Game Design Docs
Reference documentation for Gambit's game design.
Overview & Vision
Design pillars, inspirations, distribution model, dev priority
Design Principles
Research-backed game design theory — the 'why' behind every mechanic
Color Philosophies
Five worldviews, natural alliances and oppositions, mechanical identity
Core Mechanics
Every major mechanic, its design rationale, and balance levers
Set Zone
Set zone design, soft cancels, color trap philosophies, ambush units, example cards
Card Types
Units, Spells, Traps, Items, subtypes, Ace supertype
Energy System
Energizing, hand payment, off-turn costs, Green ramp
Game Modes
Formats, win conditions, Ace Battle, encounter system
Balance & Economy
Point-budget framework, card limits, ban/restricted list
Card Pool
150-card playtest set breakdown by color and type
Glossary
Alphabetical reference of all game terms and keywords
Design Decisions
Locked-in constraints for the current release
Open Questions
Unresolved design decisions for future iteration