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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<meta content="width=device-width, initial-scale=1.0" name="viewport"/>
<title>Community Card Forge | Moonvine Forge Studios</title>
<meta content="Submit a card, relic, enemy action, resource, status, or unusual roguelike mechanic to the Moonvine Forge Community Card Forge." name="description"/>
<meta content="Community Card Forge | Moonvine Forge Studios" property="og:title"/>
<meta content="Forge something the engine was not prepared for. Submit an unusual roguelike mechanic to Moonvine Forge." property="og:description"/>
<meta content="website" property="og:type"/>
<meta content="https://moonvineforge.com/card-forge.html" property="og:url"/>
<meta content="https://moonvineforge.com/assets/moonvine-forge-logo.jpg" property="og:image"/>
<link href="style.css" rel="stylesheet"/>
<link href="assets/forge-editor.css" rel="stylesheet"/>
<script defer src="assets/forge-schema.js"></script>
<script defer src="assets/forge-editor.js"></script>
<script defer src="assets/forge-submission.js"></script>
<script>
document.documentElement.classList.add("js");
</script>
</head>
<body class="card-forge-page">
<header class="site-header">
<a aria-label="Moonvine Forge Studios home" class="brand" href="index.html">
<img alt="" class="brand-logo" src="assets/moonvine-forge-logo.jpg"/>
<span class="brand-text">Moonvine Forge</span>
</a>
<nav aria-label="Main navigation" class="site-nav">
<a href="index.html">Home</a>
<a href="index.html#project">Projects</a>
<a aria-current="page" href="card-forge.html">Card Forge</a>
<a href="index.html#principles">Approach</a>
<a href="index.html#about">About</a>
<a href="index.html#contact">Contact</a>
</nav>
</header>
<main class="forge-main">
<section aria-labelledby="forge-title" class="forge-hero">
<div>
<p class="forge-eyebrow">Community Card Forge</p>
<h1 id="forge-title">
Forge something the engine
<span>was not prepared for.</span>
</h1>
<p class="forge-hero-copy">
Submit a card, relic, enemy action, resource, status, or complete
turn-based mechanic. <strong>No code, artwork, or perfect balance is
required.</strong> A clear idea is enough to challenge the engine.
</p>
<div class="forge-hero-actions">
<a class="forge-primary-button" data-goatcounter-click="card-forge-hero-start" href="#submit">
Start your submission →
</a>
<a class="forge-secondary-button" data-goatcounter-click="card-forge-hero-inspiration" href="#inspiration">
Give me an idea first
</a>
</div>
<p class="forge-hero-note">
Simple concepts are welcome. Complicated interactions are welcome.
Dangerous edge cases are especially welcome.
</p>
</div>
<div aria-label="Interactive mechanic examples" class="mechanic-lab">
<div aria-label="Choose a mechanic type" class="mechanic-tabs">
<button aria-pressed="true" class="mechanic-tab" data-mechanic-type="card" type="button">
Card
</button>
<button aria-pressed="false" class="mechanic-tab" data-mechanic-type="relic" type="button">
Relic
</button>
<button aria-pressed="false" class="mechanic-tab" data-mechanic-type="enemy" type="button">
Enemy
</button>
<button aria-pressed="false" class="mechanic-tab" data-mechanic-type="resource" type="button">
Resource
</button>
<button aria-pressed="false" class="mechanic-tab" data-mechanic-type="status" type="button">
Status
</button>
</div>
<article class="mechanic-preview" id="mechanic-preview">
<div class="mechanic-preview-top">
<h2 class="mechanic-preview-title" id="mechanic-name">
Recursive Petition
</h2>
<span aria-label="Mechanic cost" class="mechanic-preview-cost" id="mechanic-cost">
2
</span>
</div>
<div aria-hidden="true" class="mechanic-preview-sigil" id="mechanic-sigil">
↺
</div>
<div aria-live="polite" class="mechanic-preview-live">
<p class="mechanic-preview-type" id="mechanic-type">
Skill card
</p>
<p class="mechanic-preview-effect" id="mechanic-effect">
Choose a card in your discard pile. Resolve its first non-damage
effect without paying its cost. If that effect would invoke
Recursive Petition again, stop the chain and Exhaust both cards.
