Deck building
Design taxonomy of basic rules and options, including card operations and external systems. The number of entries is not a generally accepted classification of independent mechanics.
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Core rules
1Starting conditions and deck structureOverview and example ↗What deck and what restrictions are available to the player at the beginning.8
Variants and applications
- Starting deck. Rule: A starting deck that is the same for everyone or asymmetrical sets the first opportunities and weak cards for subsequent replacement.
- Card pool selection. Rule: The choice of hero, faction or team determines the available card pool and starting abilities.
- Starting draft. Rule: The player builds a starting deck from limited offerings before the main game cycle.
- Team deck. Rule: The cards of several selected characters are combined into one deck; the composition of the command specifies a set of possible combinations.
- Multiple decks. Rule: The player develops separate decks for different tasks, such as combat and negotiations, distributing development opportunities between them.
- Shared deck. Rule: Participants have separate decks or a common deck with rules for access, ownership and distribution of cards.
- Sideboard. Rule: Between encounters, it is allowed to transfer player-owned cards between the active deck and the stock.
- Deck constraints. Rule: Minimum or maximum size, copy limit, required cards, and type requirements determine acceptable builds.
2Acquiring cardsOverview and example ↗Where new cards come from and how much control the player has over the choices.10
Variants and applications
- Purchase. Rule: The player pays the resource and adds the selected card to his deck.
- Reward draft. Rule: After the challenge, the player chooses one or more cards from a limited supply.
- Skip reward. Rule: The player may not take the offered card, maintaining the size and composition of the deck.
- Random gain. Rule: The game adds a card from a given pool without the player selecting a specific card.
- Targeted gain. Rule: The player receives a card of a certain type, value, faction or other attribute.
- Passing draft. Rule: Participants take turns taking cards from the transferred sets, while simultaneously making cards available to others.
- Auction. Rule: The right to receive a card is determined by the rates of resources, points, or other obligations.
- Quest reward. Rule: The card appears as a result of a story decision, contract, achievement, or selected event branch.
- Card transfer. Rule: An existing card passes between owners according to the rules of exchange, gift or capture.
- Forced gain. Rule: The player must add a card, such as a curse or a mandatory reward; refusal is not available.
3Markets and card offersOverview and example ↗What cards are available for receipt and how the offer changes.12
Variants and applications
- Fixed supply. Rule: The open set of card types is known in advance; Players purchase copies from their respective stacks.
- Market row. Rule: There are several cards on the market, and the vacant spaces are replenished from the common deck.
- Split pile. Rule: The type of card available changes as the stack is sorted; Bottom cards are temporarily unavailable.
- Private market. Rule: The offer is available only to a specific player or his team.
- Blind purchase. Rule: The player pays for a card or package without knowing the exact contents until receipt.
- Reroll. Rule: For a fee or through an effect, the player replaces part of the market or reward options.
- Reservation. Rule: The card is temporarily assigned to the player for later receipt.
- Market banish. Rule: The player removes an available card, revealing a new one or denying the opponent the opportunity to receive it.
- Pool manipulation. Rule: Unlocking, eliminating, or changing the weight of card categories affects future rewards and merchandise.
- Tiered supply. Rule: New market levels, rarities or card sets become available after meeting the conditions.
- Conveyor market. Rule: Cards move in position, change price or disappear after a set time.
- Limited supply. Rule: Number of copies is limited; the acquisition of a card by one player reduces the capabilities of others.
4Acquisition costs and economyOverview and example ↗What the player pays to change the deck and what competes with this expense.10
Variants and applications
- Turn currency. Rule: Resource for purchases is produced by cards and usually expires at the end of the turn.
- Persistent currency. Rule: Money is saved between turns or battles, allowing you to save for rare purchases.
- Multiple currencies. Rule: Different cards or actions require different resources, limiting the interchangeability of purchases.
- Buy limit. Rule: Even with sufficient resources, the player is limited to the number of purchases or receipts per turn.
- Cost modifiers. Rule: Effects change the cost of the selected card, card category, or all subsequent purchases.
- Debt. Rule: The player receives the advantage now and must pay it later or face restrictions before redemption.
