Design Documentation:
- docs/ACTIVE_EFFECTS_DESIGN.md: Comprehensive design for persistent effect system
- Data model (ActiveEffect, EffectTrigger, EffectScope, StackingMode)
- Core operations (register, remove, query effects)
- Integration points (damage calc, energy counting, retreat, lifecycle)
- Effect categories from Pokemon Pocket card research (~372 cards)
- Example implementations (Serperior, Greninja, Mr. Mime, Victreebel)
- Post-launch TODO for generic modifier system
Module README Files:
- backend/app/core/README.md: Core engine overview and key classes
- backend/app/core/effects/README.md: Effects module index and quick reference
- backend/app/core/models/README.md: Models module with relationship diagram
Minor cleanup:
- Revert Bulbasaur weakness to Fire (was test change for Lightning)
- Clean up debug output in game walkthrough
Technical architecture overview covering frontend (Vue+Phaser), backend (FastAPI), database schema, real-time communication, game engine design, and offline fork considerations.
GAME_RULES.md
Game rules document defining campaign structure, base ruleset, energy system, deck building, win conditions, turn structure, card types, and status conditions.
Legacy Documentation
Historical documents from completed development phases, preserved for reference.
File
Description
legacy/SYSTEM_REVIEW.md
Comprehensive code review of the core game engine (Jan 2026). Identified 15 issues across models, effects, and engine - all resolved. 826 tests passing.
legacy/PROJECT_PLAN_ENERGY_EVOLUTION.md
Implementation plan for energy/tool attachment refactor and evolution stack system. Changed attached_energy/attached_tools from list[str] to list[CardInstance]. Completed Jan 2026.