Game Rules
The Details tab defines your game's identity and the numeric/combat rules the engine enforces. It has three sub-tabs: General, Combat and Translations. Players see only the first two, in Game Info.
General
- Title and Description — shown on the game card and detail page.
- Art style — the illustration style for your game's art, below the description. A game made with Create with AI starts with the style its art was generated in; you can note your own on any game. It shows only in Editor Mode, so players don't see it in the app.
- Private — when on, the game is invite-only; use the Invite button in the header to share access.
Basic rules
- Deck size — exact card count for every deck.
- Max card copies — how many copies of a single card a deck may hold (0 = no limit).
- Max factions per deck — how many distinct values of the faction property a deck may span (0 = no limit). This one lives with the property rather than here: mark a text property as the Faction property in Card Editor → Card Properties and the limit appears alongside it.
- Starting hand size and Max hand size.
- Starting life — each player's starting life total.
Win conditions
- Never — the match continues indefinitely; running out of cards has no effect.
- Deck is empty — a player loses the moment they attempt to draw a card and their deck has none left (their next mandatory turn-draw, or an effect that tries to draw for them). Drawing your last card is fine — the loss only happens on the following failed attempt, even if you still have cards in hand.
- Deck & hand are empty — a player loses only once both their deck and hand are empty.
Summoning rules
- Summoning mode
- One card per turn — no cost tracking; each turn you may play one card.
- Cost Based — cards have a
Costproperty, and each player has mana. The engine auto-adds a lockedCostproperty to your schema.
- Mana increase per turn and Max mana — active only for cost-based games.
The summoning mode locks once you have any card in the library.
Combat
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Combat resolution
- Single property (Power) — both cards compare the same
Powervalue. - Two properties (Attack & Defense) — attacker's
Attackis compared to defender'sDefense.
The engine auto-manages the locked combat properties. This choice locks once any Agent card exists.
Power,Attack,DefenseandCostare default names. You can rename these properties in Card Properties, and the engine still knows which is which. - Single property (Power) — both cards compare the same
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Persistent damage — when on, a surviving card carries damage: its defense (or power) is reduced by the opponent's attack (or power). When off, survivors return to full stats.
Combat restrictions
Optional rules that restrict which cards can attack which, based on their text property values. For each rule you pick:
- The property (e.g.
Unit Type). - Attacker values and Defender values.
- Whether the rule is allow (exclusive) or disallow.
Example: an allow-exclusive rule with attacker = Capital Ship and defender = Capital Ship, Cruiser means capital ships can only attack capital ships or cruisers.
Combat modifiers
Optional rules that adjust numeric stats for the duration of a single duel, based on the text values of the two combatants. Each modifier is scoped to one text property (e.g. Unit Type) and defines two sides:
- Side A values and Side B values — one or more allowed values per side. A modifier only fires when a card matching one side duels a card matching the other; the match is symmetric (either card can be attacker or defender).
- Adjustments per side — pick a numeric property and either:
- Adjust by n (relative) — add/subtract
nfrom the stat. - Set to n (absolute) — override the stat to
n(clamped to 0+).
- Adjust by n (relative) — add/subtract
You can add multiple adjustments per side, and both sides can be affected in the same duel. Modifiers apply only during that duel — stats revert immediately after.
Translations
Players can have your game's text translated by AI into their Preferred language (see Account). The Translations sub-tab chooses what gets translated, with one switch for each of: Game name, Game description, Effect descriptions, Card names, Properties and their values, Rarities, Card states, Card packs and Currency. Every switch starts off. Save as usual with the bar at the bottom of the page.
- Translation for players is a Supporter feature. Without a Supporter or Patron plan the switches are greyed out.
- Invented names are kept as you wrote them, so a game called "Zorgath" stays "Zorgath". Leave Game name or Card names off if you'd rather none of them change.
- Your editor always shows your originals. Use Player Mode to see what players see.
- Players see your changes the next time they open the game.