- Risk payment. Rule: Obtaining or upgrading a card requires health, increased threat, or accepting another dangerous condition.
- Exchange. Rule: To get a new card you need to give away, remove or replace the existing one.
- Service economy. Rule: Removing, copying, and modifying cards compete for resources with purchasing new cards.
- Opportunity cost. Rule: The rules offer mutually exclusive choices, such as upgrading a card, restoring health, or receiving another reward.
5Card removal and lifespanOverview and example ↗For how long the card disappears and from which zone it can be removed.12
Variants and applications
- Trash / remove. Rule: The card leaves the deck until the end of the game or run.
- Zone-limited removal. Rule: Clearance is only available for hand, discard, deck or played cards, which changes the cost and decision point.
- Self-trash. Rule: The card removes itself after being used or for additional benefit.
- Exhaust. Rule: A card goes out of normal circulation until the end of the current encounter, unless another rule returns it first.
- Exile / set aside. Rule: The card is set aside separately and returned by event, timer or special action.
- Ethereal pattern. Rule: A card is either temporarily or permanently excluded if the player has not used it at the given moment.
- Charges. Rule: A card has a finite supply of uses; after it is exhausted, it disappears or stops working.
- Durability. Rule: Use degrades the card or creates the risk of losing it; the player decides when to spend her resource.
- Return to supply. Rule: The card leaves the personal deck and becomes available for purchase again according to the rules of the general market.
- Mass removal. Rule: One effect removes several cards, all copies of the selected card, or an entire category.
- Unremovable cards. Rule: Some cards are protected from deletion or require a special cleaning method.
- Sell. Rule: A player removes a card from his possession, receiving money or another resource.
6Modifying and crafting cardsOverview and example ↗How an individual copy of a card develops, not just the composition of the deck.14
Variants and applications
- Upgrade. Rule: The card receives more damage, defense, resources, draw, or other numerical efficiency.
- Cost upgrade. Rule: Modification makes the card cheaper, including transferring it into a free draw.
- Keyword upgrade. Rule: The card acquires a hold, replay, post-draw exception, or other rule of conduct.
- Branching upgrade. Rule: The player chooses one of several incompatible versions of the card development.
- Card experience. Rule: The progress of an individual card increases from application or fulfilled conditions and unlocks an upgrade.
- Transform. Rule: The card is replaced by another, chosen or random; the result can make or break the deck.
- Card evolution. Rule: The card is successively replaced by more developed forms after certain actions.
- Fusion. Rule: Two or more cards are combined into one with combined properties.
- Essence transfer. Rule: One card serves as an ability or stat donor for another, usually disappearing when transferred.
- Card crafting. Rule: The player assembles one card from multiple pieces, slots, inserts, or overlapping components.
- Identity modification. Rule: A modification changes the suit, rank, type, faction or other attribute used when checking combinations.
- Group upgrade. Rule: The enhancement applies to a card type, stack, combination, or all instances of a specific name.
- Persistent card state. Rule: The card retains its accumulated damage, counter, power, or other state between encounters.
- Temporary upgrade. Rule: A boost, discount, or new ability lasts until the end of the turn, battle, or other limited period, after which the original card is restored.
Card operations
7Deck order and cyclingOverview and example ↗How cards are returned to the draw and how predictable the next cycle is.12
Variants and applications
- Reshuffle. Rule: When you need to draw from an empty deck, the discard turns into a new deck after shuffling.
- No-shuffle cycling. Rule: Resets are flipped to maintain a specific order, turning the discard sequence into a planning tool.
- Finite deck. Rule: An expended deck is not restored or its restoration requires a special fee.
- Early shuffle. Rule: The effect shuffles the deck and discards until normal, changing the availability of cards already used.
- Gain destination. Rule: A new card goes to the discard pile, hand, top, bottom, or random position of the deck; the zone determines the delay before the first application.
- Topdeck. Rule: An existing card is placed on top of the deck for a predictable next draw.
- Bottomdeck. Rule: The card is sent to the bottom of the deck, delaying its reappearance.
- Deck stacking. Rule: The player changes the order of the top few cards in preparation for future hands.
- Discard ordering. Rule: The player determines the order in which the cards go into the discard pile; this is significant when maintaining order or selective returns.
