genre

Use when

You want a run-based card game where the deck is the strategy and picking cards well is the whole skill.

Roguelike Deckbuilder

What it is. A run-based game where your deck is your build. You start with a weak pile, and after each fight you draft a card (usually 1 of 3, with a skip) — so the deck becomes a strategy over the run. Fights are the pressure test; the draft is the decision.

Player fantasy / why it’s fun. “I built this engine one card at a time and watched it come online.” The pull is the draft with teeth: each pick is a commitment, synergies compound, and a deck clicking into a combo is the payoff.

Pillars

  1. Drafts with teeth. The reward-of-3-with-a-skip is the core decision. Picks must matter — the same pilot drafting off must lose far more (the 17→9 delta). If any card is fine, drafting isn’t a skill.
  2. Spikes are blockable in principle. Incoming damage must be answerable — spike dmg ≤ block ceiling + heal — or a fight is a coin flip, not a puzzle. Perfect telegraph honesty: what’s shown is exactly what resolves.
  3. Balance is a win-rate window. The health instrument is a range (e.g. 11–19 of 20), not a target. Both edges break: too-easy AND too-hard are bugs.

The loop stack

ScaleThe beat
MomentPlay a card from hand: read the telegraph, spend energy, resolve — the choreography returns.
EncounterA fight: your deck’s engine vs an enemy’s telegraphed intents; block/attack/status math.
SessionA run: map choice → fights → draft rewards → shape the deck → boss. Thin vs wide is the arc.
MetaUnlock cards/characters, add to the pool; carry archetype knowledge between runs.

Essential systems

SystemWhy it’s load-bearing
system-build-diversityMultiple viable deck archetypes; the reason to re-run. Making many strategies work.
system-reward-schedulesThe card-reward-of-3, relics, shop, rare drops — the draft cadence and its pull.
system-status-effectsPoison/block/vulnerable/strength — the stacking rules that create combos.
system-telegraphsEnemy intents shown ahead; the honesty that makes fights plannable, not luck.
system-procgen-designSeeded map, reward, and enemy variance — each run a fresh hand of choices.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it in FUN.md §11 · Roguelike deckbuilder: a greedy pilot lands in the win-rate window, a never-draft pilot falls below it, the intent audit matches, and a golden climb hash replays.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.