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