- Recycle. Rule: The effect returns selected discard cards to the deck without waiting for the standard cycle to complete.
- Fatigue. Rule: Emptying the deck, attempting to draw, or shuffling again brings damage, threat, or another cost.
- Shuffle triggers. Rule: Moving to the next cycle activates rewards, boosts, generation or other effects.
8Drawing, searching and managing randomnessOverview and example ↗How a player gets access to the cards he needs.12
Variants and applications
- Draw. Rule: The player draws more cards than the basic rule of the move gives.
- Draw up to. Rule: The game replenishes the hand up to a certain amount, so cards already held affect the amount of draw.
- Selective draw. Rule: The player looks at several cards and takes some, sending the rest to the zone specified by the rules.
- Peek. Rule: The player recognizes the following cards without changing their position.
- Scry / surveil pattern. Rule: The player looks at the top of the deck and can remove inappropriate cards to the discard pile or another area.
- Tutor. Rule: The player finds a card in the legal zone and receives it into his hand or places it in another available space.
- Filtered tutor. Rule: Search is limited by price, fraction, type, tag or other condition.
- Retrieve. Rule: The player chooses a card that has already been used or discarded and immediately returns it to his hand.
- Exhaust recovery. Rule: The effect removes a card from the temporary exclusion zone and returns it to the circulation of the current battle.
- Loot / rummage. Rule: The player draws and discards cards in the prescribed order; the difference in order determines the availability of choice.
- Stored draw. Rule: The effect postpones additional draw until the next turn or selected moment.
- Draw rules. Rule: The rules guarantee a card of a certain type or change the draw when a condition is met.
9Hand managementOverview and example ↗Which cards can be stored, replaced and used outside of normal tempo.10
Variants and applications
- End-turn discard. Rule: The remaining cards are discarded, so the player chooses between playing now or waiting for the next cycle.
- Persistent hand. Rule: Unused cards remain with the player between turns according to the basic rule.
- Retain. Rule: Saving only applies to selected cards, limited quantities, or cards with a special property.
- Hand cap. Rule: Excess cards cannot be drawn or must be discarded; increasing the draw does not always increase the available choice.
- Hand-size modifier. Rule: Permanent or temporary effects change the number of cards available and the possible length of the combination.
- Mulligan. Rule: At the beginning of a battle or game, the player replaces part of the original hand according to the given rules.
- Innate / opening card. Rule: The chosen card goes into the starting hand or gets priority in the starting draw.
- Hold scaling. Rule: A card becomes stronger or cheaper as long as it remains in hand.
- Hand disruption. Rule: A temporary rule makes cards unavailable, hides them, changes their value, or prevents normal discards.
- Wheel. Rule: The player discards, returns or eliminates the current hand and receives a new one.
10Play costs and methodsOverview and example ↗What restrictions determine how many cards can be applied and in what way.14
Variants and applications
- Energy / mana. Rule: Cards spend their total energy, mana, or other renewable resource.
- Resource ramp / banking. Rule: Cards increase available energy, maximum reserve, or allow you to save an unused resource between turns.
- Overload / resource debt. Rule: An additional resource is available now at the cost of reduced opportunities in the next turn or another future period.
- Action economy. Rule: The number of plays is limited by the individual actions that cards can spend and perform.
- Type play limit. Rule: The rules allow a limited number of attacks, spells, or other categories per turn.
- Alternate cost. Rule: The card is allowed to be paid in different ways, such as energy, health, discard or sacrifice of another card.
- X-cost. Rule: The player chooses the amount of invested resource; the scale of the effect depends on the payment.
- Kicker / overpay. Rule: A card can be played at the base price or you can pay extra for an additional effect.
- Conditional free play. Rule: After a certain action or when a condition is met, the card stops requiring regular payment.
- Modal card. Rule: When cast, the player chooses one of the card's alternative functions.
- Pitch / dual-use. Rule: A card can be spent to pay for another card or produce a resource instead of its main effect.
- Off-hand play. Rule: A card can be used from the top of the deck, from the discard pile, from the reserve, or from the temporary exception.
- Autoplay. Rule: The effect applies the card without the player's normal selection, sometimes with automatic target selection.
