- 01Compare card effects
- 02Choose a build
- 03Select payment cards
- 04Resolve ability and hand
Multi-use cards
A card can be an ability, payment or goods. Choosing one use sacrifices another.
The player's decision
Spend a strong future card to activate production now?
Original scenario
Original: a lighthouse costs two cards; a canopy card can block wind or pay as timber, never both.
Start with this prototype
Build six building cards and four turns with two draws and one build per turn. Preview sacrificed abilities before payment; win by meeting two supply needs.
Change one variable
Vary draw count so payment remains a choice instead of dumping junk.
What to observe in a playtest
Can one card be built and spent twice? Does cancelling restore selection?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Near-identical cards erase payment choices; card faces must distinguish uses.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Race for the Galaxy
Rules explicitly use cards as developments/worlds, money and goods.
- Port Royal
Card backs represent coins while fronts show ships and people; coin fronts remain hidden.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build six building cards and four turns with two draws and one build per turn. Preview sacrificed abilities before payment; win by meeting two supply needs.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.