claude-memory/graph/decisions/mantimon-tcg-engine-highly-configurable-design-c06fae.md
Cal Corum b140d4d82a migrate: 313 memories from MemoryGraph
- 313 new markdown files created
- 30 relationships embedded
- 313 entries indexed
- State initialized with usage data
2026-02-13 11:11:48 -06:00

987 B

id type title tags importance confidence created updated
c06faee5-40ad-432b-91ad-9cde6dfd093b decision Mantimon TCG Engine: Highly Configurable Design
mantimon-tcg
architecture
decision
game-engine
configuration
0.9 0.8 2026-01-25T01:47:19.269415+00:00 2026-01-25T01:47:19.269415+00:00

The game engine must be extremely configurable to support 'free play' mode where users can play however they want. The engine should have sensible defaults for core gameplay (standard Pokemon TCG-like rules) but allow runtime configuration of: energy system (attachments per turn, energy types), deck building rules (size, card limits), win conditions (prize count, victory types), turn rules (first turn restrictions), status conditions, and card type restrictions. Design pattern: Rules should be data-driven via a configuration object/JSON that the engine reads, not hardcoded. This enables both campaign mode (with fixed rules) and free play mode (user-configurable).