph. The skill changes the value of those actions. - The full card catalog is grouped into small packs. A pack has a few core-action cards and bridges. It enters this run’s reward pool only after its conditions are met. - All pack state belongs to the current run and **resets when the run ends**. No cross-run unlock. This is not meta progression. Conditions may AND together: | Kind | Reads | | --- | --- | | Deck | Core-action tags present, counted, or combined | | Combat | Heal received, attacks, friendly destroys, fatigue, … | | World | Kill enemies with a world tag, factions, bosses, regions, events (world tags are data; not the v1 rules-tag allowlist) | | Mix | e.g. GY-tagged deck + many friendly destroys + kills of a tagged enemy | Examples: heal a threshold → vitality pack; kill N `cult` enemies → faction/loot pack. **Numeric thresholds are not frozen.** Rewards draft from the always-on base pack plus unlocked packs. Multi-tag cards are bridges: they can satisfy new packs and grow this run’s pool. Conditions describe how this run was built, fought, and traveled — not class gates. Internal thresholds may be exact; **do not show a progress bar** that invites grinding. **Not frozen yet:** whether an unlocked pack stays on for the rest of the run; whether removing cards can lock it again; reward weights among active packs. Decide after Vertical Slice play. ## Vertical Slice 0.1 Goal: prove the action graph grows distinct builds. Not balance, not a full world. 1. Draw the 11-node graph: natural links, needed bridges, deliberate isolation. 2. Character = starting deck + skill → now **Faction = held cards + relic + upgrades**. Deck touches 2–3 core actions and at least one bridge. 3. Small content: two starting factions (官兵/魔教), guaranteed field, later in-run packs. 4. Validate: same start + different pack paths → different builds; multi-tag cards open packs; combat/world conditions do not invite empty grinding. **Expansion pack factions** (death / draw / GY / enter) are scheduled with the later content/art pass — after CLI combat and CLI full-run work. ## Current non-goals - Full class system and final class pool ratios - World map, long-run event pool, **cross-run pack unlocks**, full meta progression - Final art, factions, lore wiki - Exact card balance and final PT - Advanced AI (multi-turn, opponent-response simulation)