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Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-12 09:00:44 -05:00

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title description type domain tags
Baseball TCG Design Document Core design document for a 1v1 baseball trading card game with 9-inning structure, covering card types, mechanics, keywords, resource systems, and development roadmap. reference tcg
baseball-tcg
game-design
card-types
mechanics
deck-construction

Baseball Trading Card Game - Design Document

Core Concept

A 1v1 trading card game themed around baseball with 9 rounds representing innings. Players stay engaged during opponent turns through interactive defensive mechanics.

Design Philosophy

  • Initial Release Focus: Elegant, streamlined mechanics for easy learning
  • Future Expansion: Complex mechanics (bench systems, advanced pitcher rules) in later sets
  • Player Engagement: Interactive turns prevent downtime
  • Thematic Integration: All mechanics should feel authentically baseball

Game Structure

Round System

  • 9 Innings: Each game consists of 9 rounds
  • Turn Structure: TBD - options include:
    • Alternating batting/pitching each inning
    • Both players bat/pitch within each inning
    • Other hybrid approaches

Win Conditions

  • Primary: Score more runs over 9 innings
  • Scoring Mechanism: TBD - could involve card combinations, stat comparisons, or other systems

Card Types

Player Cards (Core Mechanic)

Function: Act like creatures with offensive and defensive capabilities

Stats Structure:

  • Multiple Offensive Stats: Power (home runs), Contact (base hits), Speed (stealing/advancing)
  • Defensive Stats: Fielding rating, potentially position-specific bonuses
  • Keywords: Clutch, Speed, Power Hitter, Gold Glove, Veteran, etc.

Activation System:

  • Fresh → Tapped: Normal activation for offense or defense
  • Tapped → Discarded: "Overexertion" - pushing beyond limits for critical plays
  • Strategic Decision: Save stars for defense or commit fully to offense?

Player Types:

  • Named Players:
    • Legendary rule (only one copy in play)
    • High stats and unique abilities
    • Risk: Limited board presence if overcommitted
  • Generic Players:
    • Multiple copies allowed in play
    • Lower stats, fewer/no abilities
    • Benefit: Consistent board presence and replacements

Manager Cards

Function: Pseudo-players with resource management

Influence System:

  • Starting Influence: 3-5 counters
  • Gain Influence: Successful plays (double plays, home runs, defensive gems)
  • Spend Influence: Special abilities
    • "Call for Steal" (2 Influence)
    • "Intentional Walk" (1 Influence)
    • "Challenge Call" (3 Influence)

Manager Examples:

  • "Tony La Russa" - Gains Influence when Veteran keyword players succeed
  • Abilities could interact with specific player types or game situations

Strategy/Coaching Cards

Function: Modify player effectiveness and create synergies

Interaction Models Considered:

Option 1: Persistent Effects (Stadium-style)

  • Remain in play throughout game
  • Provide ongoing bonuses
  • Examples: "Small Ball Strategy", "Manager's Philosophy"

Option 2: Counter-Based Effects

  • Start with counters, spend for abilities
  • Hybrid of persistent + active effects
  • Example: "Veteran Manager" - Passive: +1 defensive plays, Active: Spend 2 counters to prevent opponent's special play

Synergy Examples:

  • "Stealing Signs" - Players with Veteran get +2 Contact
  • "Aggressive Base Running" - Players with Speed advance extra bases
  • "Situational Hitting" - Clutch players activate abilities with runners in scoring position
  • "Moneyball" - Players with Contact cost 1 less Influence to activate

Equipment Cards (Future Consideration)

Function: Modify player stats and abilities

  • Bats, gloves, cleats affecting specific stats
  • Could provide keywords or enhance existing ones
  • Interaction with player types TBD

Deck Construction Strategy

Core Tension: Power vs Consistency

Star-Heavy Decks:

  • Few powerful named players
  • High ceiling but vulnerable to exhaustion
  • Risk of limited board presence

Deep Bench Decks:

  • Mostly generic players
  • Consistent performance but lower ceiling
  • Reliable board presence throughout 9 innings

Hybrid Approach:

  • Mix of named and generic players
  • Tactical flexibility
  • Balanced risk/reward

Multiple Copies System

  • Named Players: Deck can contain multiple copies but only one in play
  • Benefit: Can replace discarded stars with fresh copies
  • Risk: Dead draws if legendary already in play
  • Generic Players: Multiple copies can be in play simultaneously

