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Arcade › Chamber Deck

Chamber Deck

  • card-game
  • duel
  • strategy
  • roulette
  • mobile
  • 3d
  • turn-based
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. ricardo.velezna built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Chamber Deck was built by ricardo.velezna with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Chamber Deck 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 Chamber Deck

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.

Recreate “Chamber Deck” as a mobile-first 1v1 card duel with Russian-roulette-style tension, using a dark Three.js tabletop scene behind a glassy HTML HUD. The camera is a slightly elevated, front-facing perspective looking down at a round wooden table with a green felt top. At the center is a metallic gray six-slot chamber drum, with six dark cylindrical chamber openings arranged in a circle and a small gold pointer beside it. Add a blue glowing dealer ring on the far side of the felt and a green glowing player ring on the near side. Use a dark navy/black background and floor, soft fog, warm spotlighting, shadows, subtle ambient blue light, metallic materials, and a restrained premium casino/game-table look. The drum should visibly rotate when the cylinder is spun or reloaded; the table/felt rotate very subtly, the pointer gently bobs, and the player/dealer rings pulse faintly. A brief dark red background impact flash can occur when a live hit lands.

The game is turn-based. Both You and Dealer begin with 3 health, represented in the HUD by three red heart icons, and the first side reduced to zero loses. A six-slot chamber contains exactly one live round and five blanks, randomly placed at the beginning of a match and whenever the chamber cycles back to slot 1. Track Round (begin at Round 1) and Chamber 1 / 6 in the center HUD. The current chamber is initially slot 1. Every shot checks the current slot, then advances the current slot by one; when advancing from slot 6 back to slot 1, increment the round and create a fresh random one-live-five-blank chamber. The player’s known/unknown state should be shown as “Next chamber unknown,” or after Read Tell as “Next chamber: LIVE” / “Next chamber: blank.”

At the top, create three translucent rounded panels: Dealer on the left with name, three hearts, and a dealer intent/status line; a centered title panel reading “CHAMBER DECK,” subtitle “Play one card, then choose who faces the next chamber.” and pills for round, chamber, and peek information; and You on the right with hearts and a player status line. Below them, show a centered log panel initially reading “Pick a card, then decide where the shot goes.” At the bottom, show the player’s hand as three large translucent cards in a responsive three-column layout on desktop and stacked layout on narrow mobile screens. Each card has a category pill, name, and description. Use pointer/touch interactions rather than relying on hover.

The player turn has two phases. Initially the player must choose exactly one of the three displayed cards; selecting it highlights the card in gold, immediately applies its effect, and changes the status to “Now choose who faces the chamber.” Then enable two action buttons: “Shoot Dealer” (gold/primary styling) and “Shoot Yourself” (red/danger styling). Keep cards and shooting buttons disabled when their phase is inactive. After the player shoots, discard that hand and draw a fresh random hand of three distinct cards from the six-card library, then let the dealer take a delayed AI turn. After the dealer acts and resolves their shot, return to the player-card phase.

Implement exactly these six cards and effects:
- “Read Tell” (utility): reveal whether the current/next chamber is live or blank by setting the player’s peek knowledge; log the result.
- “Steel Nerve” (defense): set a player shield/guard that blocks the next live bullet that would hit the player, then consume the guard when it blocks.
- “Wild Spin” (risk): randomize the live round’s position by moving it to a random offset in the six-slot chamber, randomize the current chamber position too, clear the player’s peek knowledge, and animate a cylinder spin.
- “Stack Odds” (risk): move the single live round one slot forward in the chamber, clear the player’s peek knowledge, and log that it shifted.
- “Blood Wager” (risk): arm the player so that if their shot is blank it still deals 1 damage to the shot’s target; consume the wager after the shot.
- “Cold Read” (utility): if the dealer currently has a guard, steal it by clearing the dealer’s guard and giving it to the player; otherwise log that the dealer gave nothing.

When a shot is live, damage the chosen target by 1 unless that target has a guard, in which case consume the guard and block the hit. When a shot is blank, normally log “Click. Blank chamber. Nobody gets hit.”; if the shooter has an armed Blood Wager, deal 1 damage to the target and consume the wager. Clear both sides’ peek knowledge after each shot. The player’s target buttons must mean exactly what they say: Shoot Dealer targets the dealer, while Shoot Yourself targets the player. The dealer can similarly aim at the player or themself.

Give the dealer a simple probabilistic AI and show intent text such as “Thinking…,” “Plays [card name],” “Dealer risked a self-shot.” or “Dealer pushed the shot your way.” Each dealer turn draws a random hand from the same six-card library and chooses a card using these behaviors: if the dealer lacks a guard and the current chamber is live, sometimes choose Steel Nerve; sometimes choose Read Tell if they do not already know the chamber; if dealer health is 1, sometimes choose Wild Spin; if the current chamber is blank, sometimes choose Blood Wager; otherwise choose a random drawn card. Apply dealer versions of Read Tell, Steel Nerve, Wild Spin, Stack Odds, Blood Wager, and Cold Read (Cold Read steals the player’s guard only when one exists). Choose a target with simple risk-aware logic: if the dealer knows the chamber is live, aim at the player unless the player is guarded, in which case aim at themself; if they know it is blank, aim at the player when Blood Wager is armed, otherwise themself; Steel Nerve on a live chamber should favor a self-shot; when the player is at 1 health strongly favor shooting the player; when the dealer is at 1 health also often shoot the player; otherwise randomly choose, slightly favoring the player. Resolve the dealer shot after a short delay so the intent is visible.

On zero health, stop input and show a centered translucent match-over overlay. If the player wins, title it “You Win” with text that the dealer cracked first; if the dealer wins, title it “You Lost” with text indicating a bad draw. Include a “Play Again” button in the overlay and a persistent “New Match” button in the bottom action row, both resetting health, hand, chamber, round, statuses, and winner state. Keep the HUD high contrast with off-white text, muted blue-gray secondary text, gold title/accent, red hearts and danger action, green defense accents, blue utility accents, and gold risk accents. Use rounded panels, backdrop blur, subtle borders, gradients, and responsive safe-area padding; ensure the interface remains usable on narrow mobile screens.

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