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.

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.

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Card roguelike
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