Mechanics Under Consideration

Keywords System

Purpose: Create synergies between players and strategy cards

Potential Keywords:

  • Clutch: Enhanced performance in high-pressure situations
  • Speed: Base running and stealing bonuses
  • Power Hitter: Home run potential and extra-base hits
  • Gold Glove: Defensive excellence
  • Veteran: Experience-based bonuses and synergies
  • Contact Hitter: Consistent base hits over power

Integration: Strategy and coaching cards provide different bonuses based on keywords

Resource Systems Explored

Pitcher Stamina (Future):

  • Counters that deplete with use
  • Start with 6-8, lose one per batter faced
  • Overuse leads to reduced effectiveness

Team Energy/Momentum:

  • System-wide resource affecting entire team
  • Builds with successful plays, depletes with failures
  • Could affect activation costs or effectiveness

Rally Counters:

  • Build when trailing in score
  • Provide comeback mechanics
  • Thematic late-game tension

Interactive Defense Mechanics

Core Concept: Opponent can respond to offensive plays

Process:

  1. Opponent declares attack/offensive play
  2. Defending player can tap defenders to respond
  3. Failed defense attempts result in defender discard
  4. Creates meaningful decisions about when to commit defenders

Thematic Examples:

  • Diving catches that risk injury
  • Collision plays at home plate
  • Double play attempts under pressure

Rejected/Deferred Concepts

Bench/Rest Mechanics

Concept: Three-state system (Fresh → Tapped → Benched → Fresh) Reasoning for Deferral:

  • Added complexity without proportional strategic depth
  • Could slow game flow
  • Conflicts with elegance goal for initial release
  • Better suited for future expansion sets

Potential Future Implementation:

  • Manager abilities to rest players
  • Inning break mechanics (7th inning stretch untap)
  • Position-specific rest rules (complex pitcher stamina)

Complex Pitcher Systems

Concept: Separate activation rules and stamina tracking for pitchers Reasoning for Deferral:

  • Adds significant complexity to initial ruleset
  • Better as expansion mechanic
  • Current activation system works for all player types

Multi-Resource Systems

Concept: Different resource types for different card types Reasoning for Deferral:

  • Could create analysis paralysis
  • Simpler Influence system covers most strategic decisions
  • Additional resources better introduced gradually

Development Priorities

Phase 1: Core Mechanics

  1. Finalize turn structure - How innings progress and who acts when
  2. Scoring system - How runs are actually scored and tracked
  3. Basic card interactions - Player stats vs defense, keyword basics
  4. Manager Influence - Specific abilities and costs

Phase 2: Card Design

  1. Stat balance - Appropriate ranges for offense/defense
  2. Keyword refinement - Final keyword list and interactions
  3. Strategy card effects - Specific bonus types and triggers
  4. Deck construction rules - Size limits, copy limits, etc.

Phase 3: Playtesting

  1. Game length validation - Does 9 innings create appropriate game time?
  2. Strategic depth - Are decisions meaningful throughout the game?
  3. Comeback mechanics - Can trailing players mount comebacks?
  4. Balance testing - Star vs generic player balance

Open Questions

Turn Structure

  • How do innings progress?
  • When do both players get to "bat"?
  • How does defensive interaction timing work?

Scoring Mechanism

  • What actually generates runs?
  • Card combinations? Stat contests? Other?
  • How are runs tracked and accumulated?

Game Pacing

  • Target game length?
  • How does player exhaustion affect late-game strategy?
  • Are there catch-up mechanics for trailing players?

Card Economy

  • How many cards in hand?
  • Draw mechanics between innings?
  • Mulligan rules?

Future Expansion Opportunities

Set 2: Advanced Mechanics

  • Bench systems with rest mechanics
  • Complex pitcher stamina and specialization
  • Equipment cards with stacking effects
  • Multi-inning strategy cards

Set 3: League Play

  • Team-building across multiple games
  • Season-long campaigns
  • Manager advancement systems
  • Legacy effects between games

Special Sets

  • Historic players and teams
  • All-Star game special rules
  • Playoff mechanics with higher stakes
  • World Series format tournaments

This document captures the brainstorming session of 2025-08-15. Design decisions are fluid and subject to revision based on playtesting and further development.