</p>
<p class="mechanic-preview-flavour" id="mechanic-flavour">
“Please refer to the request referring to this request.”
</p>
</div>
<div class="mechanic-preview-footer">
<button class="next-example-button" data-goatcounter-click="card-forge-next-example" id="next-example" type="button">
Another example of this type
</button>
<span class="mechanic-preview-counter" id="mechanic-counter">
01 / 03
</span>
</div>
</article>
</div>
</section>
<section aria-label="How to participate" class="forge-principles reveal">
<article class="forge-principle">
<span class="forge-principle-number">01</span>
<h2>Imagine it</h2>
<p>
Start with the interaction you would enjoy seeing, not with what is
easiest to implement.
</p>
</article>
<article class="forge-principle">
<span class="forge-principle-number">02</span>
<h2>Describe it</h2>
<p>
Explain what triggers it, what it changes, who it targets, and what
price or drawback keeps it interesting.
</p>
</article>
<article class="forge-principle">
<span class="forge-principle-number">03</span>
<h2>Submit it</h2>
<p>
Text is enough. Numbers can be approximate, and unanswered details
can remain open for interpretation.
</p>
</article>
<article class="forge-principle">
<span class="forge-principle-number">04</span>
<h2>Challenge the core</h2>
<p>
Useful ideas reveal missing building blocks, awkward edge cases, and
opportunities for more modular systems.
</p>
</article>
</section>
<section class="forge-section reveal" id="inspiration">
<div class="forge-section-heading">
<p class="forge-section-label">Need a spark?</p>
<h2>Begin with a design problem, not an empty form.</h2>
<p class="forge-section-lead">
Generate a prompt, twist it into something personal, or ignore it
completely. The goal is to get from “I have no idea” to one mechanic
worth explaining.
</p>
</div>
<div class="inspiration-layout">
<article class="prompt-generator">
<p class="prompt-kicker">Current design prompt</p>
<p aria-live="polite" class="prompt-text" id="prompt-text">
Design a relic that remembers the order in which cards changed
zones, then rewards one specific sequence.
</p>
<div class="prompt-actions">
<button class="prompt-button" data-goatcounter-click="card-forge-new-prompt" id="new-prompt" type="button">
Generate another prompt
</button>
<a class="prompt-submit-link" data-goatcounter-click="card-forge-prompt-to-form" href="#submit">
Use this as a starting point →
</a>
</div>
</article>
<aside class="submission-checklist">
<h3>A strong submission can include</h3>
<ul>
<li><strong>A trigger:</strong> when, why, or how it activates.</li>
<li><strong>An effect:</strong> what changes when it resolves.</li>
<li><strong>A target:</strong> who or what it can affect.</li>
<li><strong>A cost:</strong> energy, health, cards, time, or risk.</li>
<li><strong>A purpose:</strong> which strategy it should support.</li>
<li><strong>An edge case:</strong> the strange interaction you hope works.</li>
</ul>
</aside>
</div>
</section>
<section class="forge-section forge-form-section reveal" id="submit">
<div class="forge-form-heading">
<p class="forge-section-label">Submit your idea</p>
<h2>Open the forge.</h2>
<p class="forge-section-lead">
The form guides you from the broad concept to its effects, costs,
targets, drawbacks, and intended role. Complete only the detail you
actually have.
</p>
</div>
<div aria-label="Submission expectations" class="form-expectations">
<div class="form-expectation">
<strong>No artwork</strong>
<span>Text-only designs are fully valid.</span>
</div>
<div class="form-expectation">
<strong>No coding</strong>
<span>Describe behaviour in ordinary language.</span>
</div>
<div class="form-expectation">
<strong>No perfect balance</strong>
<span>Approximate numbers are enough.</span>
</div>
<div class="form-expectation">
<strong>No fixed game</strong>
<span>Invent the system your idea requires.</span>
</div>
</div>
<p class="forge-editor-intro-note">
<strong>Compact community Forge:</strong> describe the mechanic in ordinary language, add only the detail you want, and submit it directly. Your unfinished entry exists only in this open tab and is not saved in persistent browser storage.
