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Ash and Blood

  • card-rpg
  • dark-fantasy
  • tactical
  • collectible
  • turn-based
  • local-pvp
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Make your own game

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Remix Ash and Blood opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Ash and Blood

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive single-page dark-fantasy tactical collectible card RPG titled “Ash and Blood.” It should be a playable local web game with persistent progress in localStorage, not a slideshow. Use a nearly black burgundy/violet background with subtle radial glows, faint grid texture, warm parchment text, gold borders, deep red buttons, and Cinzel-style serif display typography paired with a clean sans-serif UI font. The opening menu is a dramatic landing screen: large stacked title “Ash and Blood,” a small outlined pill reading “Dark fantasy tactical card RPG,” descriptive copy about commanding ember mages, gravebound monsters, moon beasts, relic knights, and plague cults, and a group of floating, gently drifting collectible cards on the right. Below/near the introduction provide menu actions for PvE Hunt, Local PvP, Deck Builder, Open Packs, and Bestiary, plus visible collection/progression stats such as packs and wins/losses.

Generate exactly 160 cards: 20 each in these eight archetypes, with distinctive accent colors and themes: Ashborne, Blood Oath, Moonfang, Gravebind, Verdant Rot, Storm Relic, Void Choir, and Iron Coven. Each generated card needs a unique procedural dark-fantasy SVG-like illustration: a colored radial-gradient background, stars/specks, occult geometric sigil, abstract horned/beast-like central silhouette with glowing eyes, atmospheric strokes, and its archetype name. Cards have generated names assembled from archetype-specific nouns and titles, one of Common/Rare/Epic/Legendary rarities, mana cost, attack, health, lore text, one passive, and one active ability. Show these on a collectible card face with title, blue mana-cost circle, art panel, archetype label, rules text, red attack badge, and green health badge. Use rarity border/glow styling: muted gray Common, blue Rare, purple Epic, and gold Legendary.

Implement the main collection loop. Start the player with 3 packs and the first 24 generated cards recorded/owned, and create an active 24-card deck named “Bloodbound Starter.” Persist packs, owned card quantities, wins, losses, and deck data under localStorage key “ash-and-blood-v1.” The Bestiary/collection screen should show a count out of 160, archetype filter buttons, and a grid of all cards; unowned cards appear heavily darkened/grayscale. Clicking cards opens a detail modal with enlarged card, name, archetype, rarity, lore, passive, and active descriptions. Include a clearly available “unlock all” collection action consistent with the original UI.

The Deck Builder uses the active deck and owned collection. Show deck count, average mana cost, and owned count. Allow filtering by all eight archetypes, tapping owned cards to add them, minus buttons to remove copies, Quick Fill to auto-build a mana-curved deck, and Clear Deck. Enforce a 24-card maximum and copy limits of 3 Common/Rare, 2 Epic, and 1 Legendary. Show a current-deck list with card name, cost, archetype, rarity, and copy count, alongside the filtered card grid. PvE and Local PvP battles must use the active player deck.

Build the battle screen as a compact tactical board with a top HUD showing mode (“PvE Hunt” or “Local PvP”), both hero health values starting at 30, current/max mana, whose turn it is, an End Turn button, an Active button, and a short scrolling combat log. Place five slots in an enemy lane and five slots in a player lane, with dashed occult borders and subtly different red enemy/blue player tinting. Show cards in board slots and an 8-card maximum hand along the bottom; cards that cost more than current mana are visibly disabled. On the player’s turn, clicking a playable hand card spends its cost and places it in the first empty one of five player slots. The player starts with four cards. Mana starts at 1 and increases by 1 each new player turn up to 8; draw one card at the start of the player turn. Newly summoned cards are tired and cannot attack until the next turn unless their passive is Charge.

Combat rules: a board card attacks the opposing lane slot first, otherwise the first opposing card, otherwise the enemy hero. Clicking an eligible allied board card attacks. Combat deals attack damage to both cards, then cleanup removes dead cards; Ward reduces incoming damage by 1, Hexsong reduces damaged enemy attack by 1, Lifedrain restores 1 player hero health after attacking, and Revenant returns a dead card to its owner’s hand once with 1 health. Scorch damages the enemy hero on summon, Pack Howl grants other allied cards +1 attack when played, and other generated passives should match the visible rules text. The Active button spends 1 mana and always uses the first allied board card. Implement the actual active-word effects: Burn damages the first enemy, Heal restores hero health, Guard grants armor, Draw draws, Rally gives allies +1 attack, Poison adds poison to all enemies, Freeze stuns the strongest enemy, Summon creates a 1/1 Ash Familiar in an empty slot, Snipe damages the enemy backline or hero, Fortify increases allied health, Bleed damages the enemy hero, and Silence reduces all enemy attack. End Turn alternates to the enemy. PvE enemy AI draws, plays affordable cards into open slots, uses one active when possible, then attacks; its 24-card deck is chosen from Gravebind, Verdant Rot, and Ashborne. Local PvP is a second locally controlled/rules-based rival deck using the active deck structure, with no networking.

Award a PvE win with one additional pack, increment wins, and show a victory message; losses increment losses and show defeat. Open Packs consumes one pack and reveals five generated cards with rarity odds matching the game: mostly Common, then Rare, Epic, and very rare Legendary. Add each revealed card to the collection, render the five cards in a reveal/results view, and offer opening another pack or returning to menu. If no packs remain, explain that a PvE Hunt earns another. Keep card click details available throughout pack, collection, and showcase views. Make controls touch-friendly, responsive, and visually faithful to the supplied screenshot: lavish dark red/black fantasy presentation, cream headline, gold framing, and glowing illustrated cards rather than a generic bright game UI.

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