- Reaction / interrupt. Rule: A card is used in response to an event, an enemy action, or another player's move.
11Timing, triggers and sequencesOverview and example ↗When the effect is triggered and on what events it depends.10
Variants and applications
- Event triggers. Rule: The effect reacts to receiving, drawing, playing, discarding, removing, holding a card, or other explicitly specified event.
- Turn hooks. Rule: A card or permanent object triggers in a fixed phase of the turn.
- Delayed effect. Rule: The result of the drawing occurs after a specified number of moves or after a future event.
- Duration. Rule: The card continues to operate after the current turn before returning to normal circulation.
- Prepare. Rule: The card must first be placed in a separate slot or state, and activated later.
- Activation window. Rule: The effect is available only in a given phase, after a certain action or at the appropriate moment of reaction.
- Resolution ordering. Rule: The order of cards, triggers and modifiers changes the outcome of the combination; the rules set or allow you to choose a sequence.
- Sequence combo. Rule: A card gains an additional effect after the desired type, name, color or series of previous plays.
- Per-turn counter. Rule: The effect depends on the number of cards already played, drawn, discarded or removed.
- Trigger limit. Rule: The ability acts once per turn, battle, deck cycle, or after a separate cooldown.
12Copying and generating cardsOverview and example ↗New instances, temporary tools and re-applying effects.9
Variants and applications
- Duplicate. Rule: A new copy of the selected card is added to the deck, sometimes preserving its improvements.
- Temporary copy. Rule: The copy exists only for the current turn or battle and does not change the permanent deck after its completion.
- Copy effect. Rule: A card repeats the properties of another card without creating a new permanent instance.
- Replay / retrigger. Rule: The same card is reused, usually without repeating the regular payment or under a special rule.
- Token generation. Rule: The effect adds a predetermined card to your hand, discard pile, deck, or other zone.
- Random generation. Rule: The effect spawns a random card from a limited or common pool.
- Discover pattern. Rule: The player selects a temporary or permanent card from several generated options.
- Temporary transform. Rule: During the battle, the card changes shape and then restores its original version.
- Self-replication. Rule: A card creates additional copies of itself when played or another condition is met.
13Synergies and deck composition requirementsOverview and example ↗Why do some sets of cards work together, while others require a different deck composition.13
Variants and applications
- Faction synergy. Rule: A card is strengthened if there are other cards of the same group in the hand, deck or among those played.
- Threshold synergy. Rule: The effect turns on after reaching a specified number of cards, items, charges or draws.
- Duplicate synergy. Rule: Several instances of the same name or characteristic reinforce each other.
- Singleton synergy. Rule: The effect requires no duplicates or encourages a variety of cards.
- Deck-size scaling. Rule: The power of a card or passive effect increases with a large, small, or other specified deck size.
- Composition synergy. Rule: The effect checks the proportion or absence of attacks, skills, resources, suits and other categories.
- Discard synergy. Rule: Voluntary or forced discard becomes a source of resources, damage, drawing or returning cards.
- Exhaust synergy. Rule: Temporarily removing cards activates other effects and helps reduce the working deck of the current battle.
- Trash synergy. Rule: Destroying cards provides additional benefit, turning deck clearing into a growth engine.
- Cycle synergy. Rule: Frequent collection, reuse and transition between cycles trigger associated rewards.
- Curse synergy. Rule: Curses, wounds and other unwanted cards are allowed to be turned into benefits or used as a bonus condition.
- Empty-zone synergy. Rule: The effect increases with an empty hand, deck, discard, or absence of a certain category of cards.
- Set / poker-hand synergy. Rule: You need to collect a sequence, set, suit, rank or other formal combination of cards.
Systems and context
14Effects and combat subsystemsOverview and example ↗These mechanics are found in card games in general; in deck builder they create tasks for the build.10
Variants and applications
- Damage / healing. Rule: Cards change the target's health immediately; Accessible purposes, price and reusability are important.
- Block / prevention. Rule: Cards create block, barriers, dodge, or cancel events; The duration of the protection affects the required rate of recruitment.
- Multi-hit / area effect. Rule: One play affects multiple times or multiple targets, otherwise interacting with buffs and defenses.