</p>
<div class="forge-editor-shell" data-forge-editor data-forge-endpoint="https://script.google.com/macros/s/AKfycbwjPby49avdHa1EH5pgmzOPaTJHKxOTBOS70izRkenANfEWX8myI8uZJJ_qBFxe6RD6UQ/exec">
<div class="forge-editor-panel">
<p class="forge-editor-fatal-status" id="forge-editor-fatal-status" hidden></p>
<form id="forge-editor-form" novalidate>
<fieldset class="forge-fieldset">
<legend class="forge-legend">What are you forging?</legend>
<p class="forge-field-help">Card is selected by default. Change it only when another category fits better.</p>
<div class="forge-type-grid">
<label class="forge-type-choice"><input checked name="forge-content-type" type="radio" value="card"/><span>Card</span></label>
<label class="forge-type-choice"><input name="forge-content-type" type="radio" value="relic"/><span>Relic</span></label>
<label class="forge-type-choice"><input name="forge-content-type" type="radio" value="enemy"/><span>Enemy or action</span></label>
<label class="forge-type-choice"><input name="forge-content-type" type="radio" value="resource"/><span>Resource</span></label>
<label class="forge-type-choice"><input name="forge-content-type" type="radio" value="status"/><span>Status</span></label>
<label class="forge-type-choice"><input name="forge-content-type" type="radio" value="mechanic"/><span>Complete mechanic</span></label>
</div>
</fieldset>
<section class="forge-editor-section" aria-labelledby="forge-core-heading">
<h3 class="forge-editor-section-title" id="forge-core-heading">Describe the idea</h3>
<p class="forge-editor-section-copy">Only the behaviour is required. A name and every other field can stay empty.</p>
<div class="forge-field-grid">
<label class="forge-field forge-field-wide">
<span class="forge-field-label">Name <span class="forge-optional">optional</span></span>
<input class="forge-input" id="forge-name" maxlength="100" type="text"/>
</label>
<label class="forge-field forge-field-wide">
<span class="forge-field-label">What does it do?</span>
<textarea class="forge-input" id="forge-rules-text" maxlength="6000" minlength="3" required rows="7" placeholder="Explain the interaction as you would describe it to another player. Approximate numbers and unfinished details are completely fine."></textarea>
<span class="forge-character-row"><span class="forge-readiness is-waiting" id="forge-readiness">Describe what the mechanic does to make the idea ready.</span><span id="forge-rules-counter">0 / 6000</span></span>
</label>
</div>
<details class="forge-advanced-section">
<summary>Add card or mechanic details</summary>
<div class="forge-advanced-content">
<div class="forge-field-grid">
<label class="forge-field">
<span class="forge-field-label" id="forge-subtype-label">Card type</span>
<input class="forge-input" id="forge-subtype" maxlength="100" placeholder="For example: Skill" type="text"/>
</label>
<label class="forge-field">
<span class="forge-field-label">Cost <span class="forge-optional">optional</span></span>
<input class="forge-input" id="forge-cost" maxlength="100" placeholder="2, X, Lose 4 HP..." type="text"/>
</label>
<label class="forge-field">
<span class="forge-field-label">Rarity or category <span class="forge-optional">optional</span></span>
<input class="forge-input" id="forge-rarity" maxlength="100" placeholder="Rare, Boss, Event..." type="text"/>
</label>
<label class="forge-field forge-field-wide">
<span class="forge-field-label">Upgrade or alternate version <span class="forge-optional">optional</span></span>
<textarea class="forge-input" id="forge-upgrade-text" maxlength="3000" rows="3"></textarea>
</label>
<label class="forge-field forge-field-wide">
<span class="forge-field-label">Flavour text <span class="forge-optional">optional</span></span>
<textarea class="forge-input" id="forge-flavour-text" maxlength="1000" rows="2"></textarea>
</label>
</div>
</div>
</details>
</section>
<section class="forge-editor-section" aria-labelledby="forge-details-heading">
<div class="forge-detail-heading">
<div>
<h3 class="forge-editor-section-title" id="forge-details-heading">Make it as precise as you want</h3>
<p class="forge-editor-section-copy">The idea is already valid without these blocks. Add only details that clarify a complicated interaction.</p>
</div>
<span class="forge-field-help" id="forge-detail-counter">0 / 24 details</span>
</div>
<div class="forge-detail-actions" aria-label="Add an optional detail">
