What problem does it solve?
It solves the challenge of designing consistent, expandable card game rules (cards, zones, turns, and effects) without creating tangled game logic or UI desync.
Core Features & Use Cases
- Zone & Turn Architecture: Model cards moving between deck/hand/battlefield/graveyard/exile, and drive gameplay with a clear turn phase state machine (draw/main/combat/end).
- Effect Resolution & Targeting: Define effects with timing and targeting modes, resolve chains reliably with a LIFO effect stack, and generate target sets (single, all, random) in a deterministic way when needed.
- Deck/Hand Operations: Support Fisher-Yates shuffling, drawing with hand-cap behavior (burn/overdraw), and mulligan flows for opening hands.
- Unity-Friendly Separation: Keep game logic in plain C# systems while Unity views observe models and render UI/animations using event-driven updates (e.g., MessagePipe) and DI wiring (e.g., VContainer).
Quick Start
Ask your AI to generate a Unity-friendly card game rules core using plain C# systems, including CardDefinition/CardInstance, a zone transfer system, a turn phase state machine, an effect stack resolver with targeting modes, and deterministic deck drawing.