- Damage over time. Rule: Poison, burn, bleeding and similar conditions carry over some of the result to future turns; accumulation rules vary.
- Buff / debuff. Rule: Cards change damage, defense, cost, vulnerability, accuracy, or other parameters for future actions.
- Combat scaling. Rule: The player accumulates power, defense, charges or multipliers, increasing the effectiveness of subsequent plays.
- Control / counter. Rule: Stuns, slows, bans and cancel effects change the actions available to the enemy.
- Movement / targeting. Rule: Cards change position, line of attack, target availability, or redirect impact.
- Self-damage / sacrifice. Rule: Health and own objects serve as fuel for a stronger effect.
- Random / push-your-luck. Rule: The player accepts an uncertain result or continues drawing and playing with an increasing risk of losing the benefit.
15Permanents and hybrid systemsOverview and example ↗Other systems through which the deck affects the playing field and the long-term economy.10
Variants and applications
- Tableau. Rule: Played objects remain in play and provide repeatable effects, usually leaving the deck's rotation temporarily.
- Units / summons. Rule: Cards create independent objects with characteristics, actions, lifetime and return rules.
- Capacity. Rule: Placement of cards and objects is limited by cells, size, weight, or the allowed number of simultaneous objects.
- Attachments. Rule: A card is attached to another object and changes its properties before being removed or destroyed.
- Relics / jokers. Rule: Permanent items change how cards work without necessarily participating in normal draw.
- Deck-driven movement. Rule: Cards produce movement and other actions on the card; the route and deck composition mutually limit each other.
- Card-driven worker placement. Rule: The card allows you to send a worker to certain places or sets an additional effect of visiting.
- Auto-battler hybrid. Rule: Cards form the composition and disposition of forces, after which part of the encounter is resolved automatically.
- Noise / threat. Rule: Playing or receiving cards increases overall risk, attracts enemies, or triggers dangerous events.
- Action-selection hybrid. Rule: The deck controls production, construction, diplomacy, research, or other actions outside of combat.
16Deck interference and counterplayOverview and example ↗How the enemy changes the composition, availability and operation of the player's cards.10
Variants and applications
- Junking. Rule: The opponent adds weak, harmful or unusable cards, reducing the frequency of useful ones.
- Forced discard. Rule: The opponent reduces the player's hand or forces him to choose which cards to lose until the next cycle.
- Mill. Rule: The opponent sends the top cards to the discard pile or other zone; the consequences depend on the reuse and the conditions of the lesion.
- Steal / control. Rule: The opponent takes a card, plays its effect, or temporarily gains control of it.
- Deck disruption. Rule: The opponent rearranges the cards, places a harmful card on top, or causes an unwanted shuffle.
- Card corruption. Rule: The effect worsens characteristics, changes the purpose, or replaces a useful card with another copy.
- Hand reveal. Rule: Rules allow you to view, reveal or remember your opponent's cards for later selection of actions.
- Type lock. Rule: The opponent temporarily prohibits drawing, searching, playing certain cards, or other operations with the deck.
- Build counters. Rule: The enemy ability punishes a specific type of deck, such as multiple plays or being dependent on one status.
- Disruption defense. Rule: Cards prevent attacks on the hand and deck, clear harmful cards, or soften restrictions.
17Cooperation and team deck buildingOverview and example ↗The rules bind the development and use of decks of several participants.7
Variants and applications
- Ally gain. Rule: The player sends a reward or purchase to an ally's deck.
- Ally deck service. Rule: One participant removes, restores or enhances the cards of another according to an explicit rule.
- Hand transfer. Rule: Participants pass available cards to collect the desired combination from a suitable player.
- Ally support. Rule: An effect provides another player with energy, additional cards, actions, or another resource for their deck.
- Cross-player combo. Rule: Cards of different participants check common tags, statuses, order of actions or jointly prepared conditions.
- Role incentives. Rule: Rules reward specialization of participants or require different deck functions to solve a common problem.
- Variable turn order. Rule: The order of actions of participants and enemies is determined by a separate deck or other mechanism, changing the value of preparation and support.