<button class="forge-chip-button" data-add-detail="trigger" type="button">+ Trigger</button>
<button class="forge-chip-button" data-add-detail="effect" type="button">+ Another effect</button>
<button class="forge-chip-button" data-add-detail="target" type="button">+ Target</button>
<button class="forge-chip-button" data-add-detail="condition" type="button">+ Condition</button>
<button class="forge-chip-button" data-add-detail="drawback" type="button">+ Drawback</button>
<button class="forge-chip-button" data-add-detail="edge_case" type="button">+ Edge case</button>
<button class="forge-chip-button" data-add-detail="custom" type="button">+ Custom detail</button>
</div>
<p class="forge-detail-limit-status" id="forge-detail-limit-status" hidden></p>
<div class="forge-detail-list" id="forge-detail-list"></div>
</section>
<details class="forge-credit-section">
<summary>Add optional credit</summary>
<div class="forge-credit-content">
<label class="forge-field">
<span class="forge-field-label">Name or alias</span>
<input class="forge-input" id="forge-credit-alias" maxlength="100" placeholder="Nickname, Reddit, GitHub..." type="text"/>
</label>
<label class="forge-checkbox">
<input id="forge-public-credit" type="checkbox"/>
<span>I consent to Moonvine Forge publicly crediting this submission under the alias entered above. I can withdraw this consent for future use at any time.</span>
</label>
</div>
</details>
<section class="forge-submission-notice" id="forge-submission-notice" aria-labelledby="forge-submission-notice-heading">
<h3 id="forge-submission-notice-heading">Before you submit</h3>
<p>
By submitting, you confirm that you may share this content and allow Moonvine Forge
to review, adapt, combine, and use it as a design or technical reference. Submission
does not guarantee implementation, payment, or public credit.
</p>
<p>
Do not include contact details, confidential information, sensitive personal data,
or content belonging to another person.
</p>
<p>
Your submission is sent to Google Apps Script and stored in a private Google Sheet.
Details about processing, retention, and your rights are explained in the
<a href="datenschutz.html">Privacy Policy</a>.
</p>
</section>
<div class="forge-editor-footer">
<div>
<button aria-describedby="forge-submission-notice" class="forge-action-button primary" data-goatcounter-click="card-forge-submit-attempt" id="forge-submit-button" type="submit">Submit idea</button>
<button class="forge-action-button secondary" id="forge-reset-form" type="button">Reset form</button>
</div>
<p class="forge-draft-status" id="forge-draft-status" aria-live="polite">Your entry exists only in this open tab. Reloading or closing the page will discard it.</p>
</div>
<div class="forge-validation-status" id="forge-validation-status" aria-live="polite" hidden>
<p id="forge-validation-message"></p>
<ul class="forge-validation-errors" id="forge-validation-errors"></ul>
</div>
</form>
</div>
<aside class="forge-live-preview" aria-label="Live mechanic preview">
<div class="forge-preview-surface">
<div class="forge-preview-topline">
<div>
<p class="forge-preview-kicker">Live preview</p>
<h3 class="forge-preview-name" id="forge-preview-name">Untitled Card</h3>
</div>
<span class="forge-preview-cost" id="forge-preview-cost">-</span>
</div>
<p class="forge-preview-type" id="forge-preview-type">Card</p>
<p class="forge-preview-rules" id="forge-preview-rules">Describe the behaviour of your idea and it will appear here immediately.</p>
<div class="forge-preview-details" id="forge-preview-details"></div>
<p class="forge-preview-note">This preview is illustrative. Your original wording remains the authoritative submission.</p>
</div>
</aside>
</div>
<section class="forge-local-output" id="forge-local-output" hidden aria-labelledby="forge-local-output-heading">
<div class="forge-local-output-header">
<div>
<h3 id="forge-local-output-heading">Submission received</h3>
<p>Your idea has entered the Forge. Keep the reference below if you want to identify it later.</p>
</div>
</div>
<pre class="forge-output-json" id="forge-output-json"></pre>
</section>
<p class="privacy-note">
<strong>Keep your reference.</strong> Save the <code>MVF-...</code> reference shown after submission if you may later want to identify an anonymous entry, request deletion, or withdraw public-credit consent.
</p>
</section>
<section class="forge-section reveal">
<div class="outcome-layout">
<div class="forge-outcome-heading">
<p class="forge-section-label">What happens next?</p>
<h2>From unusual idea to useful pressure test.</h2>
<p>
Submissions can reveal recurring mechanic patterns, missing engine
capabilities, balance risks, and interactions that deserve a more
general solution.
</p>
<p class="outcome-disclaimer">
Submission does not guarantee implementation or inclusion in a
future game. An idea may instead be used as inspiration, balancing
data, or an architectural test case.
</p>
</div>
<div aria-label="Submission process" class="outcome-pipeline">
<article class="outcome-step">
<span class="outcome-step-number">01</span>
<h3>Submitted</h3>
<p>The concept enters the community design collection.</p>
</article>
<article class="outcome-step">
<span class="outcome-step-number">02</span>
<h3>Reviewed</h3>
<p>Its trigger, cost, target, effect, and edge cases are examined.</p>
</article>
<article class="outcome-step">
<span class="outcome-step-number">03</span>
<h3>Translated into an engine challenge</h3>
<p>The idea is reduced to reusable capabilities the core may need.</p>
</article>
<article class="outcome-step">
<span class="outcome-step-number">04</span>
<h3>Possibly prototyped</h3>
<p>Selected concepts may inform tests, experiments, or future content.</p>
</article>
</div>
</div>
</section>
<section class="forge-section forge-closing reveal">
<div class="forge-section-heading">
<p class="forge-section-label">The difficult ideas are useful</p>
<h2>Build the mechanic you would want to discover during a run.</h2>
<p class="forge-section-lead">
A small elegant interaction can be as valuable as a complicated
system. What matters is that it creates a decision, a risk, a
surprise, or a new way to build.
</p>
</div>
<div class="forge-closing-actions">
<a class="forge-primary-button" data-goatcounter-click="card-forge-closing-start" href="#submit">
Forge your mechanic →
</a>
<a class="forge-secondary-button" data-goatcounter-click="card-forge-view-core" href="https://github.com/Paranoidgrinch/RogueDeck-Core" rel="noopener noreferrer" target="_blank">
Inspect RogueDeck Core
</a>
</div>
</section>
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card: [
{
name: "Recursive Petition",
cost: "2",
sigil: "↺",
type: "Skill card",
effect:
"Choose a card in your discard pile. Resolve its first non-damage effect without paying its cost. If that effect would invoke Recursive Petition again, stop the chain and Exhaust both cards.",
flavour:
"“Please refer to the request referring to this request.”"
},
{
name: "Deferred Verdict",
cost: "1",
sigil: "⚖",
type: "Skill card",
effect:
"Apply 8 Judgment to an enemy. At the end of its next turn, deal that much damage if it did not damage you. Otherwise remove Judgment and gain that much Block.",
flavour:
"“The ruling depends on subsequent conduct.”"
},
{
name: "Emergency Appropriation",
cost: "X",
sigil: "✣",
type: "Variable-cost card",
effect:
"Spend all remaining resources. For each different resource type spent, choose to gain 3 Block or deal 2 damage to all enemies. If at least three types were spent, repeat your final choice.",
flavour:
"“The crisis has unlocked several impossible accounts.”"
}
],
relic: [
{
name: "Chain of Custody",
cost: "◆",
sigil: "⌘",
type: "Relic",
effect:
"Whenever a card changes zones twice during one effect chain, mark it. The next time that card leaves a zone, repeat its first non-damage effect at half value, then remove the mark.",
flavour:
"“Nothing is lost. It is merely transferred repeatedly.”"
},
{
name: "Consensus Engine",
cost: "◆",
sigil: "◎",
type: "Relic",
effect:
"After you play an Attack, a Skill, and a Power in any order during one turn, the next card repeats its first secondary effect. Reset the sequence if a card type repeats.",
flavour:
"“Agreement is easiest when everyone acts exactly once.”"
},
{
name: "Risk Register",
cost: "◆",
sigil: "⌖",
type: "Relic",
effect:
"Whenever a random target is selected, record every eligible target not chosen. Future random selections exclude recorded targets until every eligible target has been chosen once.",
flavour:
"“Chance remains acceptable when properly documented.”"