18Routes, runs and metaprogressionOverview and example ↗The external structure determines when and how the player can change the deck.9
Variants and applications
- Route choice. Rule: Different paths give access to different markets, rewards, upgrades, clearing and dangers.
- Risk-reward encounter. Rule: A more dangerous encounter promises better cards, more options, or stronger external modifiers.
- Deck events. Rule: Outside of combat, the player makes decisions about adding, removing, trading, copying, or converting cards.
- Run persistence. Rule: Deck composition, upgrades, and associated restrictions persist throughout the encounter sequence.
- Run reset. Rule: After the attempt is completed, the current build disappears completely or in the part specified by the rules.
- Unlocks. Rule: Progress makes new cards, classes, events or sets available in future attempts.
- Persistent upgrades. Rule: Between attempts, strength bonuses, starting resources or improvements are saved; This is a separate version of metaprogression.
- Campaign / legacy. Rule: Decisions change future starting decks, available pool, cards, and rules of several related games.
- Mutators. Rule: Special modes change the starting deck, restrictions, prices, draw, or other construction and application rules.
19Scoring, tempo and end conditionsOverview and example ↗What the deck should have time to do and how the rules force you to change priorities.9
Variants and applications
- Victory cards. Rule: Some cards contribute final points, taking up space and potentially degrading working hands.
- External scoring. Rule: Cards produce tokens, advancement or other points without adding new cards into circulation.
- Composition scoring. Rule: The final result depends on the sets, types, quantity, uniqueness or other characteristics of the cards owned by the player.
- Non-card purchase. Rule: The player spends a resource on an event, permanent rule or points, maintaining the composition of the deck.
- Supply end condition. Rule: The batch ends after the specified stacks or other shared resource are emptied, affecting the timing of purchases.
- Clock. Rule: Limiting moves, buffing enemies, or the overall counter does not allow you to develop your deck indefinitely.
- Alternate win condition. Rule: A separate combination or achievement allows you to complete the game differently than through the base goal.
- Deck as health. Rule: Losing cards reduces your survival margin; exhausting the deck or failing to make a mandatory discard results in defeat.
- Boss / stage gate. Rule: To continue, you must pass an opponent or a test that tests the specific capabilities of the assembled deck.
Differences That Affect Design
Discarding usually keeps the card in circulation. Permanent removal changes the composition of the deck for the rest of the game or run. Exhaust, in typical Slay the Spire fashion, removes a card from the current battle; in other games the term may have a different meaning. The deferred card is returned under a separate condition.
Strategy and mechanics. Thin or thick deck, engine, combo, rush, control, and "infinite" combination describe ways to use the rules. The mechanics themselves are the specific restrictions, operations, and bonuses that make such a strategy possible.
For specification. For each effect, it is worth specifying the source and target zones, the choosing player, the number of targets, the price, the moment of application, the period of change, randomness and resolution order. This combination of parameters describes the mechanics more accurately than a single keyword.
How to use the catalog
Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.
When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Dominion Rio Grande Games
Basic cycle of building a deck, resource cards and victory points.
- Dominion: Adventures rules
Duration, Reserve, Traveler, Events, re-draw and card exchange.
- Star Realms rules
Updated market, receiving in reset, mixing, permanent bases.
- Star Realms FAQ
Faction interactions, scrap and ability refinements.
- Ascension · Stone Blade rules
Open row, different resources, banish, Constructs and scoring.
- Aeon's End · original rules
Non-shuffle rotation, discard order, hand saving, and spell preparation. A copy of the original rules on the localization publisher's server.
- Mystic Vale AEG
Card Crafting: developing a card by adding components.
- Slay the Spire · Mega Crit description
Building a deck in a run, choosing a route, interacting with relics.
- Monster Train · developer description
Main and auxiliary clans, improvements and copying of cards, several battle lines.
- Griftlands description of Klei
Two developable decks for combat and negotiations, rewards and plot decisions.
- Dune: Imperium · designer's diary
A combination of cards with worker placement, alternative uses of Agent and Reveal.
- Balatro Playstack
Poker combinations, Jokers and external modifiers, Tarot and improving combinations through Planet cards.
- Clank! Dire Wolf
Movement through the dungeon, deck development, noise and growing threat.
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