}
],
enemy: [
{
name: "Audit the Living",
cost: "?",
sigil: "⌬",
type: "Enemy action",
effect:
"Gain 3 Block for each different status affecting the player. Then copy the shortest remaining duration among those statuses onto this enemy.",
flavour:
"“Your condition has been carefully documented.”"
},
{
name: "Unscheduled Maintenance",
cost: "?",
sigil: "⚙",
type: "Enemy action",
effect:
"Disable the highest-cost card in the player's hand until turn end. If the player ends the turn without attempting to play it, permanently improve this action.",
flavour:
"“Downtime was announced several seconds in advance.”"
},
{
name: "Hostile Reconciliation",
cost: "?",
sigil: "⟁",
type: "Enemy reaction",
effect:
"After the player gains Block from two different sources in one turn, remove half of that Block and convert the removed amount into delayed damage for the start of the next round.",
flavour:
"“Your accounts now balance. Unfortunately.”"
}
],
resource: [
{
name: "Unstable Favor",
cost: "+",
sigil: "◇",
type: "Resource",
effect:
"Spend this as any resource. If it remains unspent at turn end, transform it into 2 Doubt. Each Doubt increases the next card cost by 1, then disappears.",
flavour:
"“Generosity with an expiration date.”"
},
{
name: "Contingency Budget",
cost: "+",
sigil: "¤",
type: "Stored resource",
effect:
"At turn end, store up to 2 unspent Energy as Budget. When you cannot fully pay a card cost, spend Budget first. Any unpaid remainder becomes Debt next turn.",
flavour:
"“Funding exists when the emergency becomes inconvenient enough.”"
},
{
name: "Echo Credit",
cost: "+",
sigil: "◌",
type: "Temporary resource",
effect:
"Whenever a card resolves without being played, gain 1 Echo Credit. Spend 3 to repeat the next triggered effect, but suppress every trigger created by that repetition.",
flavour:
"“The copy is valid. Its consequences are not.”"
}
],
status: [
{
name: "Borrowed Tomorrow",
cost: "—",
sigil: "☾",
type: "Player status",
effect:
"Draw 2 cards now. At the start of your next turn, draw 2 fewer cards. If that would reduce your draw below 1, gain 1 Debt for each prevented reduction instead.",
flavour:
"“The future has filed a complaint.”"
},
{
name: "Closed Loop",
cost: "—",
sigil: "∞",
type: "Protective status",
effect:
"The first time each round an effect would trigger itself within the same chain, prevent that trigger and gain 1 Insight. At 3 Insight, draw 2 cards and reset Insight.",
flavour:
"“Circular reasoning, now with safeguards.”"
},
{
name: "Redacted Clause",
cost: "—",
sigil: "▧",
type: "Hidden status",
effect:
"Its effect is hidden when applied. Retain it for one turn to reveal the benefit. Removing it before revelation applies the hidden penalty instead.",
flavour:
"“The missing sentence is legally considered present.”"
}
]
};
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"Create an enemy that becomes more dangerous when the player heals instead of when the player deals damage.",
"Invent a resource that can pay any cost now but creates a different problem if it remains unspent.",
"Design a card whose target is chosen now but whose effect is decided by what that target does next.",
"Create a status that is beneficial at low stacks and harmful at high stacks, with no automatic reset.",
"Invent an enemy action that copies the shortest duration among all statuses currently in combat.",
"Design a card that cares about how many zones another card visited during the same effect chain.",
"Create a relic that makes random targeting fairer without removing randomness completely.",
"Invent a cost that can be paid with future card draw, delayed damage, or a permanent change to the deck.",
"Design a power that rewards three different card types in sequence but resets when one type repeats.",
"Create a curse with a useful effect that only appears when the player removes it in an unusual way.",
"Invent a mechanic that repeats an effect while explicitly preventing the repeated effect from triggering itself.",
"Design a resource that gains value when saved but also raises the risk of losing an entire turn.",
"Create an enemy whose intent changes after seeing which card the player attempts to play first.",
"Invent a card that becomes stronger when its earlier copies took different routes through the deck."
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